Change entity faces while they’re talking

What a cool effect ^w^ ^o^ ^w^
This commit is contained in:
Jaidyn Ann 2023-06-19 08:47:45 -05:00
parent 218dcdc465
commit 95442b39db
4 changed files with 148 additions and 47 deletions

129
dialogue.lisp Normal file
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@ -0,0 +1,129 @@
;;;; 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.dialogue
(:nicknames :fsa.d :dialogue)
(:use :cl
:flora-search-aurora.overworld :flora-search-aurora.ui :flora-search-aurora.input)
(:export #:dialogue-state #:say))
(in-package :flora-search-aurora.dialogue)
;;; ———————————————————————————————————
;;; Dialogue-generation DSL (sorta)
;;; ———————————————————————————————————
(defun dialogue (&rest dialogue-tree)
(reduce (lambda (a b) (append a b))
dialogue-tree))
(defun say (speaker text)
(list
(list :speaker speaker :text text :face 'talking-face)
(car (face speaker 'normal-face))))
(defun mumble (speaker text)
(list
(list :speaker speaker :text text)))
(defun face (speaker face)
(list
(list :speaker speaker :face face)))
;;; ———————————————————————————————————
;;; Dialogue logic
;;; ———————————————————————————————————
(defun pressed-enter-p ()
(and (listen)
(eq (getf (normalize-char-plist (read-char-plist)) :char)
#\return)))
(defun appropriate-face (map speaker face)
(let ((talking-face (getf-entity-data map speaker :talking-face))
(normal-face (getf-entity-data map speaker :normal-face)))
(cond ((and (eq face 'talking-face)
talking-face)
talking-face)
((and (eq face 'normal-face)
normal-face)
normal-face)
((stringp face)
face))))
(defun dialogue-state-update (dialogue-list map)
"The logic/input-processing helper function for DIALOGUE-STATE."
(let* ((speaker (intern (string-upcase (getf (car dialogue-list) :speaker))))
(new-face (appropriate-face map speaker
(getf (car dialogue-list) :face))))
;; Replace the face, when appropriate.
(when new-face
(setf (getf-entity-data map speaker :face) new-face)))
;; Progress the dialogue as appropriate.
(let ((text (getf (car dialogue-list) :text)))
(cond ((or (pressed-enter-p)
(not text))
(if (cdr dialogue-list)
(list :dialogue (cdr dialogue-list) :map map)
(values nil
(list :map map))))
((cdr dialogue-list)
(list :dialogue dialogue-list :map map))
('t
(values nil
(list :map map))))))
;;; ———————————————————————————————————
;;; Dialogue drawing
;;; ———————————————————————————————————
(defun dialogue-state-draw (matrix dialogue-list)
"Draw the dialogue where appropriate.
Helper function for DIALOGUE-STATE."
(let ((text (getf (car dialogue-list) :text)))
(when text
(render-line matrix text 0 0))))
;;; ———————————————————————————————————
;;; Dialogue loop
;;; ———————————————————————————————————
(defun dialogue-state (matrix &key dialogue map)
"Render a bit of dialogue to the screen, using :FLORA-SEARCH-AURORA.OVERWORLD
entities as the speakers. Dialogue should be in the format:
((:text \"Hello, papa!\"
:speaker \"son\" ;; The entitys ID (if applicable)
:face \"owo\") ;; If you want their face to change
(:face \"=w=\" :speaker 'son) ;; change their face back when done talking
(:text \"Hello, you little gremlin! <3\"
:speaker \"papa\"
...))
A state-function for use with STATE-LOOP."
(sleep .02)
(dialogue-state-draw matrix dialogue)
(dialogue-state-update dialogue map))

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@ -25,12 +25,14 @@
(load "overworld.util.lisp")
(load "overworld.tiled.lisp")
(load "overworld.lisp")
(load "dialogue.lisp")
(defpackage :flora-search-aurora
(:export #:main)
(:use :cl
:flora-search-aurora.input :flora-search-aurora.display
:flora-search-aurora.overworld :flora-search-aurora.ui))
:flora-search-aurora.overworld :flora-search-aurora.dialogue
:flora-search-aurora.ui))
(in-package :flora-search-aurora)
@ -39,9 +41,9 @@
(defun literary-girl-dialogue (map)
(lambda (matrix &key (map map)
(dialogue
`((:speaker "literary-girl" :face "xDx" :text "daddy")
(:speaker "player" :face "<3" :text "i love u"))))
(dialogue (dialogue::dialogue
(dialogue::say "literary-girl" "Oh, hello.")
(dialogue::say "player" "What, no quip?"))))
(overworld-state-draw matrix map)
(dialogue-state matrix :map map :dialogue dialogue)))
@ -50,18 +52,19 @@
(states &key (last-matrix (make-screen-matrix)) (matrix (make-screen-matrix)) (state-params nil))
"Begin the games loop, which executes (henceforthly called) state-functions over and over again
until Hell freezes over and a new king reigns supreme.
Given a list of state-functions, states, it will execute the first function.
Given a list of state-functions, STATES, it will execute the first function.
Each state-function must take at least a single parameter, a matrix of characters. A state-function
should edit this matrix in-place, replacing its elements with characters that will later be printed
to the terminal.
If this function returns NIL, then it will be removed from state-function list and the next
function in the list will be run in the next iteration. If no more functions remain, the loop
terminates.
If this function returns a list, then the given list will be used as additional parameters to the
state-function in the next iteration, in addition to the aforementioned matrix.
If this function returns a function, then the returned function will go to the front of the
state-function list, and will be ran in the next iteration onward.
If this function returns anything else, then itll simply be run again in the next iteration.
What the state-function returns is pretty important:
* NIL The function is removed from STATES, and so the next function in STATES will start
getting executed instead.
* NIL; List — The function is popped off STATES and the list is used as the new parameters for
the next function in STATES.
* Function The function is pushed to the front of STATES, and so is executed instead of the
current function.
* List The current function (front of STATES) continues to be executed with the given
list as a parameters list.
Make note to add a delay w SLEEP to your state functions, or well, yknow. Your computer will
overheat, or something ¯\_()_/¯"
(when states

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@ -253,36 +253,3 @@ A state-function for use with STATE-LOOP."
(sleep .02)
(overworld-state-draw matrix map)
(overworld-state-update map))
;;; ———————————————————————————————————
;;; Dialogue state
;;; ———————————————————————————————————
(defun dialogue-state-update (dialogue-list map)
(if dialogue-list
(let ((speaker (intern (string-upcase (getf (car dialogue-list) :speaker))))
(face (getf (car dialogue-list) :face)))
(setf (getf-entity-data map speaker :face) face)))
(cond ((and dialogue-list
(listen)
(eq (getf (normalize-char-plist (read-char-plist))
:char)
#\return))
(list :dialogue (cdr dialogue-list) :map map))
(dialogue-list
(list :dialogue dialogue-list :map map))
('t
(values nil
(list :map map)))))
(defun dialogue-state-draw (matrix dialogue-list)
(render-line matrix (getf (car dialogue-list) :text) 0 0))
(defun dialogue-state (matrix &key dialogue map)
(sleep .02)
(dialogue-state-draw matrix dialogue)
(dialogue-state-update dialogue map))

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@ -82,7 +82,9 @@ alist of Tiled cell “chunks”."
(cl-tiled:map-tile-width tiled-map)))
:y (floor (/ (cl-tiled:object-y tiled-obj)
(cl-tiled:map-tile-height tiled-map))))
:face (gethash "face" properties #'string-equal)
:face (gethash "normal_face" properties #'string-equal)
:normal-face (gethash "normal_face" properties #'string-equal)
:talking-face (gethash "talking_face" properties #'string-equal)
:interact (gethash "interact" properties #'string-equal)
:direction (if (gethash "facing_right" properties #'string-equal)
'right