feat: P.0.lib.interaction integration — sign + interact action + trigger registration

This commit is contained in:
Axel Meyer
2026-05-10 13:11:30 +02:00
parent decc03aa4b
commit 54eb36b0cb
2 changed files with 32 additions and 12 deletions

View File

@@ -1,12 +1,13 @@
local maps = require("lib-core.maps")
local r_lib = require("lib-core.render")
local camera = require("lib-core.camera")
local input = require("lib-core.input")
local player = require("lib-core.player_control")
local maps = require("lib-core.maps")
local r_lib = require("lib-core.render")
local camera = require("lib-core.camera")
local input = require("lib-core.input")
local player = require("lib-core.player_control")
local interaction = require("lib-core.interaction")
-- inline stubs (extract in P.0.lib.{actor,interaction})
local actor = { hello = function() return "actor stub" end }
local interaction = { hello = function() return "interaction stub" end }
-- inline stub (extract in P.0.lib.actor — currently DEFERRED per
-- meta/docs/superpowers/specs/2026-05-10-p0-actor-deferral.md)
local actor = { hello = function() return "actor stub" end }
local demo_map = maps.load("maps/demo.map.json")
maps.set_current(demo_map)
@@ -19,12 +20,13 @@ local map_center_y = (m_size.h * t_size) / 2
camera.set_target(map_center_x, map_center_y)
camera.set_zoom(1.0)
-- Bind input actions: ESC quits; WASD/arrows drive player movement
-- Bind input actions
input.bind("quit", { engine.input.KEY_ESCAPE })
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 })
input.bind("interact", { engine.input.KEY_E })
-- Configure player: defaults are 24x24 + 200 px/sec; place at map-center
local p_size = player.size()
@@ -33,12 +35,17 @@ player.bind_movement("move_left", "move_right", "move_up", "move_down")
local PLAYER_R, PLAYER_G, PLAYER_B = 200, 60, 80
-- Sign as module-local (actor deferred — see actor-deferral spec)
-- Tile (4,4) center: 4*32+16 = 144 px in walkable grass-area
local sign = { x = 144, y = 144, text = "Hier steht: Willkommen im Spine." }
local SIGN_R, SIGN_G, SIGN_B = 220, 200, 60
local frames = 0
local TARGET_FRAMES = 60
function init(ctx)
engine.print("spine-prototype init: maps loaded")
engine.print("inline stubs loaded: " .. actor.hello() .. ", " .. interaction.hello())
engine.print("inline stubs loaded: " .. actor.hello())
engine.print(string.format("map size: %dx%d", m_size.w, m_size.h))
local corner = maps.tile_at(0, 0)
local interior = maps.tile_at(5, 5)
@@ -54,13 +61,22 @@ function init(ctx)
local s = player.size()
engine.print(string.format("player: pos=(%d,%d) size=%dx%d speed=%d",
p.x, p.y, s.w, s.h, player.speed()))
interaction.register(sign.x, sign.y, 40, "interact", function(info)
engine.print(sign.text)
end)
engine.print(string.format("interaction: %d trigger(s) registered",
interaction.trigger_count()))
end
function render(ctx)
engine.render.clear_color(engine.render.rgb(20, 20, 30))
camera.begin()
r_lib.draw_map()
-- draw player on top of map
-- draw sign on top of map
engine.render.draw_rect(sign.x - 6, sign.y - 6, 12, 12,
engine.render.rgb(SIGN_R, SIGN_G, SIGN_B))
-- draw player on top of sign
local p = player.position()
local s = player.size()
engine.render.draw_rect(p.x, p.y, s.w, s.h,
@@ -80,6 +96,9 @@ function update(ctx, dt)
local s = player.size()
camera.set_target(p.x + s.w / 2, p.y + s.h / 2)
-- Interaction proximity-check + dispatch
interaction.update(p.x + s.w / 2, p.y + s.h / 2)
frames = frames + 1
if frames >= TARGET_FRAMES then
engine.exit(0)