feat: P.0.lib.player_control integration — player rect + camera-follow + move_* actions

This commit is contained in:
Axel Meyer
2026-05-10 00:39:25 +02:00
parent a0ab413a4c
commit decc03aa4b
2 changed files with 38 additions and 23 deletions

View File

@@ -2,38 +2,43 @@ 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")
-- 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 }
-- 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 }
local demo_map = maps.load("maps/demo.map.json")
maps.set_current(demo_map)
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)
local map_center_x = (m_size.w * t_size) / 2
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 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 })
-- Bind input actions: ESC quits; WASD/arrows drive player movement
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 })
local PAN_SPEED = 200 -- pixels per second
-- Configure player: defaults are 24x24 + 200 px/sec; place at map-center
local p_size = player.size()
player.set_position(map_center_x - p_size.w / 2, map_center_y - p_size.h / 2)
player.bind_movement("move_left", "move_right", "move_up", "move_down")
local PLAYER_R, PLAYER_G, PLAYER_B = 200, 60, 80
local frames = 0
local TARGET_FRAMES = 60
function init(ctx)
engine.print("spine-prototype init: maps loaded")
engine.print("inline stubs loaded: "
.. player_control.hello() .. ", "
.. actor.hello() .. ", "
.. interaction.hello())
engine.print("inline stubs loaded: " .. actor.hello() .. ", " .. interaction.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)
@@ -45,12 +50,21 @@ function init(ctx)
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()))
local p = player.position()
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()))
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
local p = player.position()
local s = player.size()
engine.render.draw_rect(p.x, p.y, s.w, s.h,
engine.render.rgb(PLAYER_R, PLAYER_G, PLAYER_B))
camera.finish()
end
@@ -59,12 +73,12 @@ function update(ctx, dt)
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
player.update(dt)
-- Camera follows player center
local p = player.position()
local s = player.size()
camera.set_target(p.x + s.w / 2, p.y + s.h / 2)
frames = frames + 1
if frames >= TARGET_FRAMES then