bloatrunner/game/main.scm
Peter Tillemans 8222f5548f refactor in model and render domains. Update README
Stuff got ugly so some more refactoring. I want rendering
completely independent from the game logic, i.e. so that
becomes a pure projection from the state (for some value of pure).

Also added the main game idea in the README and added a plan.
2024-05-20 14:40:57 +02:00

60 lines
1.7 KiB
Scheme

(define-module (game main)
#:use-module (game model level)
#:use-module (game render level)
#:use-module (chickadee)
#:use-module (chickadee math rect)
#:use-module (chickadee math vector)
#:use-module (chickadee graphics color)
#:use-module (chickadee graphics sprite)
#:use-module (chickadee graphics texture)
#:use-module (chickadee graphics text)
#:use-module (chickadee graphics tile-map)
#:use-module (system repl coop-server)
#:export (launch-game))
(define hero-texture #f)
(define hero-atlas #f)
(define hero-position (vec2 32.0 32.0))
(define level #f)
(define repl #f)
(define (load)
(render-level-load)
(set! hero-texture (load-image "assets/images/lr_penguin2.png"))
(set! hero-atlas (split-texture hero-texture 32 32))
(set! level (level-parse-file "assets/levels/level-1.map"))
(render-level-set! level)
(set! repl (spawn-coop-repl-server)))
(define (update dt)
(poll-coop-repl-server repl)
(set-vec2-x! hero-position
(floor-remainder (+ (vec2-x hero-position) (* 50.0 dt)) 608.0)))
(define (draw-hero i)
(let ((x (* 64 (remainder i 8)))
(y (* 32 (quotient i 8)))
)
(draw-sprite
(texture-atlas-ref hero-atlas i)
(vec2 (+ x 16) y)
#:scale (vec2 1.0 1.0))
(draw-text (format #f "~A" i) (vec2 x y) #:color white))
)
(define (draw _alpha)
(render-level-draw level)
(let ((hero-index (+ 56 (remainder (inexact->exact (floor (vec2-x hero-position))) 8))))
(draw-sprite
(texture-atlas-ref hero-atlas hero-index)
(vec2+ hero-position (vec2 16.0 0.0))))
)
(define (launch-game args)
(run-game #:load (lambda () (load))
#:update (lambda (dt) (update dt))
#:draw (lambda (alpha) (draw alpha))))