summary refs log tree commit diff
path: root/lib/game.fnl
blob: bf4b857d130d444fd084492c0c6d9efe7478a225 (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
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
(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 transition (require :lib.transition))
(local music-state (require :lib.music-state))

(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 music-state.screen :game)
  ;; (set ship-pos.x (+ self.ship.x 0.02))
  ;; (set ship-pos.y (+ self.ship.y 0.005))
  (var grid-alive? true)
  (set self.radius (lerp* 0 1 self.radius self.target-radius 0.3))

  (when (= self.tick 0)
    (set grid-alive? false)
    (set music-state.fire 0)
    (set music-state.alive 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
            (do
              (tset self.grid-alt x y (cell.update (. self.grid x y)
                                                 get))
              (set grid-alive? true)
              (set music-state.alive (+ music-state.alive 1)))
            ;; 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))))
  ;; TODO: we should do this for only the first death frame
  (if self.pause
      (do
        (set self.pause nil)
        (state.init transition
                    :pause
                    self
                    self))
      (not self.entities.player)
      ;; TODO: new game
      (state.init transition
                  :death
                  self
                  ((. (getmetatable self) :inner-init)
                   (getmetatable self) (if (> self.level 0) 1 0) self)
                  self.level)
      (not grid-alive?)
      (state.init transition
                  :win
                  self
                  ((. (getmetatable self) :inner-init)
                   (getmetatable self) (+ self.level 1) self)
                  self.level)
      true
      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)
        ;; these are used to "wrap around" various entities so that they
        ;; always render in their proper position relative to the ship, even
        ;; over random edges. feels a bit hacky though
        camera-a-full {:x (- ship-pos.x (/ self.width 2))
                       :y (- ship-pos.y (/ self.height 2))}
        camera-b-full {:x (+ ship-pos.x (/ self.width 2))
                       :y (+ ship-pos.y (/ self.height 2))}
        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-full
                                          (vec.wrap (vec.sub pos camera-a-full)
                                                    (vec.sub camera-b-full camera-a-full))))]
        (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 "escape")
    (set self.pause true))
  (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 make-level [level width height]
  (if (= level 0)
      (new-grid width height
                #(if (or (and (= $2 61) (or (= $1 61) (= $1 62) (= $1 63)))
                         (and (= $2 62) (= $1 61))
                         (and (= $2 63) (= $1 62)))
                     (cell.init cells.life)
                     nil))
      true
      (new-grid width height
                #(if (= (math.random 6) 1)
                     (if (> $1 44)
                         (cell.init cells.life)
                         (< $1 10)
                         (cell.init cells.brain)
                         nil)
                     nil))))

(fn inner-init [self level past]
  (let [past (or past {})
        width 64
        height 64]
    (setmetatable
      {:width width
       :height height
       :radius (or past.radius 32)
       :target-radius (or past.radius 32)
       :max-radius (/ (math.min height width) 2)
       :min-radius 16
       :level level
       :tick 0
       :rate 6
       :ship-pos {:x 31.5 :y 31.5}
       :entities (if (= level -1)
                     {}
                     {:player (entity.init player {:x 31.5 :y 31.5})})
       :grid (make-level level width height)
       :grid-alt (new-grid width height #nil)
       }
      self)))

;; what the hell
(fn init [self]
  (state.init transition
              :menu
              (self.inner-init self -1)
              (self.inner-init self 0)))

{: inner-init state.draw draw state.init init state.update update state.keypressed keypressed}