feat: P.0.lib.player_control movement + AABB-wall-collision
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README.md
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# lib-core.player_control
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P.0 player movement lib. Single player with top-left position + size +
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speed. Reads input direction via `lib-core.input`, applies 4-corner-AABB
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collision against `lib-core.maps.is_walkable`, all-or-nothing block
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(no wall-sliding).
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- Lib-ID: `lib-core.player_control`
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- Version: `0.1.0`
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- Spec: `meta/docs/superpowers/specs/2026-05-09-p0-lib-player_control-design.md`
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Forward-compat stubs (DEPRECATED-MVP) for wall-sliding, actor-integration,
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sprite-rendering, click-to-move, drag-select, animation, velocity/momentum,
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walls-collision, multi-player.
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## API
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- `player.set_position(x, y)` — top-left, pixel-coords
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- `player.position() → {x, y}` — top-left
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- `player.set_size(w, h)` — bounding box (default 24x24)
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- `player.size() → {w, h}`
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- `player.set_speed(px_per_sec)` — default 200
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- `player.speed() → number`
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- `player.bind_movement(left_action, right_action, up_action, down_action)`
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- `player.update(dt)` — reads bound actions, predicts next pos, AABB-collision-check, mutates position
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## Conventions
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- Position is top-left corner of player AABB (matches engine.render.draw_rect).
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- Center calculation lives in caller: `cx = position.x + size.w/2`.
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- All-or-nothing block on collision (no wall-sliding in P.0).
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- Module owns rendering (lib has no draw fn). Module composes camera-follow.
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- Silent no-op for `update()` before `bind_movement` (debug-friendly).
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- Lua `error(...)` for setter misuse (caller-bug fast-fail).
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## Consumer pattern
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```lua
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local player = require("lib-core.player_control")
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local input = require("lib-core.input")
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input.bind("move_left", { engine.input.KEY_A, engine.input.KEY_LEFT })
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input.bind("move_right", { engine.input.KEY_D, engine.input.KEY_RIGHT })
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input.bind("move_up", { engine.input.KEY_W, engine.input.KEY_UP })
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input.bind("move_down", { engine.input.KEY_S, engine.input.KEY_DOWN })
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player.set_position(244, 244)
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player.bind_movement("move_left", "move_right", "move_up", "move_down")
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function update(ctx, dt)
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player.update(dt)
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local p = player.position()
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local s = player.size()
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camera.set_target(p.x + s.w/2, p.y + s.h/2) -- camera follows player center
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end
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function render(ctx)
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-- draw map first, then player on top
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local p = player.position()
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local s = player.size()
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engine.render.draw_rect(p.x, p.y, s.w, s.h, engine.render.rgb(200, 60, 80))
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end
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```
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