Add named Marks and cross-room NPC pathfinding

- Mark: a debug non-collidable named destination (pixel-art target icon),
  editor tool + name modal, globally-unique names, programmatic Room:addMark
- NPCs walk to Marks: each RGB copy is a per-room resident (like the player),
  running its own A* on its own colour layer, transferring rooms as it crosses
  seams; rendered and collided by the room it currently stands in
- Player copies are obstacles in NPC pathfinding
- A* is footprint-aware for multi-cell NPCs
- Editor: click an NPC to open a filterable destination picker
- Ink: Dialogue.open binds walk_to; Jorge can be sent to "end"/"begin"
- Fix: a blocked NPC now replans each tick and resumes instead of freezing
- [npc] move diagnostics under DEBUG (start/goal/route or block reason)
- Docs (adding-npcs) + CLAUDE.md LÖVE 11.x/float-colour corrections
- Fix test harness loadSprite stub; movement tests green (28)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Your Name 2026-08-21 15:56:53 -04:00
parent ad405ed590
commit c348b81a93
17 changed files with 2755 additions and 43 deletions

View file

@ -100,6 +100,7 @@ function love.update(dt)
if repeatedMove and not Dialogue.isOpen() and not MapManager:isOpen() then gameWorld:movePlayer(currentRoom, repeatedMove) end
end
currentRoom:update(dt)
if gameWorld then gameWorld:update(dt) end
MapManager:record(currentRoom)
-- if love.keyboard.isDown("w") then worldSha = worldSha + 1 end
@ -174,6 +175,8 @@ function love.draw()
love.graphics.setColor(1, 1, 1, 1)
if DEBUG then love.graphics.draw(sideBarCanvas, sideBarBox.x, sideBarBox.y) end
if DEBUG then editorDrawNoteHover() end
if DEBUG then editorDrawMarkPicker() end
if DEBUG then editorDrawMarkNameEditor() end
love.graphics.print("Current FPS: "..tostring(love.timer.getFPS( )), 10, 10)
PerfProfiler:draw()
Dialogue.draw()
@ -229,6 +232,24 @@ function love.keypressed(key)
return
end
-- The mark modals (destination picker, name entry) own the keyboard while open:
-- characters filter/type via love.textinput, Enter confirms, Esc cancels.
if DEBUG and (markPickerActive() or markNameEditorActive()) then
if key == "escape" then
editorCancelResponse()
elseif key == "return" then
response = ""
editorCompleteResponse()
elseif key == "backspace" then
local byteoffset = utf8.offset(response, -1)
if byteoffset then
response = string.sub(response, 1, byteoffset - 1)
editorTextHandler(response)
end
end
return
end
-- Tab toggles the editor's note overlay (DEBUG-only; default on).
if DEBUG and key == "tab" then
NOTES_VISIBLE = not NOTES_VISIBLE