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sporel-lib-core.player_control/README.md

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