- 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>
3.8 KiB
Adding a talkable NPC
An NPC/sign is just an immovable Entity that mixes in Dialogable. Bumping it
(a rejected move) opens the dialogue box. Talking is the same everywhere — you
only supply art + a story.
1. Write the story
Create stories/<name>.ink — a line, a few choices, an ending:
yo wassup
* kick the sign
it doesnt budge.
* [say nothing] you have nothing to say to a sign.
- -> END
2. Compile it
The game can't parse .ink (LÖVE has no lpeg), so compile to a .lua book:
lua tools/compile_ink.lua <name>
Re-run this every time you edit the .ink — the game loads the .lua, not
the .ink. (Needs lua + lua-lpeg installed.)
3. Load the book
In main.lua, next to startSignBook:
<name>Book = require "stories.<name>"
4. Make the entity
In npc.lua, copy Sign — pick your art and name your book. Include Walker
too (it's what lets the NPC path to a Mark; see "Making an NPC walk" below), and
call self:initWalker() after Entity.initialize:
Oracle = class("Oracle", Entity)
Oracle:include(Dialogable)
Oracle:include(Walker)
function Oracle:initialize(x, y)
self.book = oracleBook -- from step 3
Entity.initialize(self, {
x = x, y = y, color = "red",
collision = "unmoveable",
sprites = {
red = loadSprite("art/npc/oracle_r.png"),
green = loadSprite("art/npc/oracle_g.png"),
blue = loadSprite("art/npc/oracle_b.png"),
},
})
self:initWalker()
end
Per-channel art lives in art/npc/ as <name>_r/_g/_b.png (16px cells).
5. Place it in a room
Map a save class to your entity in Room:createEntity (room.lua), alongside
the npc → Sign branch:
if class == "oracle" then
local entity = Oracle:new(x, y)
self:registerNpc(entity)
return entity
end
Then add it to a room's rooms/<room>.sav objects list:
{ class = "oracle", x = 4, y = 8 }
That's it — walk into it and it talks. NPCs are stamped into every colour's collision matrix, so they block movement and obey the world's colour rules (a red-only player reads them in red).
Marks — named destinations
A Mark is a debug non-collidable: an editor-only annotation the game reads
back. It carries a globally-unique name, and it's the only thing an NPC can be
sent to. It is not a Note — it just shares the debug overlay toggle. In the
editor, click the target tool at the bottom of the panel, then click a cell
to drop one and type its name (colliding names auto-suffix _2, _3, …).
Left-click an existing mark to rename it; right-click to delete. Marks show only
under DEBUG while the overlay is on (Tab).
You can also create marks from code so they exist without living in a .sav:
room:addMark("gate", 5, 9) -- registers + renders in debug; skipped by serialize
Making an NPC walk
Any NPC that includes Walker (see step 4) can be sent to a Mark. From Ink, call
the bound external function — e.g. to leave once the conversation ends:
Oracle: The way is open now. Go.
~ walk_to("gate")
-> END
walk_to(name) is wired for every Dialogable (dialogable.lua); it resolves the
Mark by name and calls npc:sendTo. Under the hood the NPC becomes the player's
RGB model — up to three colour copies, each running its own A* on its own
collision layer (pathfinding.lua), stepping in real time and pathing across
room seams over the world grid. Copies split apart and additively re-merge to
white on arrival. Pathfinding is footprint-aware, so a 2×2 NPC routes its whole
body around obstacles rather than threading a 1-wide gap.
Testing without a story
You don't need an Ink book to try it: in the editor (DEBUG), left-click an
NPC to open the destination picker — a filterable list of every Mark. Type to
filter, click a row (or Enter for the top match) to send it; Esc cancels.