render others and integrate model in main
This commit is contained in:
parent
7a6fa94ae3
commit
8332dca1fc
8 changed files with 153 additions and 77 deletions
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@ -5,7 +5,7 @@
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WWWWGWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
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WWWWGWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
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W H W
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W H W
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W O H O W
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W O H O W
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W H W
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W H H W
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W O BBBBBBBBBBBBBBBBBBBBBBBBBBHB O W -
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W O BBBBBBBBBBBBBBBBBBBBBBBBBBHB O W -
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W H W
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W H W
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W H W
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W H W
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@ -21,7 +21,7 @@ W H W
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W H W
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W H W
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W H W
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W H W
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W H W
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W H W
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W H W -
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W H H W -
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W P BHBBBBBBB W
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W P BHBBBBBBB W
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W H W
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W H W
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W H W
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W H W
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@ -2,8 +2,10 @@
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#:use-module (ice-9 pretty-print)
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#:use-module (ice-9 pretty-print)
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#:use-module (game model level)
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#:use-module (game model level)
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#:use-module (game model hero)
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#:use-module (game model hero)
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#:use-module (game model other)
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#:use-module (game render level)
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#:use-module (game render level)
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#:use-module (game render hero)
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#:use-module (game render hero)
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#:use-module (game render other)
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#:use-module (chickadee)
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#:use-module (chickadee)
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#:use-module (chickadee math rect)
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#:use-module (chickadee math rect)
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#:use-module (chickadee math vector)
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#:use-module (chickadee math vector)
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@ -19,24 +21,29 @@
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(define level #f)
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(define level #f)
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(define repl #f)
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(define repl #f)
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(define hero #f)
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(define hero #f)
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(define others #f)
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(define inputs '())
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(define inputs '())
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(define (load)
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(define (load)
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(render-level-load)
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(render-level-load)
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(render-hero-load)
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(render-hero-load)
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(render-other-load)
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(set! level (level-parse-file "assets/levels/level-1.map"))
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(set! level (level-parse-file "assets/levels/level-1.map"))
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(render-level-set! level)
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(render-level-set! level)
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(set! hero (hero-load level))
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(set! hero (hero-load level))
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(set! others (other-load-others level))
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(set! repl (spawn-coop-repl-server)))
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(set! repl (spawn-coop-repl-server)))
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(define (update dt)
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(define (update dt)
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(poll-coop-repl-server repl)
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(poll-coop-repl-server repl)
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(set! hero (hero-update hero level inputs dt))
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(set! hero (hero-update hero level inputs dt))
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(set! others (map (lambda (other) (other-update other level dt)) others))
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)
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)
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(define (draw _alpha)
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(define (draw _alpha)
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(render-level-draw level)
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(render-level-draw level)
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(render-hero hero)
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(render-hero hero)
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(for-each render-other others)
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)
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)
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(define (set-add set item)
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(define (set-add set item)
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@ -58,7 +58,7 @@
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;; Tests
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;; Tests
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[test-begin "hero-model"]
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(test-begin "hero-model")
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(let* ((level (level-parse "WWWWW\nW...W\nW.P.W\nW..HW\nWWWWW\n"))
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(let* ((level (level-parse "WWWWW\nW...W\nW.P.W\nW..HW\nWWWWW\n"))
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(hero (hero-load level))
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(hero (hero-load level))
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@ -67,7 +67,7 @@
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(test-equal default-bloat (hero-bloat hero))
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(test-equal default-bloat (hero-bloat hero))
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(test-equal 1.5 (hero-bloat (hero-with-bloat hero 1.5)))
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(test-equal 1.5 (hero-bloat (hero-with-bloat hero 1.5)))
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(test-equal default-bloat (hero-bloat hero))
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(test-equal default-bloat (hero-bloat hero)))
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(test-end "hero-model"))
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(test-end "hero-model")
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@ -15,8 +15,10 @@
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level-parse-file
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level-parse-file
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level-parse
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level-parse
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level-tile-at
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level-tile-at
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level-find-hero
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level-cell-size
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level-cell-size
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level-find-hero
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level-find-others
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level-tile-blocked?
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))
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))
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(define-record-type <level>
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(define-record-type <level>
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@ -84,6 +86,9 @@
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(y (vec2-y position)))
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(y (vec2-y position)))
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(level-tile-at-row-col level (coord->cell y) (coord->cell x))))
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(level-tile-at-row-col level (coord->cell y) (coord->cell x))))
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(define (level-tile-blocked? level position)
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(memq (level-tile-at level position) '(wall brick)))
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(define (gen-coords a b)
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(define (gen-coords a b)
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(append-map
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(append-map
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(lambda (r)
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(lambda (r)
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@ -1,5 +1,5 @@
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;; Game state and logic for the hero entity
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;; Game state and logic for the other entity
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(define-module (game model hero)
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(define-module (game model other)
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#:use-module (ice-9 pretty-print)
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#:use-module (ice-9 pretty-print)
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#:use-module (srfi srfi-1)
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#:use-module (srfi srfi-1)
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#:use-module (srfi srfi-9)
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#:use-module (srfi srfi-9)
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@ -9,65 +9,63 @@
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#:use-module (game util pipe)
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#:use-module (game util pipe)
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#:use-module (game model level)
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#:use-module (game model level)
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#:use-module (game model runner)
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#:use-module (game model runner)
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#:export (hero-load
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#:export (other-load-others
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hero-state
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other-state
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hero-bloat
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other-bloat
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hero-position
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other-position
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hero-x
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other-x
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hero-y
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other-y
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hero-update
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other-update
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))
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))
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(define-immutable-record-type <hero>
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(define-immutable-record-type <other>
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(%make-hero runner bloat)
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(%make-other runner)
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hero?
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other?
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(runner hero-runner hero-with-runner)
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(runner other-runner other-with-runner)
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(bloat hero-bloat hero-with-bloat) ;; 0.0 to 2.0, how much the hero is inflated
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)
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)
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(define default-state 'fall)
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(define default-state 'fall)
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(define default-bloat 1.0)
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(define default-bloat 1.0)
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(define (hero-load level)
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(define (other-load-others level)
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"Create a hero at the position in the level map"
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"Create a other at the position in the level map"
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(let ((runner (runner-load (level-find-hero level))))
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(map
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(%make-hero runner default-bloat)))
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(compose %make-other runner-load)
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(level-find-others level)))
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(define (hero-x hero)
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(define (other-x other)
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"return the x coordinate as an integer"
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"return the x coordinate as an integer"
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(runner-x (hero-runner hero)))
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(runner-x (other-runner other)))
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(define (hero-y hero)
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(define (other-y other)
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"return the y coordinate as an integer"
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"return the y coordinate as an integer"
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(runner-y (hero-runner hero))
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(runner-y (other-runner other))
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)
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)
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(define (hero-state hero)
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(define (other-state other)
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"return the current state of the hero"
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"return the current state of the other"
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(runner-state (hero-runner hero)))
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(runner-state (other-runner other)))
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(define (hero-position hero)
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(define (other-position other)
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"return the current position of the hero"
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"return the current position of the other"
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(runner-position (hero-runner hero)))
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(runner-position (other-runner other)))
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(define (hero-update hero level inputs dt)
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(define (other-update other level dt)
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(hero-with-runner hero (runner-update (hero-runner hero) level inputs dt)))
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(other-with-runner other (runner-update (other-runner other) level '() dt)))
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;; Tests
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;; Tests
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[test-begin "hero-model"]
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(test-begin "other-model")
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(let* ((level (level-parse "WWWWW\nW...W\nW.P.W\nW..HW\nWWWWW\n"))
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(let* ((level (level-parse "WWWWW\nW...W\nWO.OW\nW..HW\nWWWWW\n"))
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(hero (hero-load level))
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(others (other-load-others level)))
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(default-position (level-find-hero level)))
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(test-assert (other? (car others)))
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(test-assert (hero? hero))
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(test-equal 2 (length others))
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(test-equal default-bloat (hero-bloat hero))
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)
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(test-equal 1.5 (hero-bloat (hero-with-bloat hero 1.5)))
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(test-equal default-bloat (hero-bloat hero))
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(test-end "hero-model"))
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(test-end "other-model")
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"return the next state of the runner based on the current state, level and inputs"
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"return the next state of the runner based on the current state, level and inputs"
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(let* ((position (runner-position runner))
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(let* ((position (runner-position runner))
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(state (runner-state runner))
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(state (runner-state runner))
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(tile-below (level-tile-at level (vec2 (runner-x runner) (1- (runner-y runner))))))
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(tile-below-blocked? (level-tile-blocked? level (vec2 (runner-x runner) (1- (runner-y runner))))))
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(cond
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(cond
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((equal? (level-tile-at level position) 'ladder) 'climb)
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((equal? (level-tile-at level position) 'ladder) 'climb)
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((> (floor-remainder (runner-y runner) level-cell-size) 0) 'fall)
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((> (floor-remainder (runner-y runner) level-cell-size) 0) 'fall)
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((equal? tile-below 'empty) 'fall)
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((not tile-below-blocked?) 'fall)
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(else (cond
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(else (cond
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((member 'left inputs) 'go-left)
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((member 'left inputs) 'go-left)
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((member 'right inputs) 'go-right)
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((member 'right inputs) 'go-right)
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(else (vec2 0 0))))
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(else (vec2 0 0))))
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(define (next-position position state inputs distance)
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(define (round-position pos)
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(vec2 (inexact->exact (floor (vec2-x pos)))
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(inexact->exact (floor (vec2-y pos)))))
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(define (safe-move level pos move)
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(let ((new-pos (vec2+ pos move)))
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(if (level-tile-blocked? level new-pos)
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(round-position pos) ;; snap to grid on collision with hard scenery
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new-pos
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)))
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(define (next-position level position state inputs distance)
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(case state
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(case state
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((fall) (vec2- position (vec2 0 distance)))
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((fall) (safe-move level position (vec2 0 (- distance))))
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((go-left) (vec2- position (vec2 distance 0)))
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((go-left) (safe-move level position (vec2 (- distance) 0)))
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((go-right) (vec2+ position (vec2 distance 0)))
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((go-right) (safe-move level position (vec2 distance 0)))
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((stationary) position)
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((stationary) position)
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((climb) (fold (lambda (input movement)
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((climb) (fold (lambda (input pos)
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(vec2+ movement (input->movement input distance)))
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(safe-move level pos (input->movement input distance)))
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position
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position
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inputs))
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inputs))
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(else position)
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(else position)
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(define (runner-update runner level inputs dt)
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(define (runner-update runner level inputs dt)
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(let* ((state (next-state runner level inputs))
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(let* ((state (next-state runner level inputs))
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(distance (* dt speed))
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(distance (* dt speed))
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(position (next-position (runner-position runner) (runner-state runner) inputs distance))
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(position (next-position level (runner-position runner) (runner-state runner) inputs distance))
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(tile (level-tile-at level position))
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)
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)
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(runner-with-state
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(-> runner
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(if (member tile '(empty ladder other))
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(runner-with-state state)
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(runner-with-position runner position)
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(runner-with-position position))))
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(runner-with-position runner (vec2 (runner-x runner) (runner-y runner))) ;; round position
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)
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state)))
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;; Tests
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;; Tests
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[test-begin "runner-model"]
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(test-begin "runner-model")
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(let* ((level (level-parse "WWWWW\nW...W\nW.P.W\nW..HW\nWWWWW\n"))
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(let* ((level (level-parse "WWWWW\nW...W\nW.P.W\nW..HW\nWWWWW\n"))
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(default-position (vec2 32 32))
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(default-position (vec2 32 32))
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(let ((runner (runner-with-position runner (vec2 32 31))))
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(let ((runner (runner-with-position runner (vec2 32 31))))
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(test-equal 'fall (next-state runner level '())))
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(test-equal 'fall (next-state runner level '())))
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(test-equal (vec2 32.0 31.0) (next-position (vec2 32.0 32.0) 'fall '() 1.0))
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(test-equal "fall in air" (vec2 32.0 31.0) (next-position level (vec2 32.0 32.0) 'fall '() 1.0))
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(test-equal "fall on brick" (vec2 32.0 16.0) (next-position level (vec2 32.0 16.0) 'fall '() 1.0))
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(test-equal (vec2 31.0 32.0) (next-position (vec2 32.0 32.0) 'go-left '() 1.0))
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(test-equal (vec2 31.0 32.0) (next-position level (vec2 32.0 32.0) 'go-left '() 1.0))
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(test-equal (vec2 33.0 32.0) (next-position (vec2 32.0 32.0) 'go-right '() 1.0))
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(test-equal (vec2 33.0 32.0) (next-position level (vec2 32.0 32.0) 'go-right '() 1.0))
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(test-equal (vec2 32.0 32.0) (next-position (vec2 32.0 32.0) 'stationary '() 1.0))
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(test-equal (vec2 32.0 32.0) (next-position level (vec2 32.0 32.0) 'stationary '() 1.0))
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(test-equal "climb left" (vec2 31.0 32.0) (next-position level (vec2 32.0 32.0) 'climb '(left) 1.0))
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(test-equal "climb right" (vec2 33.0 32.0) (next-position level (vec2 32.0 32.0) 'climb '(right) 1.0))
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(test-equal "climb down" (vec2 32.0 31.0) (next-position level (vec2 32.0 32.0) 'climb '(down) 1.0))
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(test-equal "climb up" (vec2 32.0 33.0) (next-position level (vec2 32.0 32.0) 'climb '(up) 1.0))
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(test-equal (vec2 31.0 32.0) (next-position (vec2 32.0 32.0) 'climb '(left) 1.0))
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(test-equal "snap to grid on collision with hard scenery"
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(test-equal (vec2 33.0 32.0) (next-position (vec2 32.0 32.0) 'climb '(right) 1.0))
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(test-equal (vec2 32.0 31.0) (next-position (vec2 32.0 32.0) 'climb '(down) 1.0))
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(test-equal (vec2 32.0 33.0) (next-position (vec2 32.0 32.0) 'climb '(up) 1.0))
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(test-equal
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(vec2 32.0 16.0)
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(vec2 32.0 16.0)
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(runner-position
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(runner-position
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(runner-update
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(runner-update
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((wall) 3709)
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((wall) 3709)
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((ladder) 3350)
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((ladder) 3350)
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((goal) 3404)
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((goal) 3404)
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((hero) 3800) ;; render empty tile for hero start location
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((other) 3800) ;; render empty tile for enemy start location
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;; render visual reminder of unknown tile
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;; render visual reminder of unknown tile
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(else 3326)))
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(else 3326)))
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57
game/render/other.scm
Normal file
57
game/render/other.scm
Normal file
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@ -0,0 +1,57 @@
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(define-module (game render other)
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#:use-module (game model other)
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#:use-module (chickadee)
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#:use-module (chickadee math vector)
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#:use-module (chickadee graphics sprite)
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#:use-module (chickadee graphics texture)
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#:export (render-other
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render-other-load))
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(define other-atlas #f)
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(define (render-other-load)
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(set! other-atlas (split-texture (load-image "assets/images/simples_pimples.png") 16 16)))
|
||||||
|
|
||||||
|
;; start index of the walk animation
|
||||||
|
(define other-walking-offset 3926)
|
||||||
|
(define other-falling-offset 3930)
|
||||||
|
(define other-climbing-offset 3929)
|
||||||
|
|
||||||
|
(define (other-sprite-walking other)
|
||||||
|
(let* ((x (other-x other))
|
||||||
|
(animation-frame (remainder x 3))
|
||||||
|
(other-index (+ other-walking-offset animation-frame)))
|
||||||
|
(texture-atlas-ref other-atlas other-index)))
|
||||||
|
|
||||||
|
(define (other-sprite-stationary _other)
|
||||||
|
(texture-atlas-ref other-atlas other-walking-offset))
|
||||||
|
|
||||||
|
(define (other-sprite-falling other)
|
||||||
|
(texture-atlas-ref other-atlas other-climbing-offset))
|
||||||
|
|
||||||
|
(define (other-sprite-climbing other)
|
||||||
|
(texture-atlas-ref other-atlas other-climbing-offset))
|
||||||
|
|
||||||
|
(define (render-other other)
|
||||||
|
(case (other-state other)
|
||||||
|
((stationary) (draw-sprite
|
||||||
|
(other-sprite-stationary other)
|
||||||
|
(vec2+ (other-position other) (vec2 -0.0 1.0))))
|
||||||
|
((fall) (draw-sprite
|
||||||
|
(other-sprite-falling other)
|
||||||
|
(vec2+ (other-position other) (vec2 -0.0 1.0))))
|
||||||
|
((climb) (draw-sprite
|
||||||
|
(other-sprite-climbing other)
|
||||||
|
(vec2+ (other-position other) (vec2 -0.0 1.0))))
|
||||||
|
((go-left) (draw-sprite
|
||||||
|
(other-sprite-walking other)
|
||||||
|
(vec2+ (other-position other) (vec2 0.0 1.0))
|
||||||
|
#:scale (vec2 -1.0 1.0)
|
||||||
|
))
|
||||||
|
((go-right) (draw-sprite
|
||||||
|
(other-sprite-walking other)
|
||||||
|
(vec2+ (other-position other) (vec2 -0.0 1.0))))
|
||||||
|
)
|
||||||
|
)
|
Loading…
Reference in a new issue