Non-traversable tiles like walls and such

Yes, now the player must adhere to the laws of
physics! Weird, right? Really wack? Super-weird?
This commit is contained in:
Jaidyn Ann 2023-06-15 11:15:46 -05:00
parent b08577b3db
commit 53f34b4e17

View File

@ -31,68 +31,69 @@
;;; Overworld loop
;;; ———————————————————————————————————
(defun overworld-state
(matrix &key (map-path nil) (map (getf (load-map map-path) :tile-chunks))
(entities-alist
'((player :coords (:x 3 :y 3) :face "uwu" :direction right))))
(matrix &key (map-path nil) (map (load-map map-path)))
"Render the given map to the matrix and take user-input for one frame.
A state-function for use with STATE-LOOP."
(sleep .02)
(overworld-state-draw matrix map entities-alist)
(overworld-state-update map entities-alist))
(overworld-state-draw matrix map)
(overworld-state-update map))
(defun overworld-state-draw (matrix map entities)
(defun overworld-state-draw (matrix map)
"Draw the overworld map to the given matrix.
A core part of OVERWORLD-STATE."
(let* ((player-data (cdr (assoc 'player entities)))
(chunk (getf (world-coords->screen-coords (getf player-data :coords)) :chunk)))
(let* ((player-data (cdr (assoc 'player (getf map :entities))))
(chunk (world-coords-chunk (getf player-data :coords))))
(matrix-write-tiled-map-chunk matrix map chunk)
(matrix-write-entities matrix entities)))
(matrix-write-entities matrix map)))
(defun overworld-state-update (map entities-alist)
(defun overworld-state-update (map)
"Do nothing, lol. Core part of OVERWORLD-STATE.
Returns parameters to be used in the next invocation of OVERWORLD-STATE."
(process-overworld-input map entities-alist)
(list :map map :entities-alist entities-alist))
(process-overworld-input map)
(list :map map))
;;; ———————————————————————————————————
;;; Overworld logic
;;; ———————————————————————————————————
(defun process-overworld-input (map entities)
(defun process-overworld-input (map)
"Get and process any keyboard input, modifying the map or entities as necessary."
(if (listen)
(let* ((input (normalize-char-plist (read-char-plist))))
(cond
((plist= input '(:modifier nil :char #\→))
(move-entity 'player entities :x 1))
(move-entity map 'player :x 1))
((plist= input '(:modifier nil :char #\←))
(move-entity 'player entities :x -1))
(move-entity map 'player :x -1))
((plist= input '(:modifier nil :char #\↑))
(move-entity 'player entities :y -1))
(move-entity map 'player :y -1))
((plist= input '(:modifier nil :char #\↓))
(move-entity 'player entities :y 1))))))
(move-entity map 'player :y 1))))))
(defun move-entity (entity entities-alist &key (x 0) (y 0))
(defun move-entity (map entity &key (x 0) (y 0))
"Move an entity relative to its current position."
(let ((entity-plist (cdr (assoc entity entities-alist))))
(let ((entity-plist (cdr (assoc entity (getf map :entities)))))
(when (< x 0)
(setf (getf entity-plist :direction) 'left))
(when (> x 0)
(setf (getf entity-plist :direction) 'right))
(move-entity-to entity entities-alist
(move-entity-to map entity
:x (+ x (getf (getf entity-plist :coords) :x))
:y (+ y (getf (getf entity-plist :coords) :y)))))
(defun move-entity-to (entity entities-alist &key (x 0) (y 0))
(defun move-entity-to (map entity &key (x 0) (y 0))
"Move the given entity to the given coordinates."
(let ((entity-plist (cdr (assoc entity entities-alist))))
(setf (getf (getf entity-plist :coords) :x) x)
(setf (getf (getf entity-plist :coords) :y) y)))
(let ((entity-plist (cdr (assoc entity (getf map :entities)))))
(when (walkable-tile-p map x y)
(setf (getf (getf entity-plist :coords) :x) x)
(setf (getf (getf entity-plist :coords) :y) y))))
@ -103,16 +104,20 @@ Returns parameters to be used in the next invocation of OVERWORLD-STATE."
"Parse a map-file into an plist of its data.)
At the moment, this consists solely of :TILE-CHUNKS, all visible cells sorted
into an alist by their chunk on the map."
(let ((tile-chunks '()))
(let ((tile-chunks '())
(bump-map '())
(entities '((player :coords (:x 10 :y 10) :face "uwu" :direction right))))
(mapcar (lambda (layer)
(typecase layer
(cl-tiled.data-types:tile-layer
(setf tile-chunks (load-map-tile-layer layer tile-chunks)))))
(when (gethash "colliding" (cl-tiled:properties layer) #'string-equal)
(setf bump-map (tile-layer-chunks layer bump-map)))
(setf tile-chunks (tile-layer-chunks layer tile-chunks)))))
(cl-tiled:map-layers (cl-tiled:load-map map-file)))
(list :tile-chunks tile-chunks)))
(list :tiles tile-chunks :bump-map bump-map :entities entities)))
(defun load-map-tile-layer (layer &optional (tile-chunks '()))
(defun tile-layer-chunks (layer &optional (chunks '()))
"Given a Tiled tile-layer (that is, graphics of the map), parse it into an
alist of Tiled cell chunks."
(let ((cells (cl-tiled:layer-cells layer)))
@ -121,14 +126,15 @@ alist of Tiled cell “chunks”."
(lambda (cell)
(getf (world-coords->screen-coords (tiled-cell-world-coords cell))
:chunk))
:groups tile-chunks)))
:groups chunks)))
(defun matrix-write-tiled-map-chunk (matrix map-alist chunk
(defun matrix-write-tiled-map-chunk (matrix map chunk
&key (chunk-width 72) (chunk-height 20))
"Draw a maps specific chunk (by its ID) to the matrix."
(mapcar (lambda (cell)
(matrix-write-tiled-cell matrix cell))
(cdr (assoc chunk map-alist))))
(cdr (assoc chunk (getf map :tiles)))))
(defun matrix-write-tiled-cell (matrix cell)
@ -153,10 +159,28 @@ with 15 characters-per-line."
(defun tiled-cell-world-coords (cell)
"Return the world coordinates of a cell."
(list :x (cl-tiled:cell-column cell) :y (cl-tiled:cell-row cell)))
(defun tiled-cell-at-world-coords-p (map-chunks coords)
"Return whether or not there is a Tiled cell at the given coordinates."
(let ((chunk (world-coords-chunk coords)))
(member 't (cdr (assoc chunk map-chunks))
:test (lambda (ignored cell)
(plist= (tiled-cell-world-coords cell) coords)))))
(defun walkable-tile-p (map x y)
"Return whether or not the given coordinates on the map are traversable for an entity."
(not (tiled-cell-at-world-coords-p (getf map :bump-map)
(list :x x :y y))))
(defun world-coords->screen-coords (world-coords &key (chunk-width 72) (chunk-height 20))
"Given a set of world coordinates, determine where this spot would be on the screen.
The world is split into screen-sized chunks to this end.
Chester P. Runk"
(let* ((chunk-x (floor (/ (getf world-coords :x)
chunk-width)))
(chunk-y (floor (/ (getf world-coords :y)
@ -168,6 +192,10 @@ with 15 characters-per-line."
:chunk (coords->symbol chunk-x chunk-y))))
(defun world-coords-chunk (coords)
(getf (world-coords->screen-coords coords) :chunk))
(defun coords->symbol (x y)
(intern (format nil "~A,~A" x y)))
@ -180,12 +208,11 @@ with 15 characters-per-line."
;;; ———————————————————————————————————
;;; Entity magic (AKA player, NPCs)
;;; ———————————————————————————————————
(defun matrix-write-entities (matrix entities-alist)
(defun matrix-write-entities (matrix map)
"Draw all entities from an alist of entities to the matrix."
(mapcar (lambda (entity-assoc)
;; (ignore-errors
(matrix-write-entity matrix (cdr entity-assoc)))
entities-alist))
(matrix-write-entity matrix (cdr entity-assoc)))
(getf map :entities)))
(defun matrix-write-entity (matrix entity-plist)