feat: P.0.lib.input integration — input.bind + camera-pan-update + ESC-quit

This commit is contained in:
Axel Meyer
2026-05-09 23:22:49 +02:00
parent a3be3e5da9
commit a0ab413a4c
2 changed files with 27 additions and 7 deletions

View File

@@ -1,9 +1,9 @@
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")
-- inline stubs (extract in P.0.lib.{input,player_control,actor,interaction})
local input = { hello = function() return "input stub" end }
-- inline stubs (extract in P.0.lib.{player_control,actor,interaction})
local player_control = { hello = function() return "player_control stub" end }
local actor = { hello = function() return "actor stub" end }
local interaction = { hello = function() return "interaction stub" end }
@@ -11,19 +11,26 @@ local interaction = { hello = function() return "interaction stub" end }
local demo_map = maps.load("maps/demo.map.json")
maps.set_current(demo_map)
-- Center camera on map center
local m_size = maps.size()
local t_size = maps.tile_size()
local m_size = maps.size()
local t_size = maps.tile_size()
camera.set_target((m_size.w * t_size) / 2, (m_size.h * t_size) / 2)
camera.set_zoom(1.0)
-- Bind input actions: ESC quits; WASD/arrows pan camera
input.bind("quit", { engine.input.KEY_ESCAPE })
input.bind("pan_left", { engine.input.KEY_A, engine.input.KEY_LEFT })
input.bind("pan_right", { engine.input.KEY_D, engine.input.KEY_RIGHT })
input.bind("pan_up", { engine.input.KEY_W, engine.input.KEY_UP })
input.bind("pan_down", { engine.input.KEY_S, engine.input.KEY_DOWN })
local PAN_SPEED = 200 -- pixels per second
local frames = 0
local TARGET_FRAMES = 60
function init(ctx)
engine.print("spine-prototype init: maps loaded")
engine.print("inline stubs loaded: "
.. input.hello() .. ", "
.. player_control.hello() .. ", "
.. actor.hello() .. ", "
.. interaction.hello())
@@ -37,6 +44,7 @@ function init(ctx)
engine.print(string.format("render: %d tiles per frame", m_size.w * m_size.h))
local t = camera.target()
engine.print(string.format("camera: target=(%d,%d) zoom=%.2f", t.x, t.y, camera.zoom()))
engine.print(string.format("input: %d actions bound", input.action_count()))
end
function render(ctx)
@@ -47,6 +55,17 @@ function render(ctx)
end
function update(ctx, dt)
if input.was_action_pressed("quit") then
engine.exit(0)
end
local d = input.direction("pan_left", "pan_right", "pan_up", "pan_down")
if d.x ~= 0 or d.y ~= 0 then
local t = camera.target()
camera.set_target(t.x + d.x * PAN_SPEED * dt,
t.y + d.y * PAN_SPEED * dt)
end
frames = frames + 1
if frames >= TARGET_FRAMES then
engine.exit(0)