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.{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() 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 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 }) -- 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: " .. 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) engine.print("tile at (0,0): " .. corner.id) engine.print("tile at (5,5): " .. interior.id) engine.print("walkable at (0,0): " .. tostring(maps.is_walkable(0, 0))) engine.print("walkable at (5,5): " .. tostring(maps.is_walkable(5, 5))) 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())) 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 function update(ctx, dt) if input.was_action_pressed("quit") then engine.exit(0) 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 engine.exit(0) end end function cleanup(ctx) engine.print("spine-prototype cleanup: total_frames=" .. frames) end