When printing dialogue, show chars one-at-a-time
Y’know, RPG-style! ‘Cause we’re cool kids! c:< … and this is a real RPG! This is legit! This is legit! … this is legit… =,w,= It _will_ be legit!
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@ -18,10 +18,11 @@
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;;;; the primary gameplay, the RPG-ish-ish bits).
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(defpackage :flora-search-aurora.dialogue
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(:nicknames :fsa.d :dialogue)
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(:nicknames :fsa.dia :dialogue :💬)
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(:use :cl
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:flora-search-aurora.overworld :flora-search-aurora.ui :flora-search-aurora.input)
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(:export #:dialogue-state #:say))
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(:export #:dialogue-state
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#:start-dialogue #:face #:say #:mumble))
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(in-package :flora-search-aurora.dialogue)
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@ -30,38 +31,46 @@
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;;; ———————————————————————————————————
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;;; Dialogue-generation DSL (sorta)
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;;; ———————————————————————————————————
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(defun dialogue (&rest dialogue-tree)
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(defun start-dialogue (&rest dialogue-tree)
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(reduce (lambda (a b) (append a b))
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dialogue-tree))
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(defun say (speaker text)
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(list
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(list :speaker speaker :text text :face 'talking-face)
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(car (face speaker 'normal-face))))
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(defun mumble (speaker text)
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(list
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(list :speaker speaker :text text)))
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(defun face (speaker face)
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(list
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(list :speaker speaker :face face)))
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(defun say (speaker text)
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(list
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(list :speaker speaker :text text :face 'talking-face :progress 0)
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(car (face speaker 'normal-face))))
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(defun mumble (speaker text)
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(list
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(list :speaker speaker :text text :progress 0)))
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;;; ———————————————————————————————————
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;;; Dialogue logic
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;;; ———————————————————————————————————
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(defun pressed-enter-p ()
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"Whether or not the enter/return key has been pressed recently."
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(and (listen)
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(eq (getf (normalize-char-plist (read-char-plist)) :char)
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#\return)))
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(defun appropriate-face (map speaker face)
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"Return the face appropriate for the speaker.
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If FACE is a string, used that.
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If FACE is 'TALKING-FACE, then use their talking-face (if they have one).
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If FACE is 'NORMAL-FACE, then use their normal-face (if they’ve got one).
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If FACE is NIL… guess what that does. :^)"
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(let ((talking-face (getf-entity-data map speaker :talking-face))
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(normal-face (getf-entity-data map speaker :normal-face)))
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(cond ((and (eq face 'talking-face)
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@ -74,27 +83,43 @@
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face))))
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(defun dialogue-state-update (dialogue-list map)
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"The logic/input-processing helper function for DIALOGUE-STATE."
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(let* ((speaker (intern (string-upcase (getf (car dialogue-list) :speaker))))
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(new-face (appropriate-face map speaker
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(getf (car dialogue-list) :face))))
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(defun update-speaking-face (map dialogue)
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"Given a line (plist) of dialogue, change speaker’s face to either their
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talking-face or the face given by the dialogue."
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(let* ((speaker (intern (string-upcase (getf dialogue :speaker))))
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(new-face (appropriate-face map speaker (getf dialogue :face))))
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;; Replace the face, when appropriate.
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(when new-face
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(setf (getf-entity-data map speaker :face) new-face)))
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;; Progress the dialogue as appropriate.
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(setf (getf-entity-data map speaker :face) new-face))))
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(defun progress-line-delivery (dialogue)
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"Progress the delivery of a line (plist) of dialogue. That is, increment the
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“said character-count” :PROGRESS, which dictates the portion of the message that
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should be printed on the screen at any given moment."
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(let ((progress (getf dialogue :progress))
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(text (getf dialogue :text)))
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(when (and text
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(< progress (length text)))
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(incf (getf dialogue :progress)))))
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(defun dialogue-state-update (map dialogue-list)
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"The logic/input-processing helper function for DIALOGUE-STATE."
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(update-speaking-face map (car dialogue-list))
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(progress-line-delivery (car dialogue-list))
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;; Progress to the next line of dialogue as appropriate.
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(let ((text (getf (car dialogue-list) :text)))
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(cond ((or (pressed-enter-p)
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(not text))
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(if (cdr dialogue-list)
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(list :dialogue (cdr dialogue-list) :map map)
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(progn
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(✎:hide-cursor)
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(values nil
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(list :map map))))
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(list :map map)))))
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((cdr dialogue-list)
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(list :dialogue dialogue-list :map map))
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('t
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(values nil
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(list :map map))))))
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(list :dialogue dialogue-list :map map)))))
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@ -104,9 +129,11 @@
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(defun dialogue-state-draw (matrix dialogue-list)
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"Draw the dialogue where appropriate.
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Helper function for DIALOGUE-STATE."
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(let ((text (getf (car dialogue-list) :text)))
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(let ((text (getf (car dialogue-list) :text))
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(progress (getf (car dialogue-list) :progress)))
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(when text
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(render-line matrix text 0 0))))
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(✎:show-cursor)
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(render-string-partially matrix text 0 0 :char-count progress))))
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@ -126,4 +153,4 @@ entities as the speakers. Dialogue should be in the format:
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A state-function for use with STATE-LOOP."
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(sleep .02)
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(dialogue-state-draw matrix dialogue)
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(dialogue-state-update dialogue map))
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(dialogue-state-update map dialogue))
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17
display.lisp
17
display.lisp
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@ -17,9 +17,10 @@
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;;;; All display-related curses go here.
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(defpackage :flora-search-aurora.display
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(:nicknames :fsa.d :display :✎)
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(:use :cl)
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(:export #:make-screen-matrix #:print-screen-matrix #:matrix-delta
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#:clear-screen))
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#:hide-cursor #:show-cursor #:clear-screen))
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(in-package :flora-search-aurora.display)
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@ -51,7 +52,7 @@ The body has access to 4 variables:
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(defun matrix-delta (a b)
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"Given two 2D matrices, return a matrix containing only the cells
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that change between a→b (favouring those in b) — all others are nil."
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that change between A→B (favouring those in B) — all others are nil."
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(let ((delta (make-array (array-dimensions a))))
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(do-for-cell a
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(when (not (eq cell
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@ -66,9 +67,7 @@ that change between a→b (favouring those in b) — all others are nil."
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(do-for-cell matrix
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(when (characterp cell)
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(move-cursor (+ i 1) (+ j 1))
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(write-char cell)))
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(destructuring-bind (i j) (array-dimensions matrix)
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(move-cursor i j)))
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(write-char cell))))
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(defun make-screen-matrix ()
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@ -81,6 +80,14 @@ that change between a→b (favouring those in b) — all others are nil."
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;;; ———————————————————————————————————
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;;; Misc. utils
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;;; ———————————————————————————————————
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(defun hide-cursor ()
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(cl-charms/low-level:curs-set 0))
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(defun show-cursor ()
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(cl-charms/low-level:curs-set 1))
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(defun move-cursor (row column &key (stream *standard-output*))
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"Moves cursor to desired position.
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Borrowed from https://github.com/gorozhin/chlorophyll/
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@ -28,6 +28,7 @@
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(load "dialogue.lisp")
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(defpackage :flora-search-aurora
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(:nicknames :fsa :✿)
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(:export #:main)
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(:use :cl
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:flora-search-aurora.input :flora-search-aurora.display
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(defun literary-girl-dialogue (map)
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(lambda (matrix &key (map map)
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(dialogue (dialogue::dialogue
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(dialogue::say "literary-girl" "Oh, hello.")
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(dialogue::say "player" "What, no quip?"))))
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(dialogue (💬:start-dialogue
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(💬:say "literary-girl" "Blah blah, testing. A multi-lined one. For real! jjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjj akls djlaks jdlaksj dlakjsd")
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(💬:say "player" "ktp ktp jes jes?"))))
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(overworld-state-draw matrix map)
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(dialogue-state matrix :map map :dialogue dialogue)))
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@ -56,7 +57,7 @@ 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:
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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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(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/low-level:curs-set 0) ;; Hide the terminal cursor
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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-main-menu-state)))))
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@ -98,18 +98,20 @@
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<objectgroup id="7" name="Entities">
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<object id="2" name="Player" type="Entity" x="103" y="368">
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<properties>
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<property name="face" value="=w="/>
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<property name="facing_right" type="bool" value="true"/>
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<property name="id" value="player"/>
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<property name="normal_face" value="^_^"/>
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<property name="talking_face" value="^o^"/>
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</properties>
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<point/>
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</object>
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<object id="4" name="Literary girl" type="Entity" x="317.604" y="366.606">
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<properties>
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<property name="face" value="owo"/>
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<property name="facing_right" type="bool" value="true"/>
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<property name="id" value="literary-girl"/>
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<property name="interact" value="literary-girl-dialogue"/>
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<property name="normal_face" value="=_="/>
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<property name="talking_face" value="=o="/>
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</properties>
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<point/>
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</object>
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24
ui.lisp
24
ui.lisp
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;;;; Let's get to it, we're on a deadline!
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(defpackage :flora-search-aurora.ui
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(:nicknames :fsa.u :ui)
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(:use :cl :flora-search-aurora.display :flora-search-aurora.input :assoc-utils)
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(:export #:menu-state
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#:render-line
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#:render-line #:render-string #:render-string-partially
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:label :selection :selected))
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(in-package :flora-search-aurora.ui)
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@ -127,16 +128,31 @@ The item list should be an alist of the following format:
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"Render the given string to the matrix of characters, character-by-character.
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Will line-break or truncate as appropriate and necessary to not exceed the
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positional arguments nor the dimensions of the matrix."
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(render-string-partially matrix text x y :max-column max-column :max-row max-row
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:char-count (length text)))
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(defun render-string-partially (matrix text x y &key (char-count 0) (max-column 72) (max-row 20))
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"Partially render the given string to a matrix of characters. Will render only
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a portion of the string, dictated by the CHAR-COUNT.
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See the similar RENDER-STRING function."
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(let* ((dimensions (array-dimensions matrix))
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(max-column (at-most (cadr dimensions) max-column))
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(max-row (at-most (car dimensions) max-row))
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(max-write-row (at-most (at-most (car dimensions) max-row)
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(floor (/ char-count max-column))))
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(max-column-at-max-write-row (- char-count (* max-write-row max-column)))
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(substrings (split-string-by-length text (- max-column x)))
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(row 0))
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(loop while (and (<= (+ y row) max-row)
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substrings)
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do
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do (cond ((< row max-write-row)
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(render-line matrix (pop substrings)
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x (+ y row))
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x (+ y row)))
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((eq row max-write-row)
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(render-line matrix (subseq (pop substrings) 0 max-column-at-max-write-row)
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x (+ y row)))
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('t
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(pop substrings)))
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(incf row)))
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matrix)
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