summary refs log tree commit diff
path: root/lib/game.fnl
blob: 3f99550c03e31059d92fbcac5d959a8e63a13350 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
(local state (require :lib.state))
(local cell (require :lib.cell))
(local cells (require :lib.cells))
(local vec (require :lib.vec))
(local entity (require :lib.entity))
(local player (require :lib.player))
(local fv (require :fennel.view))

(fn lerp* [a b c d x]
  (+ c (* (/ (- x a) (- b a)) (- d c))))

(fn new-grid [w h f]
  (var t {})
  (for [x 0 (- w 1)]
    (tset t x {})
    (for [y 0 (- h 1)]
      (tset (. t x) y (f x y))))
  t)

(fn update [self]
  ;; (set ship-pos.x (+ self.ship.x 0.02))
  ;; (set ship-pos.y (+ self.ship.y 0.005))
  (set self.radius (lerp* 0 1 self.radius self.target-radius 0.3))
  (when (= self.tick 0)
    (for [x 0 (- self.width 1)]
      (for [y 0 (- self.height 1)]
        (fn get [v]
          (. self.grid
             (% (+ v.x x) self.width)
             (% (+ v.y y) self.height)))
        (if (. self.grid x y)
            ;; check if alive
            (tset self.grid-alt x y (cell.update (. self.grid x y)
                                                 get))
            ;; check for neighbors and then use one at random
            (do
              (var neighbors [])
              (for [x -1 1]
                (for [y -1 1]
                  (table.insert neighbors (get {: x : y}))))
              (if (. neighbors 1)
                  (tset self.grid-alt x y
                        (cell.birth (. neighbors (math.random (length neighbors))) get))
                  (tset self.grid-alt x y nil))))))
    (set (self.grid self.grid-alt) (values self.grid-alt self.grid)))
  (set self.tick (% (+ self.tick 1) self.rate))
  ;; player steering
  (when self.entities.player
    (entity.steer self.entities.player
                  self
                  :player
                  {:up (love.keyboard.isDown :up)
                   :right (love.keyboard.isDown :right)
                   :left (love.keyboard.isDown :left)
                   :shoot (love.keyboard.isDown :z)
                   }))
  ;; entities
  (each [id e (pairs self.entities)]
    (tset e entity.position (vec.wrap
                              (vec.add (entity.position e) (entity.velocity e))
                              {:x self.width :y self.height}))
    (let [x (math.floor (. e entity.position :x))
          y (math.floor (. e entity.position :y))
          t (. self.grid x y)]
      (when t
        (entity.collide e self id x y)))
    (when (entity.duration e)
      (tset e entity.duration (- (entity.duration e) 1))
      (if (= (entity.duration e) 0)
          (tset self.entities id nil))))
  )

(fn id [x] x)

(fn draw [self]
  (local (width height) (love.graphics.getDimensions))
  ;; (love.graphics.scale width height)
  (let [ship-pos (if self.entities.player
                     (entity.position self.entities.player)
                     self.ship-pos)
        camera-size (math.min width height)
        radius-x (* self.radius (/ width camera-size))
        radius-y (* self.radius (/ height camera-size))
        clipped-x (math.min radius-x self.max-radius)
        clipped-y (math.min radius-y self.max-radius)
        display-a {:x (* width (- 1 (/ clipped-x radius-x)) 0.5)
                   :y (* height (- 1 (/ clipped-y radius-y)) 0.5)}
        display-b {:x (- width display-a.x) :y (- height display-a.y)}
        display-size (vec.sub display-b display-a)
        camera-a {:x (- ship-pos.x clipped-x)
                  :y (- ship-pos.y clipped-y)}
        camera-b {:x (+ ship-pos.x clipped-x)
                  :y (+ ship-pos.y clipped-y)}
        cell-box (vec.lerp {:x 0 :y 0}
                            {:x (* 2 clipped-x)
                             :y (* 2 clipped-y)}
                            ;; TODO: this is wrong
                            {:x 0 :y 0}
                            display-size
                            {:x 1 :y 1})]
    ;; TODO: this is ugly and weird
    (set self.ship-pos ship-pos)
    (love.graphics.setScissor (- display-a.x 1) (- display-a.y 1)
                              (- display-b.x display-a.x -2)
                              (- display-b.y display-a.y -2))
    (love.graphics.setColor 0.2 0.2 0.2)
    (love.graphics.setLineWidth 4)
    (love.graphics.rectangle :line
                             display-a.x display-a.y
                             (- display-b.x display-a.x)
                             (- display-b.y display-a.y))
    (love.graphics.setScissor display-a.x display-a.y
                              (- display-b.x display-a.x)
                              (- display-b.y display-a.y))
    (love.graphics.clear)
    (for [x (math.floor camera-a.x) (math.floor camera-b.x)]
      (for [y (math.floor camera-a.y) (math.floor camera-b.y)]
        (let [pos {:x (% x self.width) :y (% y self.height)}
              render-a (vec.lerp camera-a camera-b display-a display-b
                                  {: x : y})
              render-b (vec.lerp camera-a camera-b display-a display-b
                                  {:x (+ x 1) :y (+ y 1)})
              the (. self.grid pos.x pos.y)
              color (and the (cell.color the))]
          (when color
            (love.graphics.setColor (unpack color))
            (love.graphics.rectangle :fill
                                     (id render-a.x)
                                     (id render-a.y)
                                     (id cell-box.x)
                                     (id cell-box.y))))))
    ;; draw other stuff
    (each [id v (pairs self.entities)]
      (love.graphics.push)
      (let [pos (entity.position v)
            render-pos (vec.lerp camera-a camera-b display-a display-b
                                 (vec.add camera-a
                                          (vec.wrap (vec.sub pos camera-a)
                                                    (vec.sub camera-b camera-a))))]
        (love.graphics.translate render-pos.x render-pos.y)
        (love.graphics.scale cell-box.x
                             cell-box.y))
      (entity.draw v self id)
      (love.graphics.pop))
    ))
    ;; (love.graphics.setLineWidth 0.1)
    ;; (love.graphics.line 0 0 0.3 0.3)
    ;; (love.graphics.polygon :line 0.3 0.3 0.6 0.3 0.4 0.6)
    ;; (love.graphics.line 0.4 0.8 0.4 0.8)
    ;; (love.graphics.print :Gaming))

(fn keypressed [self key scancode repeat]
  (when (= key "=")
    (set self.target-radius
         (math.max
           self.min-radius
           (math.min
             self.max-radius
             (- self.target-radius 4)))))
  (when (= key "-")
    (set self.target-radius
         (math.max
           self.min-radius
           (math.min
             self.max-radius
             (+ self.target-radius 4))))))

(fn init [self]
  (local width 64)
  (local height 64)
  (setmetatable
    {:width width
     :height height
     :ship {:x 31 :y 31}
     :radius 32
     :target-radius 32
     :max-radius (/ (math.min height width) 2)
     :min-radius 16
     :tick 0
     :rate 6
     :entities {:player (entity.init player {:x 32 :y 32})}
     :grid (new-grid width height #(if (= (math.random 6) 1)
                                (if (> $1 44)
                                    (cell.init cells.life)
                                    (< $1 10)
                                    (cell.init cells.brain)
                                    nil)
                                nil))
     :grid-alt (new-grid width height #nil)
     }
    self))

{state.draw draw state.init init state.update update state.keypressed keypressed}