Begin overworld-rendering loop

It draws to the screen, now! Err, well, it has
been able to do that, since my first day on
this project. But until now, there wasn't a
menu leading you there! c:<
This commit is contained in:
Jaidyn Ann 2023-06-09 07:07:28 -05:00
parent 7fe6d2a24d
commit 94335468b3
3 changed files with 111 additions and 50 deletions

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@ -18,7 +18,8 @@
(defpackage :flora-search-aurora.display
(:use :cl)
(:export #:make-screen-matrix #:print-screen-matrix #:screen-matrix-set-map))
(:export #:make-screen-matrix #:print-screen-matrix #:matrix-delta
#:clear-screen))
(in-package :flora-search-aurora.display)
@ -65,7 +66,9 @@ that change between a→b (favouring those in b) — all others are nil."
(do-for-cell matrix
(when (characterp cell)
(move-cursor (+ i 1) (+ j 1))
(write-char cell))))
(write-char cell)))
(destructuring-bind (i j) (array-dimensions matrix)
(move-cursor i j)))
(defun make-screen-matrix ()
@ -74,43 +77,10 @@ that change between a→b (favouring those in b) — all others are nil."
(make-array '(20 72) :initial-element #\space))
(defun screen-matrix-set-char-cell (matrix cell)
"Set a matrice's (2d array's) element corresponding to
a Tiled cell's character-value, using it's column and row."
(setf (aref matrix
(cl-tiled:cell-row cell)
(cl-tiled:cell-column cell))
(tile-character
(cl-tiled:cell-tile cell))))
(defun screen-matrix-set-map (matrix map-path)
"Draw a Tiled-format tilemap to the 2D array."
(mapcar (lambda (layer) (screen-matrix-set-map-layer matrix layer))
(cl-tiled:map-layers (cl-tiled:load-map map-path)))
matrix)
(defun screen-matrix-set-map-layer (matrix tile-layer)
"Set an array's elements to those corresponding the given Tiled
tile-layer's cells. a Tiled tile-layer to the screen."
(mapcar (lambda (cell) (screen-matrix-set-char-cell matrix cell))
(cl-tiled:layer-cells tile-layer))
matrix)
(defun tile-character (tile)
"Given a tileset's tile, return it's corresponding text character,
assuming that the tileset is a bitmap font starting with char-code 32
with 15 characters-per-line."
(code-char
(+ (* (cl-tiled:tile-row tile) 15)
(cl-tiled:tile-column tile)
32)))
;;; ~ Utilities ~
;;; ———————————————————————————————————
;;; Misc. utils
;;; ———————————————————————————————————
(defun move-cursor (row column &key (stream *standard-output*))
"Moves cursor to desired position.
Borrowed from https://github.com/gorozhin/chlorophyll/

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@ -22,12 +22,13 @@
(load "input.lisp")
(load "display.lisp")
(load "ui.lisp")
(load "overworld.lisp")
(defpackage :flora-search-aurora
(:export #:main)
(:use :cl
:flora-search-aurora.input :flora-search-aurora.display
:flora-search-aurora.ui))
:flora-search-aurora.overworld :flora-search-aurora.ui))
(in-package :flora-search-aurora)
@ -67,21 +68,18 @@
(menu-loop matrix options-menu))))
(defun make-main-overworld-loop ()
(lambda (matrix)
(overworld-loop matrix "/home/jaidyn/.local/src/games/flora search aurora/res/map.tmx")))
(defun main ()
"A pathetic fascimile of a main loop. Look, I'm still tinkering!"
(cl-charms:with-curses ()
(cl-charms:enable-raw-input :interpret-control-characters 't)
(clear-screen)
(state-loop (list (make-main-menu-loop)))))
(state-loop (list (make-main-menu-loop)
(make-main-overworld-loop)))))
;; (print-screen-matrix
; (render-menu-strip matrix items 2 5
;; :max-item-width 20 :height 3)))
;; (screen-matrix-set-map
;; matrix
;; (print-screen-matrix matrix)
;; (loop (print (normalize-char-plist (read-char-plist))))
;; (sleep 5)))
(main)

93
overworld.lisp Normal file
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@ -0,0 +1,93 @@
;;;; Copyright © 2023, Jaidyn Ann <jadedctrl@posteo.at>
;;;;
;;;; This program is free software: you can redistribute it and/or
;;;; modify it under the terms of the GNU General Public License as
;;;; published by the Free Software Foundation, either version 3 of
;;;; the License, or (at your option) any later version.
;;;;
;;;; This program is distributed in the hope that it will be useful,
;;;; but WITHOUT ANY WARRANTY; without even the implied warranty of
;;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
;;;; GNU General Public License for more details.
;;;;
;;;; You should have received a copy of the GNU General Public License
;;;; along with this program. If not, see <https://www.gnu.org/licenses/>.
;;;; FLORA-SEARCH-AURORA.OVERWORLD
;;;; All game-functions and data relating to the “overworld” (that is,
;;;; the primary gameplay, the RPG-ish-ish bits).
(defpackage :flora-search-aurora.overworld
(:use :cl
:flora-search-aurora.input :flora-search-aurora.display
:flora-search-aurora.ui)
(:export #:overworld-loop))
(in-package :flora-search-aurora.overworld)
;;; ———————————————————————————————————
;;; Overworld loop
;;; ———————————————————————————————————
(defun overworld-loop (matrix map)
"The state loop to be used for displaying/processing/input-managing
with menus."
(let ((map (if (or (stringp map) (pathnamep map))
(cl-tiled:load-map map)
map)))
(sleep .02)
(overworld-loop-draw matrix map)
(overworld-loop-update map)))
(defun overworld-loop-draw (matrix map)
"Drawing for."
(matrix-write-tiled-map matrix map))
(defun overworld-loop-update (map)
"The update loop for menus. It processes all input, state, etc, and
returns the new state of the menu."
't)
;;; ———————————————————————————————————
;;; Mapping & map-rendering
;;; ———————————————————————————————————
(defun matrix-write-tiled-cell (matrix cell)
"Set a matrice's (2d array's) element corresponding to
a Tiled cell's character-value, using it's column and row."
(setf (aref matrix
(cl-tiled:cell-row cell)
(cl-tiled:cell-column cell))
(tiled-tile-character
(cl-tiled:cell-tile cell))))
(defun matrix-write-tiled-map (matrix map)
"Draw a Tiled-format tilemap to the 2D array."
(mapcar (lambda (layer) (matrix-write-tiled-map-layer matrix layer))
(cl-tiled:map-layers map))
matrix)
(defun matrix-write-tiled-map-layer (matrix tile-layer)
"Set an array's elements to those corresponding the given Tiled
tile-layer's cells. a Tiled tile-layer to the screen."
(mapcar (lambda (cell) (matrix-write-tiled-cell matrix cell))
(cl-tiled:layer-cells tile-layer))
matrix)
(defun tiled-tile-character (tile)
"Given a tileset's tile, return it's corresponding text character,
assuming that the tileset is a bitmap font starting with char-code 32
with 15 characters-per-line."
(code-char
(+ (* (cl-tiled:tile-row tile) 15)
(cl-tiled:tile-column tile)
32)))