Commit Graph

43 Enmetoj

Author SHA1 Message Date
Jaidyn Ann d0cb621320 Split package definitions into packages.lisp 2023-06-28 10:15:23 -05:00
Jaidyn Ann b38d4ca436 Fix mis-uses of the 'player symbol 2023-06-28 09:56:25 -05:00
Jaidyn Ann 06e875b271 Create the scaffodling for an inventory menu
All it does right now is print your raw list of
items. That’s OK for now! =w=
2023-06-27 21:36:13 -05:00
Jaidyn Ann 6849968528 Abstract the semantic meaning of key from the char
This lets us do cool looking stuff, like '⌨:🆗
2023-06-27 11:54:52 -05:00
Jaidyn Ann 51c913a700 Create and ASDF system for the game
This might help cool stuff get working, later!
Maybe! :D
2023-06-26 21:49:34 -05:00
Jaidyn Ann 74d713b76d Convert TMX maps to a parseable list
This allows embedding the map data directly
into the game system, instead of relying on
external files!
This’ll make distribution easier, for sure. =w=
2023-06-26 20:25:02 -05:00
Jaidyn Ann c0d2099ae8 Support for the passage of time 2023-06-26 15:43:01 -05:00
Jaidyn Ann 2a78737d28 Support for taking items
That is, directly moving an entity from the map
into the player’s pocket. Real simple
implementation, it’s just another
interact-function for use with your entities.
2023-06-26 11:12:06 -05:00
Jaidyn Ann 738239f50a Persistent data between maps! How exciting!
I spent a good chunk of time trying to get rid of
the maps’ global variables, instead packing each
map into a :map variable in a “game” hash-table…
but, wow, that took a while. And also made things
a bit more complicated. And also… we could just
do this. From this commit. So much easier! @-@
2023-06-26 09:33:51 -05:00
Jaidyn Ann 9ee7597772 Invisible and/or weird interactible entities! =w= 2023-06-25 19:59:34 -05:00
Jaidyn Ann 67019e9afb Moving between maps: Doorways! ♥ 2023-06-25 14:40:12 -05:00
Jaidyn Ann b61739aa24 Support for events triggered by moving to point
That is, a new “Trigger” Tiled object-type has
been made, which is just a rectangle with an
associated function. If the rectangle is stepped
upon (uwu step on me owo), the function is
triggered. Y’know, standard RPG stuffs.
2023-06-24 22:17:42 -05:00
Jaidyn Ann 67e2ca0404 Tweak interact-radius again! 2023-06-24 20:04:52 -05:00
Jaidyn Ann 37eacc43f5 Tweak interaction range 2023-06-24 16:12:16 -05:00
Jaidyn Ann b4cde1ea16 Add top-level layer, renders above player 2023-06-24 14:13:01 -05:00
Jaidyn Ann 4d4b65da9c 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!
2023-06-23 13:29:09 -05:00
Jaidyn Ann dafccb17a1 Language-specific map layers 2023-06-23 12:41:47 -05:00
Jaidyn Ann b617e92aba Add `move` directive to dialogues — for moving! :D 2023-06-22 19:20:20 -05:00
Jaidyn Ann 6eb5596263 “Chunk” entities like map tiles
Now :entities of the map hash-table is no longer a
flat list of entity plists, but a “chunked” alist
of these entity plists. Each alist is dedicated to
a different “chunk” (screenfull) of the map.
This (hypothetically) makes finding on-screen
entities more speedy.
2023-06-21 23:47:54 -05:00
Jaidyn Ann 666c155f95 Legiblify :💬; finish dialogue-printing with ENTER
Like with RPGs!
2023-06-21 20:31:29 -05:00
Jaidyn Ann 82254570b1 Orienting dialogue to the left or right of entity 2023-06-20 20:04:13 -05:00
Jaidyn Ann 6467d9bec3 Don’t over-:use packages (hee-hee) 2023-06-19 14:58:12 -05:00
Jaidyn Ann 95442b39db Change entity faces while they’re talking
What a cool effect ^w^ ^o^ ^w^
2023-06-19 08:47:45 -05:00
Jaidyn Ann 218dcdc465 Start basic dialogue state, etc?
This is so bad, I wanna dieee :w:
2023-06-17 22:47:30 -05:00
Jaidyn Ann 6f60c76f4b Reorder overworld.tiled functions; overworld.util
No functional changes.
Re-order functions in overworld.tiled so SBCL
doesn't complain at me.
Split some functions from overworld.tiled into
a new overworld.util package. Also rename the
files in a nice way!
2023-06-17 10:12:23 -05:00
Jaidyn Ann d664996190 Re-order functions (no functional change) 2023-06-16 20:11:47 -05:00
Jaidyn Ann 3db5cdcdd6 Minor refactoring; add accessors 2023-06-16 20:09:35 -05:00
Jaidyn Ann b31446c0f1 Interact with nearby entities 2023-06-16 14:28:41 -05:00
Jaidyn Ann 0f512e80ea Switch MAP to being a hash-table instead of a plist
Having MAP be a hash-table makes it a little more
mutable (friendly for a game of this structure.
Because, y’know, we… I’m too lazy to explain this.
Read the code. Which I’m pretty sure is illegible.
Sorry… =w=""""") :w:
>o< cries cries cires criesd
2023-06-16 12:41:19 -05:00
Jaidyn Ann c801a2ddfb Run INTERACT function mentioned in Tiled map 2023-06-16 12:16:44 -05:00
Jaidyn Ann c37ce281ea Split Tiled map-parsing into its own subpackage 2023-06-16 09:36:53 -05:00
Jaidyn Ann 11951c28a4 Support for embedding entities in the Tiled map 2023-06-16 09:00:58 -05:00
Jaidyn Ann 9d7961c6ad Parse cl-tiled CELL objects into alists 2023-06-15 18:14:39 -05:00
Jaidyn Ann 53f34b4e17 Non-traversable tiles like walls and such
Yes, now the player must adhere to the laws of
physics! Weird, right? Really wack? Super-weird?
2023-06-15 11:15:46 -05:00
Jaidyn Ann b08577b3db Parse maps with multiple tile-layers 2023-06-14 22:03:55 -05:00
Jaidyn Ann 939a433f32 Better drawing of strange-width NPC/player faces
Now entities (like the player) will be drawn more
evenly, even if their faces are ~~owo~~ WEIRD uwu
2023-06-14 16:36:34 -05:00
Jaidyn Ann f492aa6dba Movement between map-chunks by walking off-screen 2023-06-13 21:16:31 -05:00
Jaidyn Ann 7f77c4b887 Render the map in bits-and-pieces (chunks)
Rather than have several map-files of 72×20 tiles,
now we can have one huge map that's automatically
split into 72×20 chunks.
2023-06-11 17:12:52 -05:00
Jaidyn Ann 987457587b Draw ASCII people instead of mere one-off chars
Isn’t @ worse as a player-character than

[owo]
 ||

?
2023-06-10 15:29:52 -05:00
Jaidyn Ann d7e9d66749 Begin movement and entity support 2023-06-09 23:00:26 -05:00
Jaidyn Ann 32c95c3725 Use state return-values for overworld loop 2023-06-09 20:14:31 -05:00
Jaidyn Ann 0cfd2deae0 Rename state-loop’s loop functions to “state-functions”
Also document all current state-functions.
2023-06-09 16:17:21 -05:00
Jaidyn Ann 94335468b3 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:<
2023-06-09 07:07:28 -05:00