Peter Tillemans
8222f5548f
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.
60 lines
1.7 KiB
Scheme
60 lines
1.7 KiB
Scheme
(define-module (game main)
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#:use-module (game model level)
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#:use-module (game render level)
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#:use-module (chickadee)
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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 graphics color)
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#:use-module (chickadee graphics sprite)
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#:use-module (chickadee graphics texture)
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#:use-module (chickadee graphics text)
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#:use-module (chickadee graphics tile-map)
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#:use-module (system repl coop-server)
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#:export (launch-game))
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(define hero-texture #f)
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(define hero-atlas #f)
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(define hero-position (vec2 32.0 32.0))
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(define level #f)
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(define repl #f)
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(define (load)
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(render-level-load)
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(set! hero-texture (load-image "assets/images/lr_penguin2.png"))
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(set! hero-atlas (split-texture hero-texture 32 32))
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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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(set! repl (spawn-coop-repl-server)))
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(define (update dt)
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(poll-coop-repl-server repl)
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(set-vec2-x! hero-position
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(floor-remainder (+ (vec2-x hero-position) (* 50.0 dt)) 608.0)))
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(define (draw-hero i)
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(let ((x (* 64 (remainder i 8)))
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(y (* 32 (quotient i 8)))
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)
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(draw-sprite
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(texture-atlas-ref hero-atlas i)
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(vec2 (+ x 16) y)
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#:scale (vec2 1.0 1.0))
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(draw-text (format #f "~A" i) (vec2 x y) #:color white))
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)
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(define (draw _alpha)
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(render-level-draw level)
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(let ((hero-index (+ 56 (remainder (inexact->exact (floor (vec2-x hero-position))) 8))))
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(draw-sprite
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(texture-atlas-ref hero-atlas hero-index)
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(vec2+ hero-position (vec2 16.0 0.0))))
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)
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(define (launch-game args)
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(run-game #:load (lambda () (load))
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#:update (lambda (dt) (update dt))
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#:draw (lambda (alpha) (draw alpha))))
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