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

@ -355,6 +355,12 @@ local function loadRoomClass()
end,
},
}
-- room pulls in note.lua/mark.lua, which call loadSprite at module-load time.
-- Provide a default stub so requiring room works; individual tests still
-- override loadSprite as needed.
loadSprite = loadSprite or function()
return {getWidth = function() return 16 end, getHeight = function() return 16 end}
end
require "room"
end