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;;; The Inevitable Game
;;; Copyright © 2018, 2021 Ricardo Wurmus <rekado@elephly.net>
;;;
;;; This program is free software: you can redistribute it and/or
;;; modify it under the terms of the GNU General Public License as
;;; published by the Free Software Foundation, either version 3 of the
;;; License, or (at your option) any later version.
;;;
;;; This program is distributed in the hope that it will be useful,
;;; but WITHOUT ANY WARRANTY; without even the implied warranty of
;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
;;; General Public License for more details.
;;;
;;; You should have received a copy of the GNU General Public License
;;; along with this program.  If not, see
;;; <http://www.gnu.org/licenses/>.

(define-module (scenes death)
  #:use-module (chickadee)
  #:use-module (chickadee audio)
  #:use-module (chickadee math)
  #:use-module (chickadee math vector)
  #:use-module ((chickadee graphics color) #:select (make-color))
  #:use-module (chickadee graphics font)
  #:use-module (chickadee graphics sprite)
  #:use-module (chickadee graphics texture)
  #:use-module (chickadee graphics tiled)
  #:use-module (chickadee scripting)
  #:use-module (config)
  #:use-module (engine assets)
  #:use-module (characters lorenzo)
  #:use-module (characters reaper)
  #:use-module (utils)
  #:use-module (ice-9 match)
  #:use-module (srfi srfi-1)
  #:use-module (oop goops)
  #:export (scene))

(define-asset death-map
  (load-tile-map "assets/maps/death.tmx"))
(define-asset vignette-image
  (load-image "assets/images/vignette.png"))
(define-asset fade-image
  (load-image "assets/images/fade.png"))
(define-asset game-font
  (load-bitmap-font "assets/fonts/good_neighbors_starling.xml"))
(define-asset music
  ;; TODO: no sound if mode is 'static! 
  (load-audio "assets/music/death.ogg" #:mode 'stream))


(define agenda (make-agenda))
(define fade-map-fill (make-color 0 0 0 0.0))
(define fade-box-fill (make-color 0 0 0 0.0))
(define death-text #false)
(define pretend-walking? #false)
(define *labels* '())

(define texts
  '("\
Life waits for no one, but
death is patient."

    "\
You have died.  Your points
don't matter."

    "\
Death is inevitable."

    "\
The void resumes."

    "\
It did not last."

    "\
You were busy, but none of that
matters any more."

    "\
You were mortal after all."

    "\
Nobody outruns the clock."

    "\
Life goes on, but you end here."

    "\
This is no longer your battle
to fight.  Let go."

    "\
Life is hard, but thankfully
quite short."))

(define credits
  '(("The Inevitable Game"
     "Made by Ricardo Wurmus"
     "For Lorenzo")
    ("Sky background"
     "by Paulina Riva (CC-BY 3.0)")
    ("Reaper character graphics"
     "based on \"Lil Reaper Pet\" by Tracy")
    ("Lorenzo character graphics"
     "Based on \"Small 3/4 RPG character base\""
     "by Stephen Challener (Redshrike)")
    ("Map tiles"
     "taken from \"Zelda-like tilesets and sprites\""
     "by ArMM1998")
    ("Food graphics"
     "taken from \"The Humble Food Pack\""
     "by \"The Wise Hedgehog\"")
    ("Font"
     "\"Good Neighbors Starling\""
     "by PROWNE and Clint Bellanger")
    ("All music"
     "composed and recorded"
     "by Ricardo Wurmus")
    ("Bird sounds"
     "taken from the public domain")
    ("Made with 100% Free Software including"
     "- GNU Guile"
     "- Chickadee"
     "- Guile OpenGL"
     "- SDL")
    ("Thanks for enduring this game!")))

(define camera-position
  (vec2 40.0 90.0))

(define world-position
  (vec2 0.0 0.0))
(define last-world-position
  (vec2 0.0 0.0))

(define *player* #false)
(define *reaper* #false)


(define (load-scene)
  (set! death-text (list-ref texts (random (length texts))))
  (source-stop)
  (source-play
   (make-source #:audio
                (asset-ref music)
                #:loop? #false ; TODO: loops only first chunk!
                ))
  
  (set! *player* (lorenzo #:start-position
                          (vec2 (+ (/ %width 2) 25)
                                (- (/ %height 2) 20))
                          #:dead? #true))
  (update-animated-sprite *player* 0)
  (set! (walk-speed *player*) 0.3)

  (set! *reaper* (reaper #:start-position
                          (vec2 (+ (/ %width 2) 110)
                                (- (/ %height 2) 20))))
  (update-animated-sprite *reaper* 0)
  (set! (walk-speed *reaper*) 0.3)

  (with-agenda
   agenda
   (spawn-script
    (lambda ()
      (wait-until (any key-pressed? '(escape q return space)))

      ;; Fade out
      (tween 60 0.0 1.0
             (lambda (alpha)
               (set! fade-box-fill
                     (make-color 0 0 0 alpha))))
      (abort-game)))

   (script
    ;; Fade in
    (tween 15 1.0 0.0
           (lambda (alpha)
             (set! fade-box-fill
                   (make-color 0 0 0 alpha))))

    (tween 300 0.0 0.5
           (lambda (alpha)
             (set! (tint *player*)
                   (make-color 1.0 1.0 1.0 alpha))))

    (walk *player* '(right))
    (sleep 3000)
    (walk *player* '(right) 'stop)
    (walk *player* '(idle-front))
    (sleep 1900)
    (walk *player* '(up))
    (walk *reaper* '(up))
    (sleep 2000)

    ;; Slowly fade out the map and the top text.
    (tween 600 0.0 1.0 (lambda (value)
                         (set! fade-map-fill
                               ;; That's the colour of the "black" cave tile.
                               (make-color 0.125 0.09 0.161 value))))

    (set! pretend-walking? #true)
    (sleep 1000)

    ;; Roll credits
    (for-each 
     (lambda (lines)
       (let ((labels (map (lambda (line i)
                            (make <label>
                              #:font game-font
                              #:text line
                              #:visible? #true
                              #:position
                              (vec2 16.0 (- 180.0 (* 12 i)))))
                          lines
                          (iota (length lines)))))
         (set! *labels* (append *labels* labels))
         (sleep 3000)
         (for-each (lambda (label)
                     (set! (visible? label) #false))
                   labels)))
     credits)
    (sleep 6000)

    (for-each (lambda (text)
                (let ((label
                       (make <label>
                         #:font game-font
                         #:text text
                         #:visible? #true
                         #:origin (vec2 (/ %width 2)
                                        (/ %height 2))
                         #:position
                         (vec2 16.0 180))))
                  (set! *labels* (cons label *labels*))
                  (sleep 3000)
                  (set! (visible? label) #false)
                  (sleep (+ (random 10000) 4000))))
              `("There is nothing more to see here."
                "I'm serious."
                "What are you waiting for?"
                "Don't waste your time!"
                "Have you learned nothing from this game?"
                "I've got all day, but how about you?"
                "Look, I'm programmed to just keep going."
                "Ugh... why are you even reading this?"
                "Let me tell you a story..."
                "Once upon a time, there was..."
                ,@(let ((what '(("...a squirrel." "It had a nut allergy and died.")
                                ("...a dolphin." "It swam too far and never returned.")
                                ("...a stupid fish." "It drowned.")
                                ("...a long war." "Everybody died."))))
                    (list-ref what (random (length what))))
                "End of story."
                "Good night."
                "Please just turn it off."
                "I'm begging you."
                "You're not listening, huh?"
                "Well, I guess I'll just stop talking then."))))
  (current-agenda agenda))

(define (draw-scene alpha)
  (define world-position*
    (vec2 (round (lerp (vec2-x last-world-position)
                       (vec2-x world-position)
                       alpha))
          (round (lerp (vec2-y last-world-position)
                       (vec2-y world-position)
                       alpha))))

  (draw-tile-map (asset-ref death-map)
                 #:position world-position*
                 #:camera camera-position)

  ;; Dead lorenzo
  (draw-sprite
   (texture-atlas-ref
    (asset-ref (atlas *player*)) 23)
   (vec2+ world-position*
          (vec2 (/ %width 2) (- (/ %height 2) 20))))

  ;; Wisdom
  (let ((parts (string-split death-text #\newline)))
    (map (lambda (part i)
           (draw-text part
                      (vec2 16.0 (- 190.0 (* 12 i)))
                      #:font (asset-ref game-font)))
         parts (iota (length parts))))

  ;; Box for fading out map
  (draw-sprite
   (asset-ref fade-image)
   (vec2 0 0)
   #:tint fade-map-fill)
  
  ;; Ghost
  (draw-animated-sprite *player* (vec2 0 0))

  ;; Reaper
  (draw-animated-sprite *reaper* world-position*)
  
  ;; Credits
  (for-each (lambda (label)
              (draw-label label alpha))
            *labels*)

  (draw-sprite (asset-ref vignette-image) (vec2 0 0))
  
  ;; Box for fading in/out everything
  (draw-sprite
   (asset-ref fade-image)
   (vec2 0 0)
   #:tint fade-box-fill))

(define (update-scene dt)
  (update-agenda dt)
  (update-animated-sprite *player* dt)
  (update-animated-sprite *reaper* dt)

  ;; Move the world
  (unless pretend-walking?
    (vec2-copy! world-position last-world-position)
    (vec2-add! (position *reaper*) (velocity *reaper*))
    (vec2-sub! world-position (velocity *player*))))


(define scene
  `(#:name "death"
    #:load ,load-scene
    #:draw ,draw-scene
    #:update ,update-scene))