bloatrunner/game/model/runner.scm

159 lines
6 KiB
Scheme

;; Game state and logic for the runner entities
(define-module (game model runner)
#: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 (runner-load
runner-state
runner-position runner-with-position
runner-x runner-with-x
runner-y runner-with-y
runner-update))
(define-immutable-record-type <runner>
(%make-runner position state)
runner?
(position runner-position runner-with-position)
(state runner-state runner-with-state) ;; 'go-left 'go-right 'climb 'fall 'stationary
)
(define default-state 'fall)
(define (runner-load initial-position)
(%make-runner initial-position default-state))
(define (runner-x runner)
"return the x coordinate as an integer"
(inexact->exact (floor (vec2-x (runner-position runner)))))
(define (runner-y runner)
"return the y coordinate as an integer"
(inexact->exact (floor (vec2-y (runner-position runner)))))
(define (runner-with-x runner x)
(runner-with-position runner (vec2 x (runner-y runner))))
(define (runner-with-y runner y)
(runner-with-position runner (vec2 (runner-x runner) y)))
;; return next state of runner
;; @returns 'go-left 'go-right 'climb 'fall 'stationary
(define (next-state runner level inputs)
"return the next state of the runner based on the current state, level and inputs"
(let* ((position (runner-position runner))
(state (runner-state runner))
(tile-below-blocked? (level-tile-blocked? level (vec2 (runner-x runner) (1- (runner-y runner))))))
(cond
((equal? (level-tile-at level position) 'ladder) 'climb)
((> (floor-remainder (runner-y runner) level-cell-size) 0) 'fall)
((not tile-below-blocked?) 'fall)
(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 (round-position pos)
(vec2 (inexact->exact (floor (vec2-x pos)))
(inexact->exact (floor (vec2-y pos)))))
(define (safe-move level pos move)
(let ((new-pos (vec2+ pos move)))
(if (level-tile-blocked? level new-pos)
(pk "snap position " pos "to" (round-position pos)) ;; snap to grid on collision with hard scenery
new-pos
)))
(define (next-position level position state inputs distance)
(case state
((fall) (safe-move level position (vec2 0 (- distance))))
((go-left) (safe-move level position (vec2 (- distance) 0)))
((go-right) (safe-move level position (vec2 distance 0)))
((stationary) position)
((climb) (fold (lambda (input pos)
(safe-move level pos (input->movement input distance)))
position
inputs))
(else position)
))
(define speed 50.0)
(define (runner-update runner level inputs dt)
(let* ((state (next-state runner level inputs))
(distance (* dt speed))
(position (next-position level (runner-position runner) (runner-state runner) inputs distance))
)
(-> runner
(runner-with-state state)
(runner-with-position position))))
;; Tests
(test-begin "runner-model")
(let* ((level (level-parse "WWWWW\nW...W\nW.P.W\nW..HW\nWWWWW\n"))
(default-position (vec2 32 32))
(runner (runner-load default-position)))
(test-assert (runner? runner))
(test-equal default-position (runner-position runner))
(test-equal default-state (runner-state runner))
(test-equal (vec2 10 20) (runner-position (runner-with-position runner (vec2 10 20))))
(test-equal default-position (runner-position runner))
(test-equal 'go-left (runner-state (runner-with-state runner 'go-left)))
(test-equal default-state (runner-state runner))
(test-equal 16 (runner-x (runner-with-position runner (vec2 16.34 20.78))))
(test-equal 20 (runner-y (runner-with-position runner (vec2 16.34 20.78))))
(test-equal 'fall (next-state runner level '()))
(let ((runner (runner-with-position runner (vec2 16 16))))
(test-equal 'stationary (next-state runner level '()))
(test-equal 'go-left (next-state runner level '(left)))
(test-equal 'go-right (next-state runner level '(right))))
(let ((runner (runner-with-position runner (vec2 48 32))))
(test-equal 'stationary (next-state runner level '())))
(let ((runner (runner-with-position runner (vec2 48 31))))
(test-equal 'climb (next-state runner level '())))
(let ((runner (runner-with-position runner (vec2 32 31))))
(test-equal 'fall (next-state runner level '())))
(test-equal "fall in air" (vec2 32.0 31.0) (next-position level (vec2 32.0 32.0) 'fall '() 1.0))
(test-equal "fall on brick" (vec2 32.0 16.0) (next-position level (vec2 32.0 16.0) 'fall '() 1.0))
(test-equal (vec2 31.0 32.0) (next-position level (vec2 32.0 32.0) 'go-left '() 1.0))
(test-equal (vec2 33.0 32.0) (next-position level (vec2 32.0 32.0) 'go-right '() 1.0))
(test-equal (vec2 32.0 32.0) (next-position level (vec2 32.0 32.0) 'stationary '() 1.0))
(test-equal "climb left" (vec2 31.0 32.0) (next-position level (vec2 32.0 32.0) 'climb '(left) 1.0))
(test-equal "climb right" (vec2 33.0 32.0) (next-position level (vec2 32.0 32.0) 'climb '(right) 1.0))
(test-equal "climb down" (vec2 32.0 31.0) (next-position level (vec2 32.0 32.0) 'climb '(down) 1.0))
(test-equal "climb up" (vec2 32.0 33.0) (next-position level (vec2 32.0 32.0) 'climb '(up) 1.0))
(test-equal "snap to grid on collision with hard scenery"
(vec2 32.0 16.0)
(runner-position
(runner-update
(runner-with-state
(runner-with-position runner (vec2 32 16.3))
'fall)
level
'()
0.017
)
))
)
(test-end "runner-model")