a_pleasant_stroll/player.lua

162 lines
4.3 KiB
Lua

-- 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_[xy] # position of the player on the 'world map'
-- facing_[vh] # 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() # call this in _init().
-- 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()
player_x, player_y = 0, 0
facing_v = 1
facing_h = 0
-- constants for item IDs. Doubles as sprite indices.
item_mushroom = 64
item_cactus_meat = 65
item_wood = 66
item_cactus_flower = 80
item_berries = 81
item_cactus_meal = 66
-- inventory is a map of item ids to counts
inventory = {
item_mushroom = 0,
item_cactus_meat = 0,
item_wood = 0,
item_cactus_flower = 0,
item_berries = 0,
item_cactus_meal = 0
}
-- this is a constant for looking up player sprites by facing
player_lookup = {
[0] = {
[0] = 0xffff, -- error state
[0xffff] = 122, -- left
[1] = 123, -- right
},
[0xffff] = {
[0] = 120, -- up
[0xffff] = 124, -- up-left
[1] = 125, -- up-right
},
[1] = {
[0] = 121, -- down
[0xffff] = 126, -- down-left
[1] = 127, -- down-right
},
}
end
-- NB: references menu_mode from main.lua
function player_input()
local new_x, new_y = player_x, player_y
if btnp"4" then
interact()
end
if btnp"5" then
menu_mode = true -- pass control to menu
end
if btnp"0" or btnp"1" or btnp"2" or btnp"3" then
if btnp"0" then
new_x -= 1 -- move left
facing_h = 0xffff
end
if btnp"1" then
new_x += 1 -- move right
facing_h = 1
end
if not (btnp"0" or btnp"1") then
facing_h = 0
end
if btnp"2" then
new_y -= 1 -- move up
facing_v = 0xffff
end
if btnp"3" then
new_y += 1 -- move down
facing_v = 1
end
if not (btnp"2" or btnp"3") then
facing_v = 0
end
end
-- note that facing always changes, even if we can't move to the new location
if legal_move(new_x, new_y) then
player_x, player_y = new_x, new_y
end
end
function draw_player()
spr(player_lookup[facing_v][facing_h], 60, 60)
-- todo: animate the character on move
-- draw the player's HUD
local interact_x, interact_y = can_interact()
if interact_x and interact_y then
spr(119, 0, 120)
end
-- todo: introduce the concept of an inventory here
end
-- returns x,y as the coordinates of the interactable object
-- nil,nil if nothing to interact with
-- NB: this function calls get_tile() from world.lua
function can_interact()
-- flag 1 represents an interactable (read: destructible) sprite.
-- check the tile the player is standing on
if fget(get_tile(player_x, player_y), 1) then
return player_x, player_y
end
-- check the tile the player is facing
faced_tile_x, faced_tile_y = get_position_facing()
if fget(get_tile(faced_tile_x, faced_tile_y), 1) then
return faced_tile_x, faced_tile_y
end
return nil, nil
end
-- NB: this function calls get_tile() and references the
-- object_interaction_map from world.lua
function interact()
-- get the position to interact with
local x, y = can_interact()
if (x == nil or y == nil) return
local sprite = get_tile(x, y)
local data = object_interaction_map[sprite]
-- todo: figure out playing sound effects, animation?
-- modify the tile by writing the change to the mod_buffer
-- (the rendered image will be updated by draw_world()
write_map_change(data.replacement, x, y)
end
-- returns x,y representing the map-local position the player is facing.
function get_position_facing()
return player_x+facing_h, player_y+facing_v
end
-- NB: this function calls get_tile() from world.lua
function legal_move(pos_x, pos_y)
return not fget(get_tile(pos_x, pos_y), 0)
end