-- This module assumes all objects and the player are 1x1 sprite in size. -- Larger sprites will probably work for objects, but not for the player. -- -- exported variables: -- player_pos # integer tuple {x,y}. absolute position of the player on the -- # 'world map' -- camera_pos # integer tuple {x,y}. Represents top-left position of the -- # pico-8 camera on the pico-8 map -- facing # integer tuple {v,h}. Current facing of the player. Values of -- # each element can be -1 (up or left), 0 (neutral), -- # or 1 (down or right) -- -- functions: -- init_player({x,y}) # call this in _init(). Sets player starting position, -- # assumes the top-left of the pico-8 map is currently -- # world position 0,0 -- handle_input() # call in _update() to handle movement key presses. -- # Assumes any sprite with flag 0 set is an obstacle. -- draw_player() # call in _draw(). Draws the player sprite. function init_player(start_pos) player_pos = start_pos camera_pos = {start_pos[1]-8, start_pos[2]-8} facing = {1, 0} -- this is a constant for looking up player sprites by facing player_lookup = { [0] = { [0] = -1, -- error state [-1] = 122, -- left [1] = 123, -- right }, [-1] = { [0] = 120, -- up [-1] = 124, -- up-left [1] = 125, -- up-right }, [1] = { [0] = 121, -- down [-1] = 126, -- down-left [1] = 127, -- down-right }, } end function handle_input() local new_pos = {camera_pos[1], camera_pos[2]} local new_ppos = {player_pos[1], player_pos[2]} if btnp(0) or btnp(1) or btnp(2) or btnp(3) then if btnp(0) then new_pos[1] -= 1 -- move left new_ppos[1] -= 1 facing[2] = -1 end if btnp(1) then new_pos[1] += 1 -- move right new_ppos[1] += 1 -- move right facing[2] = 1 end if not (btnp(0) or btnp(1)) then facing[2] = 0 end if btnp(2) then new_pos[2] -= 1 -- move up new_ppos[2] -= 1 -- move up facing[1] = -1 end if btnp(3) then new_pos[2] += 1 -- move down new_ppos[2] += 1 -- move down facing[1] = 1 end if not (btnp(2) or btnp(3)) then facing[1] = 0 end end if _legal_move(new_pos) then camera_pos = new_pos player_pos = new_ppos end end function draw_player() spr(player_lookup[facing[1]][facing[2]], 64, 64) -- todo: animate the character on move end -- pos is camera position, meaning the map-relative player -- position is pos + {8, 8}. function _legal_move(pos) return not fget(mget(pos[1]+8, pos[2]+8), 0) end