function init_movement() camera_pos = {0, 0} -- [1] is vertical facing, [2] is horizontal, -1 is up/left, 0 is neutral, -- and 1 is down/right facing = {1, 0} -- this is a constant for looking up player sprites by facing player_lookup = { [{0, 0}] = -1, -- this state is an error [{-1, 0}] = 120, -- up [{1, 0}] = 121, -- down [{0, -1}] = 122, -- left [{0, 1}] = 123, -- right [{-1, -1}] = 124, -- up-left [{-1, 1}] = 125, -- up-right [{1, -1}] = 126, -- down-left [{1, 1}] = 127 -- down-right } end function handle_input() new_pos = camera_pos if btnp(0) or btnp(1) or btnp(2) or btnp(3) then if btnp(0) then new_pos[1] -= 1 -- move left facing[2] = -1 end if btnp(1) then new_pos[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 facing[1] = -1 end if btnp(3) then new_pos[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 end -- todo: determine whether we need to regen map and what that means end function draw_player() spr(player_lookup[facing], 64, 64) -- todo: animate the character on move end -- pos is a camera position, meaning the player position is -- pos + {8, 8} function legal_move(pos) return fget(mget(pos[1]+8, pos[2]+8), 0) end