Fix broken redraw code, implement player sprites (some) and get ready for interactable objects.
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@ -13,6 +13,13 @@ function init_constants()
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-- the indices here are sprite numbers.
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object_interaction_map = {
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-- bush
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[3] = {
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replacement = 17,
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sfx = 13,
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drop = 69
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},
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-- tree
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[4] = {
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replacement = 14,
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19
index_map.md
19
index_map.md
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@ -16,13 +16,27 @@
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14 - tree stump
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15 - cactus stump
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16 - mushroom stump
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17 - long grass
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17 - empty bush
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18 - long grass
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### inventory icons
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65 - wood
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66 - mushroom
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67 - cactus meat
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68 - cactus flower
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69 - berries
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### HUD and player
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119 - interaction exclamation
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120 - player back
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121 - player front
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122 - player left
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123 - player right
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124 - player up-left
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125 - player up-right
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126 - player down-left
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127 - player down-right
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### sfx
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---
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@ -32,7 +46,8 @@
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9 - desert wind
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10 - desert music 2
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11 - chopping wood
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12 - chopping vegetation
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12 - chopping thick vegetation
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13 - collecting small vegetation
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### patterns
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---
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16
infimap.p8
16
infimap.p8
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@ -63,14 +63,14 @@ __gfx__
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00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00000000000000000000000000000000000000000000000000000000000000000007700000000000000700000000700007777000000777700000000000000000
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00000000000000000000000000000000000000000000000000000000000000000070070000000000007000000000070070000000000000070000000000000000
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00000000000000000000000000000000000000000000000000000000000000000700007000000000070000000000007070000000000000070000000000000000
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00000000000000000000000000000000000000000000000000000000000000007000000700000000700000000000000770000000000000077000000000000007
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00000000000000000000000000000000000000000000000000000000000000000000000070000007700000000000000770000000000000077000000000000007
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00000000000000000000000000000000000000000000000000000000000000000000000007000070070000000000007000000000000000007000000000000007
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00000000000000000000000000000000000000000000000000000000000000000000000000700700007000000000070000000000000000007000000000000007
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00000000000000000000000000000000000000000000000000000000000000000000000000077000000700000000700000000000000000000777700000077770
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00000000000000000000000000000000000000000000000000000000000880000002200000022000000220000002200007777000000777700000000000000000
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00000000000000000000000000000000000000000000000000000000000880000022220000244200000420000002400070000000000000070000000000000000
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00000000000000000000000000000000000000000000000000000000000880000022220000244200000422000022400070000000000000070000000000000000
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00000000000000000000000000000000000000000000000000000000000880000288882002888820000880000008800070000000000000077000000000000007
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00000000000000000000000000000000000000000000000000000000000880000048840000488400000480000008400070000000000000077000000000000007
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00000000000000000000000000000000000000000000000000000000000000000048840000488400000480000008400000000000000000007000000000000007
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00000000000000000000000000000000000000000000000000000000000880000008800000088000000880000008800000000000000000007000000000000007
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00000000000000000000000000000000000000000000000000000000000880000001100000011000001100000000110000000000000000000777700000077770
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__gff__
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0000000303000000020003000103000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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2
main.lua
2
main.lua
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@ -32,7 +32,7 @@ function handle_map_update()
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-- we need to regenerate the map, so we generate a map chunk that
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-- places the player in the middle of it.
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generate_map(player_pos_x-32, player_pos_y-32)
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camera_pos_x, camera_pos_y = 24
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camera_pos_x, camera_pos_y = 24, 24
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end
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end
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35
player.lua
35
player.lua
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@ -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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