basic movement of hero is kind of working.

This commit is contained in:
Peter Tillemans 2024-05-21 17:52:30 +02:00
parent bc18fb899b
commit e130cac03b
6 changed files with 190 additions and 36 deletions

View file

@ -1,4 +1,5 @@
(define-module (game main)
#:use-module (ice-9 pretty-print)
#:use-module (game model level)
#:use-module (game model hero)
#:use-module (game render level)
@ -30,12 +31,9 @@
(define (update dt)
(poll-coop-repl-server repl)
(set! hero
(hero-with-x
hero
(floor-remainder
(+ (hero-x hero) (* 50.0 dt))
608.0))))
(set! hero (hero-update hero level inputs dt))
(pretty-print hero)
)
(define (draw _alpha)
(render-level-draw level)
@ -48,17 +46,20 @@
(cons item set)))
(define (key-press key)
(define (key-press key _modifiers _repeat?)
(pretty-print (list 'press key inputs))
(set! inputs
(cond ((eq? key 'left) (set-add inputs 'left))
((eq? key 'right) (set-add inputs 'right))
((eq? key 'up) (set-add inputs 'up))
((eq? key 'down) (set-add inputs 'down ))
((eq? key 'space) (set-add inputs 'dig ))
(else inputs))))
(else inputs)))
)
(define (key-release key)
(define (key-release key _modifiers)
(pretty-print (list 'release key inputs))
(set! inputs
(cond ((eq? key 'left) (delete 'left inputs))
((eq? key 'right) (delete 'right inputs))
@ -73,8 +74,8 @@
#:load (lambda () (load))
#:update (lambda (dt) (update dt))
#:draw (lambda (alpha) (draw alpha))
;; #:key-press (lambda (key) (key-press key))
;; #:key-release (lambda (key) (key-release key))
#:key-press (lambda (key modifiers repeat?) (key-press key modifiers repeat?))
#:key-release (lambda (key modifiers) (key-release key modifiers))
))

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@ -1,9 +1,12 @@
;; Game state and logic for the hero entity
(define-module (game model hero)
#:use-module (ice-9 pretty-print)
#:use-module (srfi srfi-1)
#:use-module (srfi srfi-9)
#:use-module (srfi srfi-9 gnu)
#:use-module (srfi srfi-64)
#:use-module (chickadee math vector)
#:use-module (game util pipe)
#:use-module (game model level)
#:export (hero-load
hero-state
@ -11,6 +14,7 @@
hero-position hero-with-position
hero-x hero-with-x
hero-y hero-with-y
hero-update
))
@ -22,7 +26,7 @@
(bloat hero-bloat hero-with-bloat) ;; 0.0 to 2.0, how much the hero is inflated
)
(define default-state 'stationary)
(define default-state 'falling)
(define default-bloat 1.0)
(define (hero-load level)
@ -43,12 +47,66 @@
(define (hero-with-y hero y)
(hero-with-position hero (vec2 (hero-x hero) y)))
;; return next state of hero
;; @returns 'go-left 'go-right 'climb 'fall 'stationary
(define (next-state hero level inputs)
(let* ((position (hero-position hero))
(state (hero-state hero))
(tile-below (level-tile-at level (vec2 (hero-x hero) (1- (hero-y hero))))))
(cond
((equal? (level-tile-at level position) 'ladder) 'climb)
((> (floor-remainder (hero-y hero) level-cell-size) 0) 'falling)
((equal? tile-below 'empty) 'falling)
(else (cond
((member 'left inputs) 'go-left)
((member 'right inputs) 'go-right)
(else 'stationary))))))
(define (input->movement input distance)
(case input
((left) (vec2 (- distance) 0))
((right) (vec2 distance 0))
((up) (vec2 0 distance))
((down) (vec2 0 (- distance)))
(else (vec2 0 0))))
(define (next-position position state inputs distance)
(case state
((falling) (vec2- position (vec2 0 distance)))
((climb) (vec2+ position (input->movement (car inputs) distance)))
((go-left) (vec2- position (vec2 distance 0)))
((go-right) (vec2+ position (vec2 distance 0)))
((stationary) position)
((ladder) (fold (lambda (input movement)
(vec2+ movement (input->movement input distance)))
position
inputs))
(else position)
))
(define speed 50.0)
;; Tests
[test-begin "hero model"]
(define (hero-update hero level inputs dt)
(let* ((state (next-state hero level inputs))
(distance (* dt speed))
(position (next-position (hero-position hero) state inputs distance))
(tile (level-tile-at level position))
)
(hero-with-state
(if (member tile '(empty ladder other))
(hero-with-position hero position)
(hero-with-position hero (vec2 (hero-x hero) (hero-y hero))) ;; round position
)
state)))
(let* ((level (level-parse "WWWWW\nW...W\nW.P.W\nW...W\nWWWWW\n"))
;; Tests
[test-begin "hero-model"]
(let* ((level (level-parse "WWWWW\nW...W\nW.P.W\nW..HW\nWWWWW\n"))
(hero (hero-load level))
(default-position (level-find-hero level)))
(test-assert (hero? hero))
@ -66,6 +124,43 @@
(test-equal 16 (hero-x (hero-with-position hero (vec2 16.34 20.78))))
(test-equal 20 (hero-y (hero-with-position hero (vec2 16.34 20.78))))
(test-equal 'falling (next-state hero level '()))
(let ((hero (hero-with-position hero (vec2 16 16))))
(test-equal 'stationary (next-state hero level '()))
(test-equal 'go-left (next-state hero level '(left)))
(test-equal 'go-right (next-state hero level '(right))))
(let ((hero (hero-with-position hero (vec2 48 32))))
(test-equal 'stationary (next-state hero level '())))
(let ((hero (hero-with-position hero (vec2 48 31))))
(test-equal 'climb (next-state hero level '())))
(let ((hero (hero-with-position hero (vec2 32 31))))
(test-equal 'falling (next-state hero level '())))
(test-equal (vec2 32.0 31.0) (next-position (vec2 32.0 32.0) 'falling '() 1.0))
(test-equal (vec2 31.0 32.0) (next-position (vec2 32.0 32.0) 'go-left '() 1.0))
(test-equal (vec2 33.0 32.0) (next-position (vec2 32.0 32.0) 'go-right '() 1.0))
(test-equal (vec2 32.0 32.0) (next-position (vec2 32.0 32.0) 'stationary '() 1.0))
(test-equal (vec2 31.0 32.0) (next-position (vec2 32.0 32.0) 'climb '(left) 1.0))
(test-equal (vec2 33.0 32.0) (next-position (vec2 32.0 32.0) 'climb '(right) 1.0))
(test-equal (vec2 32.0 31.0) (next-position (vec2 32.0 32.0) 'climb '(down) 1.0))
(test-equal (vec2 32.0 33.0) (next-position (vec2 32.0 32.0) 'climb '(up) 1.0))
(test-equal
(vec2 32.0 16.0)
(hero-position
(hero-update
(hero-with-state
(hero-with-position hero (vec2 32 16.3))
'falling)
level
'()
0.017
)
))
)
(test-end "hero model")
(test-end "hero-model")

View file

@ -16,6 +16,7 @@
level-parse
level-tile-at
level-find-hero
level-cell-size
))
(define-record-type <level>
@ -73,13 +74,15 @@
(let ((index (+ (* row (level-width level)) col)))
(vector-ref (level-tiles level) index)))
(define cell-size 16)
(define level-cell-size 16)
(define (coord->cell coord)
(inexact->exact (floor (/ coord cell-size))))
(inexact->exact (floor (/ coord level-cell-size))))
(define (level-tile-at level x y )
(level-tile-at-row-col level (coord->cell y) (coord->cell x)))
(define (level-tile-at level position )
(let ((x (vec2-x position))
(y (vec2-y position)))
(level-tile-at-row-col level (coord->cell y) (coord->cell x))))
(define (gen-coords a b)
(append-map
@ -93,7 +96,7 @@
(define (level-find-tile level tile)
(map
(lambda (rc) (vec2 (* cell-size (cadr rc)) (* cell-size (car rc))))
(lambda (rc) (vec2 (* level-cell-size (cadr rc)) (* level-cell-size (car rc))))
(filter
(lambda (rc)
(equal?

View file

@ -17,17 +17,47 @@
(set! hero-atlas (split-texture hero-texture 32 32)))
;; start index of the walk animation
(define hero-walk-offset 56)
(define hero-walking-offset 56)
(define hero-falling-offset 32)
(define hero-climbing-offset 40)
(define (hero-sprite hero)
(let* ((x (inexact->exact (floor (vec2-x (hero-position hero)))))
(define (hero-sprite-walking hero)
(let* ((x (hero-x hero))
(animation-frame (remainder x 8))
(hero-index (+ hero-walk-offset animation-frame)))
(hero-index (+ hero-walking-offset animation-frame)))
(texture-atlas-ref hero-atlas hero-index)))
(define (hero-sprite-stationary _hero)
(texture-atlas-ref hero-atlas 56))
(define (hero-sprite-falling hero)
(let* ((y (hero-y hero))
(animation-frame (remainder y 8))
(hero-index (+ hero-falling-offset animation-frame)))
(texture-atlas-ref hero-atlas hero-index)))
(define (hero-sprite-climbing hero)
(let* ((y (hero-y hero))
(animation-frame (remainder y 8))
(hero-index (+ hero-climbing-offset animation-frame)))
(texture-atlas-ref hero-atlas hero-index)))
(define (render-hero hero)
(draw-sprite
(hero-sprite hero)
(vec2+
(hero-position hero)
(vec2 -9.0 0.0))))
(case (hero-state hero)
((stationary) (draw-sprite
(hero-sprite-stationary hero)
(vec2+ (hero-position hero) (vec2 -9.0 1.0))))
((falling) (draw-sprite
(hero-sprite-falling hero)
(vec2+ (hero-position hero) (vec2 -9.0 1.0))))
((go-left) (draw-sprite
(hero-sprite-walking hero)
(vec2+ (hero-position hero) (vec2 23.0 1.0))
#:scale (vec2 -1.0 1.0)
))
((go-right) (draw-sprite
(hero-sprite-walking hero)
(vec2+ (hero-position hero) (vec2 -9.0 1.0))))
)
)

View file

@ -47,15 +47,12 @@
(for-each
(lambda (column)
(let*
((x (* 16 column))
(y (* 16 row))
(tile (level-tile-at level x y))
((position (vec2 (* 16 column) (* 16 row)))
(tile (level-tile-at level position))
(texture-region (texture-atlas-ref tile-atlas (level-tile-index tile))))
(display (format #f "tile ~a at ~a ~a~%" (level-tile-index tile) row column))
(sprite-batch-add! sprite-batch (vec2 x y)
(sprite-batch-add! sprite-batch position
#:texture-region texture-region)))
(iota (level-width level) 0)))
(iota (level-height level) 0)))
;; render the level tiles

28
game/util/pipe.scm Normal file
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@ -0,0 +1,28 @@
(define-module (game util pipe)
#:export (-> ->>)
#:version (0 1 0))
;; Thread first macro.
;; The first s-expression will be inserted as the first argument of the next s-expesssion.
;; Example: (-> 100 (/ 10) (/ 5)) becomes (/ (/ 100 10) 5)
(define-syntax ->
(syntax-rules ()
((_) #f)
((_ x) x)
((_ x (f . (f-rest ...))) (f x f-rest ...))
((_ x f) (f x))
((_ x (f . (f-rest ...)) rest ...) (-> (f x f-rest ...) rest ...))
((_ x f rest ...) (-> (f x) rest ...))
))
;; Thread last macro.
;; The first s-expression will be inserted as the last argument of the next s-expesssion.
;; Example: (-> 100 (/ 10) (/ 5)) becomes (/ 5 (/ 10 100))
(define-syntax ->>
(syntax-rules ()
((_) #f)
((_ x) x)
((_ x (f ...)) (f ... x))
((_ x f) `(f x))
((_ x (f ...) rest ...) (->> (f ... x) rest ...))
((_ x f rest ...) (->> (f x) rest ...))))