Files
sporel-lib-core.player_control/init.lua
Axel Meyer b8e745e452 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>
2026-06-09 14:12:56 +00:00

102 lines
3.8 KiB
Lua

-- =====================================================================
-- 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-...
--
-- 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 actor = require("lib-core.actor")
local actions = { left = nil, right = nil, up = nil, down = nil }
local M = {}
function M.bind_movement(left, right, up, down)
actions.left = left
actions.right = right
actions.up = up
actions.down = down
end
-- 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 = {
{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)
if not maps.is_walkable(tx, ty) then return false end
end
return true
end
-- 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 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")
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/v0.2.0)
end
return M