107 lines
3.4 KiB
Lua
107 lines
3.4 KiB
Lua
-- =====================================================================
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-- lib-core.player_control — Player Movement + AABB-Wall-Collision (P.0)
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-- See: meta/docs/superpowers/specs/2026-05-09-p0-lib-player_control-design.md
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--
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-- Scope: 1 player, top-left position + size + speed, 4-corner-AABB
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-- collision against maps.is_walkable, action-bindings via lib-core.input.
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-- DEPRECATED-MVP for: wall-sliding, actor-integration, sprite-rendering,
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-- click-to-move, drag-select, animation, velocity/momentum, multi-player.
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-- =====================================================================
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local maps = require("lib-core.maps")
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local input = require("lib-core.input")
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local player = {
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x = 0, y = 0, -- top-left in pixel-coords
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w = 24, h = 24,
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speed = 200, -- px/sec
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}
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local actions = { left = nil, right = nil, up = nil, down = nil }
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local M = {}
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function M.set_position(x, y)
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if type(x) ~= "number" or type(y) ~= "number" then
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error("player_control.set_position: x and y must be numbers")
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end
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player.x = x; player.y = y
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end
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function M.position()
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return { x = player.x, y = player.y }
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end
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function M.set_size(w, h)
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if type(w) ~= "number" or type(h) ~= "number" or w <= 0 or h <= 0 then
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error("player_control.set_size: w and h must be positive numbers")
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end
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player.w = w; player.h = h
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end
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function M.size()
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return { w = player.w, h = player.h }
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end
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function M.set_speed(s)
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if type(s) ~= "number" or s < 0 then
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error("player_control.set_speed: speed must be a non-negative number")
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end
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player.speed = s
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end
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function M.speed()
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return player.speed
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end
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function M.bind_movement(left, right, up, down)
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actions.left = left
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actions.right = right
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actions.up = up
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actions.down = down
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end
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-- 4-corner-AABB-check: returns true iff all 4 corners of (x, y, w, h)
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-- sit on walkable tiles per maps.is_walkable.
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local function can_occupy(x, y)
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local ts = maps.tile_size()
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local corners = {
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{x, y},
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{x + player.w - 1, y},
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{x, y + player.h - 1},
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{x + player.w - 1, y + player.h - 1},
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}
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for _, c in ipairs(corners) do
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local tx, ty = engine.spatial.pixel_to_tile(c[1], c[2], ts)
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if not maps.is_walkable(tx, ty) then return false end
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end
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return true
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end
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function M.update(dt)
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if not actions.left then return end -- not bound, silent no-op
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local d = input.direction(actions.left, actions.right, actions.up, actions.down)
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if d.x == 0 and d.y == 0 then return end
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local nx = player.x + d.x * player.speed * dt
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local ny = player.y + d.y * player.speed * dt
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if can_occupy(nx, ny) then
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player.x = nx
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player.y = ny
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end
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-- else: blocked, no movement (no wall-sliding in P.0)
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end
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-- DEPRECATED-MVP: separate-axis wall-sliding -- fluidity slice
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-- DEPRECATED-MVP: actor-integration (player as Actor) -- lib-core.actor slice
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-- DEPRECATED-MVP: sprite-rendering -- texture-render slice
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-- DEPRECATED-MVP: click-to-move + drag-select -- P.3 RTS slice
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-- DEPRECATED-MVP: animation-state-machine -- animation slice
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-- DEPRECATED-MVP: velocity/momentum -- juice slice
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-- DEPRECATED-MVP: collision against maps.walls field -- when walls populated
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-- DEPRECATED-MVP: multi-player (multi-instance) -- multiplayer slice
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return M
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