154 lines
4.5 KiB
Lua
154 lines
4.5 KiB
Lua
-- This module assumes all objects and the player are 1x1 sprite in size.
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-- Larger sprites will probably work for objects, but not for the player.
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--
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-- exported variables:
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-- player_pos_[xy] # absolute position of the player on the 'world map'
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-- camera_pos_[xy] # Represents top-left position of the pico-8 camera on
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-- # the pico-8 map
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-- facing_[vh] # Current facing of the player. Values of
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-- # each element can be -1 (up or left), 0 (neutral),
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-- # or 1 (down or right)
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--
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-- functions:
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-- init_player(x,y) # call this in _init(). Sets player starting position,
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-- # assumes the top-left of the pico-8 map is currently
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-- # world position 0,0
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-- handle_input() # call in _update() to handle movement key presses.
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-- # Assumes any sprite with flag 0 set is an obstacle.
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-- draw_player() # call in _draw(). Draws the player sprite.
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function init_player(start_pos_x, start_pos_y)
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player_pos_x, player_pos_y = start_pos_x, start_pos_y
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camera_pos_x, camera_pos_y = start_pos_x-8, start_pos_y-8
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facing_v = 1
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facing_h = 0
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-- this is a constant for looking up player sprites by facing
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player_lookup = {
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[0] = {
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[0] = 0xffff, -- error state
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[0xffff] = 122, -- left
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[1] = 123, -- right
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},
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[0xffff] = {
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[0] = 120, -- up
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[0xffff] = 124, -- up-left
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[1] = 125, -- up-right
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},
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[1] = {
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[0] = 121, -- down
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[0xffff] = 126, -- down-left
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[1] = 127, -- down-right
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},
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}
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end
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function handle_input()
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local new_pos_x, new_pos_y = camera_pos_x, camera_pos_y
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local new_ppos_x, new_ppos_y = player_pos_x, player_pos_y
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if btnp"4" then
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interact()
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end
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if btnp"0" or btnp"1" or btnp"2" or btnp"3" then
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if btnp"0" then
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new_pos_x -= 1 -- move left
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new_ppos_x -= 1
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facing_h = 0xffff
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end
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if btnp"1" then
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new_pos_x += 1 -- move right
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new_ppos_x += 1 -- move right
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facing_h = 1
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end
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if not (btnp"0" or btnp"1") then
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facing_h = 0
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end
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if btnp"2" then
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new_pos_y -= 1 -- move up
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new_ppos_y -= 1 -- move up
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facing_v = 0xffff
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end
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if btnp"3" then
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new_pos_y += 1 -- move down
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new_ppos_y += 1 -- move down
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facing_v = 1
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end
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if not (btnp"2" or btnp"3") then
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facing_v = 0
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end
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end
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if legal_move(new_pos_x, new_pos_y) then
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camera_pos_x, camera_pos_y = new_pos_x, new_pos_y
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player_pos_x, player_pos_y = new_ppos_x, new_ppos_y
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end
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end
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function draw_player()
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spr(player_lookup[facing_v][facing_h], 64, 64)
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-- todo: animate the character on move
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-- draw the player's HUD
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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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function interact()
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-- get the position to interact with
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local x, y = can_interact()
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if (x == nil or y == nil) return
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local sprite = mget(x, y)
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local data = object_interaction_map[sprite]
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-- todo: figure out playing sound effects, animation?
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-- modify the rendered tile
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mset(x, y, data.replacement)
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-- and write the change to the buffer
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write_map_change(data.replacement, x, y)
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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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return not fget(mget(pos_x+8, pos_y+8), 0)
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end
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