Split off STATE-LOOP into an engine package (⚙)
… while making generic state-function-creators for both dialogues and overworld maps. This should make game-specific code more pretty-like!
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@ -20,7 +20,7 @@
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(defpackage :flora-search-aurora.dialogue
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(:nicknames :fsa.dia :dialogue :💬)
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(:use :cl)
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(:export #:dialogue-state
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(:export #:dialogue-state #:make-dialogue-state
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#:start-dialogue #:face #:say #:mumble #:move
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:normal-face :talking-face))
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@ -330,5 +330,12 @@ A state-function for use with STATE-LOOP."
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(dialogue-state-update map dialogue))
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(defun make-dialogue-state (map dialogue-list)
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"Return a state-function for a section of dialogue, for use with STATE-LOOP."
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(lambda (matrix &key (map map) (dialogue dialogue-list))
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(🌍:overworld-state-draw matrix map)
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(dialogue-state matrix :map map :dialogue dialogue-list)))
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;; Split a banana in two, bisection-fruit,
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;; Yummy-yummy, toot-toot~ 🎵
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@ -0,0 +1,74 @@
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;;;; Copyright © 2023, Jaidyn Ann <jadedctrl@posteo.at>
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;;;;
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;;;; This program is free software: you can redistribute it and/or
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;;;; modify it under the terms of the GNU General Public License as
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;;;; published by the Free Software Foundation, either version 3 of
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;;;; the License, or (at your option) any later version.
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;;;;
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;;;; This program is distributed in the hope that it will be useful,
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;;;; but WITHOUT ANY WARRANTY; without even the implied warranty of
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;;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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;;;; GNU General Public License for more details.
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;;;;
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;;;; You should have received a copy of the GNU General Public License
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;;;; along with this program. If not, see <https://www.gnu.org/licenses/>.
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;;;; FLORA-SEARCH-AURORA.ENGINE
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;;;; The core of the game’s engine, the loop. Not much to see here other
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;;;; than a loop. Honest!
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(defpackage :flora-search-aurora.engine
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(:nicknames :fsa.eng :engine :⚙)
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(:export #:state-loop #:main)
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(:use :cl))
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(in-package :flora-search-aurora.engine)
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(defun state-loop
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(states &key (last-matrix (✎:make-screen-matrix)) (matrix (✎:make-screen-matrix)) (state-params nil))
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"Begin the game’s loop, which executes (henceforthly called) state-functions over and over again
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until Hell freezes over and a new king reigns supreme.
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Given a list of state-functions, STATES, it will execute the first function.
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Each state-function must take at least a single parameter, a matrix of characters. A state-function
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should edit this matrix in-place, replacing its elements with characters that will later be printed
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to the terminal.
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What the state-function returns is pretty important, having different repercussions:
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* NIL — The function is removed from STATES, and so the next function in STATES will start
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getting executed instead.
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* NIL; List — The function is popped off STATES and the list is used as the new parameters for
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the next function in STATES.
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* Function — The function is pushed to the front of STATES, and so is executed instead of the
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current function.
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* List — The current function (front of STATES) continues to be executed with the given
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list as a parameters list.
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Make note to add a delay w SLEEP to your state functions, or… well, y’know. Your computer will
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overheat, or something ¯\_(ツ)_/¯"
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(when states
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(multiple-value-bind (state-result new-state-params)
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(apply (car states) (cons matrix state-params)) ;; Run the latest-added update/draw loop
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(✎:print-screen-matrix (✎:matrix-delta last-matrix matrix)) ;; Print its results.
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(force-output)
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(state-loop
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(cond ((functionp state-result)
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(cons state-result states))
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((not state-result)
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(cdr states))
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('t states))
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:last-matrix matrix
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:state-params
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(cond ((not state-result)
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new-state-params)
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((listp state-result)
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state-result))))))
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(defun main (states)
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"A toplevel-worthy function that configures rendering and kicks off the
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game’s loop. Let’s get started!"
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(cl-charms:with-curses ()
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(cl-charms:enable-raw-input :interpret-control-characters 't)
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(✎:hide-cursor)
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(✎:clear-screen)
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(state-loop states)))
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@ -27,6 +27,7 @@
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(load "overworld.tiled.lisp")
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(load "overworld.lisp")
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(load "dialogue.lisp")
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(load "engine.lisp")
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(defpackage :flora-search-aurora
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(:nicknames :fsa :✿)
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@ -39,13 +40,7 @@
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(in-package :flora-search-aurora)
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(defun literary-girl-dialogue-2 (map)
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(print "OWO"))
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(defun literary-girl-dialogue (map)
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(let
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((dialogue
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(defparameter *literary-girl-dialogue*
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(💬:start-dialogue
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(💬:mumble "literary-girl" :en "...")
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(💬:say "player" :eo "Kielas apud la mar'?"
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@ -53,58 +48,11 @@
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(💬:face "player" "<.<")
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(💬:say "literary-girl" :eo "Kielas apud la ruinoj de via viv'?"
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:en "How's your trainwreck of a life?")
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(💬:face "player" '💬:normal-face))))
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(lambda (matrix &key (map map) (dialogue dialogue))
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(🌍:overworld-state-draw matrix map)
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(💬:dialogue-state matrix :map map :dialogue dialogue))))
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(💬:face "player" '💬:normal-face)))
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(defun state-loop
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(states &key (last-matrix (make-screen-matrix)) (matrix (make-screen-matrix)) (state-params nil))
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"Begin the game’s loop, which executes (henceforthly called) state-functions over and over again
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until Hell freezes over and a new king reigns supreme.
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Given a list of state-functions, STATES, it will execute the first function.
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Each state-function must take at least a single parameter, a matrix of characters. A state-function
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should edit this matrix in-place, replacing its elements with characters that will later be printed
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to the terminal.
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What the state-function returns is pretty important, having different repercussions:
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* NIL — The function is removed from STATES, and so the next function in STATES will start
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getting executed instead.
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* NIL; List — The function is popped off STATES and the list is used as the new parameters for
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the next function in STATES.
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* Function — The function is pushed to the front of STATES, and so is executed instead of the
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current function.
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* List — The current function (front of STATES) continues to be executed with the given
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list as a parameters list.
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Make note to add a delay w SLEEP to your state functions, or… well, y’know. Your computer will
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overheat, or something ¯\_(ツ)_/¯"
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(when states
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(multiple-value-bind (state-result new-state-params)
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(apply (car states) (cons matrix state-params)) ;; Run the latest-added update/draw loop
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(✎:print-screen-matrix (✎:matrix-delta last-matrix matrix)) ;; Print its results.
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(force-output)
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(state-loop
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(cond ((functionp state-result)
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(cons state-result states))
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((not state-result)
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(cdr states))
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('t states))
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:last-matrix matrix
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:state-params
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(cond ((not state-result)
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new-state-params)
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((listp state-result)
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state-result))))))
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(defun make-main-overworld-state ()
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"Return a state-function for the game’s overworld (the majority of the game), for use
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with STATE-LOOP."
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(lambda (matrix &rest args)
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(apply #'🌍:overworld-state
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(append (list matrix)
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'(:map-path #p"/home/jaidyn/.local/src/games/flora search aurora/res/map.tmx")
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args))))
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(defun literary-girl-dialogue (map)
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(make-dialogue-state map *literary-girl-dialogue*))
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(defparameter *submenu* `(((LABEL :en "IDK") (selection . 100) (selected t))
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@ -113,7 +61,8 @@ with STATE-LOOP."
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(defparameter *main-menu* `(((LABEL :en "PLAY" :eo "EKLUDI")
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(selection . 100) (selected . t)
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(return . ,(make-main-overworld-state)))
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(return . ,(🌍:make-overworld-state
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(format nil "~Ares/map.tmx" (uiop:getcwd)))))
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((LABEL :en "SUBMENU" :eo "SUBMENUO")
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(return . ,(📋:make-menu-state *submenu*)))
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((LABEL :en "QUIT" :eo "REZIGNI")
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@ -121,12 +70,10 @@ with STATE-LOOP."
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(defun main ()
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"A pathetic fascimile of a main loop. What does it do? WHAST DOES TI DODOO?"
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(cl-charms:with-curses ()
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(cl-charms:enable-raw-input :interpret-control-characters 't)
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(✎:hide-cursor)
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(✎:clear-screen)
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(state-loop (list (📋:make-menu-state *main-menu*)))))
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"A pathetic fascimile of a main loop. What does it do? WHAST DOES TI DODOO?
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What a mysteryyy! You’ll have to check out the engine to uncover it.
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engine.lisp, that is. Cheers! :D"
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(⚙:main (list (📋:make-menu-state *main-menu*))))
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(main) ;; — Knock-knock
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@ -21,7 +21,7 @@
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(:nicknames :fsa.o :overworld :🌍)
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(:use :cl
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:flora-search-aurora.overworld.tiled :flora-search-aurora.overworld.util)
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(:export #:overworld-state #:overworld-state-draw
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(:export #:overworld-state #:make-overworld-state #:overworld-state-draw
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#:world-coords->screen-coords
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#:getf-entity #:getf-entity-data
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#:move-entity-to #:move-entity
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@ -250,3 +250,11 @@ A state-function for use with STATE-LOOP."
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(sleep .02)
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(overworld-state-draw matrix map)
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(overworld-state-update map))
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(defun make-overworld-state (map-path)
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"Return a state-function for a a map, for use with STATE-LOOP."
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(lambda (matrix &rest args)
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(apply #'🌍:overworld-state
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(append (list matrix :map-path map-path)
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args))))
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