feat(0.2.0): BREAKING — Actor-Entity statt Lua-locals (Phase A.6)
Refactor: position / size / speed leben jetzt auf einer Actor-Entity
(lib-core.actor + lib-core.composition); player_control hält nur noch
die Action-Bindings und das per-frame Update.
Removed surface (use actor.* / composition.* instead):
M.set_position / M.position / M.set_size / M.size /
M.set_speed / M.speed
Neuer Flow:
composition.define_template{id="player", properties={position,
movement_speed, sprite_w, sprite_h, ...}, ...}
local p = actor.create{template="player", properties={...}}
player_control.bind_movement(...)
player_control.update(p, dt) -- liest position/movement_speed/sprite_w/h
-- aus dem actor; AABB-Collision um center,
-- commit via actor.move oder no-op
position.x/.y wird als visual CENTER behandelt (Phase-A Konvention).
4-corner-AABB-Check verschiebt sich entsprechend.
DEPRECATED-MVP-Marker auf :99 entfernt (actor-integration realisiert).
Bumps: 0.1.0 → 0.2.0 (BREAKING, pre-1.0 minor); +actor v0.1.0 dep.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
129
init.lua
129
init.lua
@@ -1,59 +1,46 @@
|
||||
-- =====================================================================
|
||||
-- lib-core.player_control — Player Movement + AABB-Wall-Collision (P.0)
|
||||
-- lib-core.player_control v0.2.0 — Input → Actor Movement + AABB-Collision
|
||||
-- See: meta/docs/superpowers/specs/2026-05-09-p0-lib-player_control-design.md
|
||||
-- meta/docs/superpowers/specs/2026-06-09-phase-A-...
|
||||
--
|
||||
-- Scope: 1 player, top-left position + size + speed, 4-corner-AABB
|
||||
-- collision against maps.is_walkable, action-bindings via lib-core.input.
|
||||
-- DEPRECATED-MVP for: wall-sliding, actor-integration, sprite-rendering,
|
||||
-- click-to-move, drag-select, animation, velocity/momentum, multi-player.
|
||||
-- v0.2.0 (Phase A.6) — BREAKING REFACTOR:
|
||||
-- Position/size/speed leben jetzt auf einer Actor-Entity (lib-core.actor
|
||||
-- + lib-core.composition); player_control hält nur noch die Action-
|
||||
-- Bindings und das per-frame Update.
|
||||
--
|
||||
-- Caller sets up:
|
||||
-- composition.define_template{id="player", properties={position,
|
||||
-- movement_speed, sprite_w, sprite_h, sprite_color, ...}, ...}
|
||||
-- local p = actor.create{template="player", properties={...}}
|
||||
-- player_control.bind_movement("move_left", ...)
|
||||
-- player_control.update(p, dt) -- jeden Frame
|
||||
--
|
||||
-- position.x/.y on the actor is treated as visual CENTER (per Phase-A
|
||||
-- render-convention). The collision-check uses sprite_w/sprite_h
|
||||
-- read from the actor's properties.
|
||||
--
|
||||
-- Removed in v0.2.0 (use actor.* / composition.* instead):
|
||||
-- M.set_position / M.position / M.set_size / M.size /
|
||||
-- M.set_speed / M.speed — alle obsolete; lese via
|
||||
-- actor.position(handle) / handle:get_property("sprite_w") /
|
||||
-- actor.movement_speed(handle).
|
||||
--
|
||||
-- DEPRECATED-MVP (unverändert):
|
||||
-- - separate-axis wall-sliding (fluidity slice)
|
||||
-- - sprite-rendering (lebt jetzt in render.draw_entities)
|
||||
-- - click-to-move + drag-select (P.3 RTS slice)
|
||||
-- - velocity/momentum (juice slice)
|
||||
-- - collision against maps.walls field (when walls populated)
|
||||
-- =====================================================================
|
||||
|
||||
local maps = require("lib-core.maps")
|
||||
local input = require("lib-core.input")
|
||||
|
||||
local player = {
|
||||
x = 0, y = 0, -- top-left in pixel-coords
|
||||
w = 24, h = 24,
|
||||
speed = 200, -- px/sec
|
||||
}
|
||||
local actor = require("lib-core.actor")
|
||||
|
||||
local actions = { left = nil, right = nil, up = nil, down = nil }
|
||||
|
||||
local M = {}
|
||||
|
||||
function M.set_position(x, y)
|
||||
if type(x) ~= "number" or type(y) ~= "number" then
|
||||
error("player_control.set_position: x and y must be numbers")
|
||||
end
|
||||
player.x = x; player.y = y
|
||||
end
|
||||
|
||||
function M.position()
|
||||
return { x = player.x, y = player.y }
|
||||
end
|
||||
|
||||
function M.set_size(w, h)
|
||||
if type(w) ~= "number" or type(h) ~= "number" or w <= 0 or h <= 0 then
|
||||
error("player_control.set_size: w and h must be positive numbers")
|
||||
end
|
||||
player.w = w; player.h = h
|
||||
end
|
||||
|
||||
function M.size()
|
||||
return { w = player.w, h = player.h }
|
||||
end
|
||||
|
||||
function M.set_speed(s)
|
||||
if type(s) ~= "number" or s < 0 then
|
||||
error("player_control.set_speed: speed must be a non-negative number")
|
||||
end
|
||||
player.speed = s
|
||||
end
|
||||
|
||||
function M.speed()
|
||||
return player.speed
|
||||
end
|
||||
|
||||
function M.bind_movement(left, right, up, down)
|
||||
actions.left = left
|
||||
actions.right = right
|
||||
@@ -61,15 +48,18 @@ function M.bind_movement(left, right, up, down)
|
||||
actions.down = down
|
||||
end
|
||||
|
||||
-- 4-corner-AABB-check: returns true iff all 4 corners of (x, y, w, h)
|
||||
-- sit on walkable tiles per maps.is_walkable.
|
||||
local function can_occupy(x, y)
|
||||
-- 4-corner-AABB-check: returns true iff all 4 corners of the rect
|
||||
-- centered at (cx, cy) with size (w, h) sit on walkable tiles per
|
||||
-- maps.is_walkable. cx, cy is the visual center (Phase-A convention).
|
||||
local function can_occupy_centered(cx, cy, w, h)
|
||||
local ts = maps.tile_size()
|
||||
local x0 = cx - w / 2
|
||||
local y0 = cy - h / 2
|
||||
local corners = {
|
||||
{x, y},
|
||||
{x + player.w - 1, y},
|
||||
{x, y + player.h - 1},
|
||||
{x + player.w - 1, y + player.h - 1},
|
||||
{x0, y0},
|
||||
{x0 + w - 1, y0},
|
||||
{x0, y0 + h - 1},
|
||||
{x0 + w - 1, y0 + h - 1},
|
||||
}
|
||||
for _, c in ipairs(corners) do
|
||||
local tx, ty = engine.spatial.pixel_to_tile(c[1], c[2], ts)
|
||||
@@ -78,29 +68,34 @@ local function can_occupy(x, y)
|
||||
return true
|
||||
end
|
||||
|
||||
function M.update(dt)
|
||||
-- Per-frame input-driven movement. Reads movement-speed + sprite-size
|
||||
-- from the actor's own properties; applies 4-corner collision check
|
||||
-- against the current map; commits via actor.move on pass, no-op on
|
||||
-- blocked (no wall-sliding in v0.2.0).
|
||||
--
|
||||
-- Caller is expected to have invoked actor.create + bind_movement
|
||||
-- before the first update.
|
||||
function M.update(actor_handle, dt)
|
||||
if actor_handle == nil then
|
||||
error("player_control.update: actor_handle must not be nil")
|
||||
end
|
||||
if not actions.left then return end -- not bound, silent no-op
|
||||
|
||||
local d = input.direction(actions.left, actions.right, actions.up, actions.down)
|
||||
if d.x == 0 and d.y == 0 then return end
|
||||
|
||||
local nx = player.x + d.x * player.speed * dt
|
||||
local ny = player.y + d.y * player.speed * dt
|
||||
local cx, cy = actor.position(actor_handle)
|
||||
local speed = actor.movement_speed(actor_handle)
|
||||
local w = actor_handle:get_property("sprite_w")
|
||||
local h = actor_handle:get_property("sprite_h")
|
||||
|
||||
if can_occupy(nx, ny) then
|
||||
player.x = nx
|
||||
player.y = ny
|
||||
local ncx = cx + d.x * speed * dt
|
||||
local ncy = cy + d.y * speed * dt
|
||||
|
||||
if can_occupy_centered(ncx, ncy, w, h) then
|
||||
actor.move(actor_handle, ncx - cx, ncy - cy)
|
||||
end
|
||||
-- else: blocked, no movement (no wall-sliding in P.0)
|
||||
-- else: blocked, no movement (no wall-sliding in P.0/v0.2.0)
|
||||
end
|
||||
|
||||
-- DEPRECATED-MVP: separate-axis wall-sliding -- fluidity slice
|
||||
-- DEPRECATED-MVP: actor-integration (player as Actor) -- lib-core.actor slice
|
||||
-- DEPRECATED-MVP: sprite-rendering -- texture-render slice
|
||||
-- DEPRECATED-MVP: click-to-move + drag-select -- P.3 RTS slice
|
||||
-- DEPRECATED-MVP: animation-state-machine -- animation slice
|
||||
-- DEPRECATED-MVP: velocity/momentum -- juice slice
|
||||
-- DEPRECATED-MVP: collision against maps.walls field -- when walls populated
|
||||
-- DEPRECATED-MVP: multi-player (multi-instance) -- multiplayer slice
|
||||
|
||||
return M
|
||||
|
||||
Reference in New Issue
Block a user