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(define-module (bonnie-bee actor)
  #:use-module (chickadee data quadtree)
  #:use-module (chickadee math rect)
  #:use-module (chickadee math vector)
  #:use-module (oop goops)
  #:use-module (starling node)
  #:use-module (starling node-2d)
  #:export (<actor>
            velocity
            hitbox
            world-hitbox
            quadtree
            on-collide))

(define-class <actor> (<node-2d>)
  (velocity #:getter velocity #:init-form (vec2 0.0 0.0))
  (hitbox #:getter hitbox #:init-keyword #:hitbox)
  (world-hitbox #:getter world-hitbox #:init-form (make-rect 0.0 0.0 0.0 0.0))
  (quadtree #:accessor quadtree #:init-keyword #:quadtree))

(define-method (add-to-quadtree (actor <actor>))
  (quadtree-insert! (quadtree actor) (world-hitbox actor) actor))

(define-method (remove-from-quadtree (actor <actor>))
  (quadtree-delete! (quadtree actor) (world-hitbox actor) actor))

(define-method (refresh-world-hitbox (actor <actor>))
  (let ((p (position actor))
        (h (hitbox actor))
        (wh (world-hitbox actor)))
    (set-rect-x! wh (+ (vec2-x p) (rect-x h)))
    (set-rect-y! wh (+ (vec2-y p) (rect-y h)))
    (set-rect-width! wh (rect-width h))
    (set-rect-height! wh (rect-height h))))

(define-method (on-collide a b)
  (pk 'unhandled-collision a b)
  #f)

(define-method (on-enter (actor <actor>))
  (refresh-world-hitbox actor)
  (add-to-quadtree actor))

(define-method (update (actor <actor>) dt)
  (let ((p (position actor))
        (v (velocity actor))
        (r (world-hitbox actor)))
    (unless (and (= (vec2-x v) 0.0) (= (vec2-y v) 0.0))
      (remove-from-quadtree actor)
      (vec2-add! p v)
      (refresh-world-hitbox actor)
      (quadtree-find
       (quadtree actor) r
       (lambda (other)
         ;; Calculate overlap.
         (let* ((ro (world-hitbox other))
                (xo (max (- (min (rect-right r) (rect-right ro))
                            (max (rect-left r) (rect-left ro)))
                         0.0))
                (yo (max (- (min (rect-top r) (rect-top ro))
                            (max (rect-bottom r) (rect-bottom ro)))
                         0.0)))
           (if (or (= xo 0.0) (= yo 0.0))
               #f ; no collision
               (on-collide actor other)))))
      (add-to-quadtree actor)
      (dirty! actor))))