Fix broken redraw code, implement player sprites (some) and get ready for interactable objects.
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35
player.lua
35
player.lua
@ -90,15 +90,42 @@ function draw_player()
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-- todo: animate the character on move
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-- draw the player's HUD
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if fget(mget(player_pos_x, player_pos_y), 1) then
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-- flag 1 represents an interactable (read: destructible) sprite.
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-- need a map of destructible map objects, appropriate sfx, replacement
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-- sprites.
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local interact_x, interact_y = can_interact()
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if interact_x and interact_y then
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spr(119, 0, 120)
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end
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-- todo: introduce the concept of an inventory here
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end
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-- uses global variables instead of arguments
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-- returns x,y for the map-local coordinates of the interactable object
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-- nil,nil if nothing to interact with
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function can_interact()
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-- flag 1 represents an interactable (read: destructible) sprite.
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-- need a map of destructible map objects, appropriate sfx, replacement
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-- sprites.
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local player_rel_x, player_rel_y = player_pos_x+8, player_pos_y+8
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-- check the tile the player is standing on
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if fget(mget(player_rel_x, player_rel_y), 1) then
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return player_rel_x, player_rel_y
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end
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-- check the tile the player is facing
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faced_tile_x, faced_tile_y = get_position_facing()
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if fget(mget(faced_tile_x, faced_tile_y), 1) then
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return faced_tile_x, faced_tile_y
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end
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return nil, nil
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end
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-- returns x,y representing the map-local position the player is facing.
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function get_position_facing()
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return camera_pos_x+8+facing_h, camera_pos_y+8+facing_v
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end
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-- pos is camera position, meaning the map-relative player
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-- position is pos + {8, 8}.
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function legal_move(pos_x, pos_y)
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