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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 game)
#:use-module (chickadee)
#:use-module (chickadee audio)
#:use-module (chickadee data grid)
#:use-module (chickadee math)
#:use-module (chickadee math easings)
#:use-module (chickadee math rect)
#:use-module (chickadee math vector)
#:use-module ((chickadee graphics color) #:select (make-color))
#:use-module (chickadee graphics text)
#:use-module (chickadee graphics path)
#:use-module (chickadee graphics sprite)
#:use-module (chickadee graphics texture)
#:use-module (chickadee graphics tile-map)
#: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)
#:export (scene))
(define-asset game-map
(load-tile-map "assets/maps/01.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/sounds/birds.mp3" #:mode 'stream))
(define location
(let ((positions
(object-layer-objects
(tile-map-layer-ref (asset-ref game-map) "positions")))
(offset (vec2 0 0)))
(lambda (name)
"Look up the location for an object with the given NAME in the
map's positions layer."
(or (and=> (find (lambda (obj)
(equal? (map-object-name obj) name))
positions)
(lambda (obj)
(let ((shape (map-object-shape obj)))
(vec2 (- (+ (vec2-x offset) (rect-x shape))
(/ (rect-width shape) 2))
(- (+ (vec2-y offset) (rect-y shape))
(/ (rect-height shape) 2))))))
(vec2 0.0 0.0)))))
(define fade-box-fill (make-color 0 0 0 1.0))
(define agenda (make-agenda))
(define last-player-position
(location "player"))
(define *player-previous-keys* (list))
(define *player* #false)
(define *reaper* #false)
(define *layers* #false)
(define grid (make-grid 16))
(define player-grid-x-offset 8)
(define player-grid-y-offset 0)
(define (load-scene)
(source-stop)
(source-play
(make-source #:audio
(asset-ref music)
#:loop? #false ; TODO: loops only first chunk!
))
(set! *player* (lorenzo #:start-position
(location "player")))
(update-animated-sprite *player*)
(grid-add grid 'player
(+ (vec2-x (position *player*)) player-grid-x-offset)
(+ (vec2-y (position *player*)) player-grid-y-offset)
16 16)
(set! (walk-speed *player*) 1.5)
(set! *reaper* (reaper #:start-position
(location "reaper")))
(update-animated-sprite *reaper*)
;; XXX: Chickadee parses the object layer incorrectly, so all
;; objects are flipped vertically. We use this to compute the
;; corrected shapes of layer objects only once.
(set! *layers*
(map (lambda (layer-name)
(cons layer-name
(map (lambda (obj)
(let ((r-wrong (map-object-shape obj)))
(cons obj
(make-rect (rect-x r-wrong)
(- (rect-y r-wrong) (rect-height r-wrong))
(rect-width r-wrong)
(rect-height r-wrong)))))
(object-layer-objects
(tile-map-layer-ref (asset-ref game-map) layer-name)))))
'("food" "positions" "actions" "collision")))
(for-each (lambda (barrier)
(let ((r (cdr barrier)))
(grid-add grid (map-object-id (car barrier))
(rect-x r)
(rect-y r)
(rect-width r)
(rect-height r))))
(assoc-ref *layers* "collision"))
(with-agenda
agenda
(spawn-script
(lambda ()
(wait-until (any key-pressed? '(escape)))
;; Fade out
(tween 2 0.0 1.0
(lambda (alpha)
(set! fade-box-fill
(make-color 0 0 0 alpha))))
(throw 'switch-scene
(@ (scenes death) scene))))
(spawn-script
(lambda ()
(forever
(sleep 1)
;; Stop any motion in a direction when the matching key has just
;; been released.
(let ((released (filter key-released? *player-previous-keys*)))
(unless (null? released)
(walk *player* released 'stop)))
;; Detect newly pressed keys.
(let ((active (filter key-pressed? '(left right up down))))
(walk *player* (match active
(() '(idle))
(_ active)))
(set! *player-previous-keys* active))
;; Update player position and respond to position-dependent
;; events.
(let ((vel (velocity *player*)))
(vec2-copy! world-position last-world-position)
(vec2-add! world-position vel)
;; TODO
;; ;; Reset when the new position is invalid.
;; (when (collides? player game "collision")
;; (vec2-sub! pos vel))
;; (and=> (collides? player game (items game))
;; ;; TODO: do something to the item
;; (match-lambda
;; (() #f)
;; (items (pk items))))
))))
;; Handle background noise fade in
(spawn-script
(lambda ()
(tween 2 0.0 1.0
(lambda (a)
(set-source-volume! background-music a))
#:ease ease-out-sine)))
;; Fade in
(script
(tween 1 1.0 0.0
(lambda (alpha)
(set! fade-box-fill
(make-color 0 0 0 alpha))))))
(current-agenda agenda))
(define (draw-scene alpha)
(define player-render-position
(vec2 (round (lerp (vec2-x last-player-position)
(vec2-x (position *player*))
alpha))
(round (lerp (vec2-y last-player-position)
(vec2-y (position *player*))
alpha))))
;; Always centered on the player
(define camera
(let ((player-half 16))
(vec2- (position *player*)
(vec2 (- (/ %width 2) player-half)
(- (/ %height 2) player-half)))))
;; The Void
(draw-sprite
(asset-ref fade-image)
(vec2 0 0)
#:tint (make-color 0.125 0.09 0.161 1.0))
;; The lower layers of the world
(draw-tile-map (asset-ref game-map)
#:position (vec2 0 0)
#:camera camera
#:layers (list 0 1 2))
;; Reaper
(draw-animated-sprite *reaper*
(vec2* camera -1.0))
;; Player
(draw-animated-sprite *player*
(vec2* camera -1.0))
;; The upper layer hiding items and the player.
(draw-tile-map (asset-ref game-map)
#:position (vec2 0 0)
#:camera camera
#:layers (list 3))
;; Vignette
(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*)
(update-animated-sprite *reaper*))
(define scene
`(#:name "game"
#:load ,load-scene
#:draw ,draw-scene
#:update ,update-scene))
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