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|
(use-modules (hoot compile)
(ice-9 binary-ports)
(wasm assemble))
(define src
`(let ()
;; Host imports
(define-foreign current-window
"window" "get"
-> (ref extern))
(define-foreign window-inner-width
"window" "innerWidth"
(ref extern) -> i32)
(define-foreign window-inner-height
"window" "innerHeight"
(ref extern) -> i32)
(define-foreign request-animation-frame
"window" "requestAnimationFrame"
(ref eq) -> none)
(define-foreign timeout
"window" "setTimeout"
(ref eq) f64 -> i32)
(define-foreign current-document
"document" "get"
-> (ref extern))
(define-foreign document-body
"document" "body"
-> (ref extern))
(define-foreign get-element-by-id
"document" "getElementById"
(ref string) -> (ref null extern))
(define-foreign make-text-node
"document" "createTextNode"
(ref string) -> (ref extern))
(define-foreign make-element
"document" "createElement"
(ref string) -> (ref extern))
(define-foreign element-value
"element" "value"
(ref extern) -> (ref string))
(define-foreign set-element-value!
"element" "setValue"
(ref extern) (ref string) -> none)
(define-foreign set-element-width!
"element" "setWidth"
(ref extern) i32 -> none)
(define-foreign set-element-height!
"element" "setHeight"
(ref extern) i32 -> none)
(define-foreign append-child!
"element" "appendChild"
(ref extern) (ref extern) -> (ref extern))
(define-foreign remove!
"element" "remove"
(ref extern) -> none)
(define-foreign replace-with!
"element" "replaceWith"
(ref extern) (ref extern) -> none)
(define-foreign set-attribute!
"element" "setAttribute"
(ref extern) (ref string) (ref string) -> none)
(define-foreign remove-attribute!
"element" "removeAttribute"
(ref extern) (ref string) -> none)
(define-foreign add-event-listener!
"element" "addEventListener"
(ref extern) (ref string) (ref eq) -> none)
(define-foreign remove-event-listener!
"element" "removeEventListener"
(ref extern) (ref string) (ref eq) -> none)
(define-foreign clone-element
"element" "clone"
(ref extern) -> (ref extern))
(define-foreign prevent-default!
"event" "preventDefault"
(ref extern) -> none)
(define-foreign keyboard-event-code
"event" "keyboardCode"
(ref extern) -> (ref string))
(define-foreign get-context
"canvas" "getContext"
(ref extern) (ref string) -> (ref extern))
(define-foreign set-fill-color!
"canvas" "setFillColor"
(ref extern) (ref string) -> none)
(define-foreign set-font!
"canvas" "setFont"
(ref extern) (ref string) -> none)
(define-foreign set-text-align!
"canvas" "setTextAlign"
(ref extern) (ref string) -> none)
(define-foreign clear-rect
"canvas" "clearRect"
(ref extern) f64 f64 f64 f64 -> none)
(define-foreign fill-rect
"canvas" "fillRect"
(ref extern) f64 f64 f64 f64 -> none)
(define-foreign fill-text
"canvas" "fillText"
(ref extern) (ref string) f64 f64 -> none)
(define-foreign draw-image
"canvas" "drawImage"
(ref extern) (ref extern) f64 f64 f64 f64 f64 f64 f64 f64 -> none)
(define-foreign set-scale!
"canvas" "setScale"
(ref extern) f64 f64 -> none)
(define-foreign set-transform!
"canvas" "setTransform"
(ref extern) f64 f64 f64 f64 f64 f64 -> none)
(define-foreign set-image-smoothing-enabled!
"canvas" "setImageSmoothingEnabled"
(ref extern) i32 -> none)
(define-foreign load-audio
"audio" "new"
(ref string) -> (ref extern))
(define-foreign audio-play
"audio" "play"
(ref extern) -> none)
(define-foreign audio-volume
"audio" "volume"
(ref extern) -> f64)
(define-foreign set-audio-volume!
"audio" "setVolume"
(ref extern) f64 -> none)
(define-foreign load-image
"image" "new"
(ref string) -> (ref extern))
;; Record types are only just beginning to be added to Hoot and
;; there isn't support for mutable structs, yet. So, tagged
;; vectors will have to do.
(define-syntax-rule (define-type name
constructor
predicate
(field getter setter) ...)
(begin
(define (constructor field ...)
(vector 'name field ...))
(define (predicate obj)
(match obj
(#('name field ...) #t)
(_ #f)))
(define (getter obj)
(match obj
(#('name field ...)
field)))
...
(define setter
(let ((i (1+ (- (length '(field ...))
(length (memq 'field '(field ...)))))))
(lambda (obj val)
(match obj
(#('name field ...)
(vector-set! obj i val))))))
...))
(define (assert-float x)
(unless (and (number? x) (inexact? x) (rational? x))
(error "expected inexact rational" x)))
(define (truncate x)
(assert-float x)
(%inline-wasm
'(func (param $x (ref eq)) (result (ref eq))
(call $s64->scm
(i64.trunc_f64_s
(struct.get $flonum $val (ref.cast $flonum (local.get $x))))))
x))
(define (fmod x y)
(assert-float x)
(assert-float y)
(%inline-wasm
'(func (param $x (ref eq)) (param $y (ref eq)) (result (ref eq))
(struct.new
$flonum
(i32.const 0)
(f64.sub (struct.get
$flonum $val
(ref.cast $flonum (local.get $x)))
(f64.mul
(f64.trunc
(f64.div
(struct.get $flonum $val
(ref.cast $flonum
(local.get $x)))
(struct.get $flonum $val
(ref.cast $flonum
(local.get $y)))))
(struct.get $flonum $val
(ref.cast $flonum
(local.get $y)))))))
x y))
(define s32-ref bytevector-s32-native-ref)
(define s32-set! bytevector-s32-native-set!)
(define f64-ref bytevector-ieee-double-native-ref)
(define f64-set! bytevector-ieee-double-native-set!)
(define pi (* 4.0 (atan 1.0)))
(define pi/2 (/ pi 2.0))
(define tau (* pi 2.0))
(define (do-circle proc k)
(do ((i 0 (+ i 1)))
((= i k))
(proc (* tau (inexact (/ i k))))))
(define (clamp x min max)
(cond ((< x min) min)
((> x max) max)
(else x)))
(define (smoothstep t)
(* t t (- 3.0 (* 2.0 t))))
(define (lerp start end alpha)
(+ (* start (- 1.0 alpha))
(* end alpha)))
(define (assq-ref lst key)
(match (assq key lst)
(#f #f)
((_ . val) val)))
(define-type vec2
make-vec2
vec2?
(bv vec2-bv set-vec2-bv!))
(define (vec2 x y)
(let ((v (make-vec2 (make-bytevector 16))))
(set-vec2-x! v x)
(set-vec2-y! v y)
v))
(define (vec2-x v)
(f64-ref (vec2-bv v) 0))
(define (vec2-y v)
(f64-ref (vec2-bv v) 8))
(define (set-vec2-x! v x)
(f64-set! (vec2-bv v) 0 x))
(define (set-vec2-y! v y)
(f64-set! (vec2-bv v) 8 y))
(define (vec2-add! v w)
(set-vec2-x! v (+ (vec2-x v) (vec2-x w)))
(set-vec2-y! v (+ (vec2-y v) (vec2-y w))))
(define (vec2-sub! v w)
(set-vec2-x! v (- (vec2-x v) (vec2-x w)))
(set-vec2-y! v (- (vec2-y v) (vec2-y w))))
(define (vec2-mul-scalar! v x)
(set-vec2-x! v (* (vec2-x v) x))
(set-vec2-y! v (* (vec2-y v) x)))
(define (vec2-magnitude v)
(sqrt (+ (* (vec2-x v) (vec2-x v)) (* (vec2-y v) (vec2-y v)))))
(define (vec2-normalize! v)
(unless (and (= (vec2-x v) 0.0) (= (vec2-y v) 0.0))
(let ((m (vec2-magnitude v)))
(set-vec2-x! v (/ (vec2-x v) m))
(set-vec2-y! v (/ (vec2-y v) m)))))
(define (vec2-clamp! v xmin ymin xmax ymax)
(set-vec2-x! v (clamp (vec2-x v) xmin xmax))
(set-vec2-y! v (clamp (vec2-y v) ymin ymax)))
(define (make-rect x y w h)
(let ((r (make-bytevector (* 8 4))))
(f64-set! r 0 x)
(f64-set! r 8 y)
(f64-set! r 16 w)
(f64-set! r 24 h)
r))
(define (rect-x r)
(f64-ref r 0))
(define (rect-y r)
(f64-ref r 8))
(define (rect-w r)
(f64-ref r 16))
(define (rect-h r)
(f64-ref r 24))
(define (within? x y rx ry rw rh)
(and (>= x rx)
(>= y ry)
(< x (+ rx rw))
(< y (+ ry rh))))
(define (rect-within? ax ay aw ah bx by bw bh)
(let ((ax* (+ ax aw))
(ay* (+ ay ah)))
(or (within? ax ay bx by bw bh)
(within? ax* ay bx by bw bh)
(within? ax* ay* bx by bw bh)
(within? ax ay* bx by bw bh))))
;; So we can play many overlapping audio samples at once.
(define (load-sound-effect src)
(let* ((k 32)
(audio (load-audio src))
(vec (make-vector k)))
(do ((i 0 (+ i 1)))
((= i k))
(vector-set! vec i (clone-element audio)))
(vector 0 vec)))
(define* (sound-effect-play sound #:optional (volume 1.0))
(match sound
(#(i vec)
(let ((audio (vector-ref vec i)))
(set-audio-volume! audio volume)
(audio-play audio)
(vector-set! sound 0 (modulo (+ i 1) (vector-length vec)))))))
;; intro, play, paused, game-over, game-win
(define *game-state* 'play)
;; Screen size stuff
(define game-width 240.0)
(define game-height 320.0)
;; Elements
(define canvas (get-element-by-id "canvas"))
(define context (get-context canvas "2d"))
(define image:background (load-image "images/background.png"))
(define image:player (load-image "images/player.png"))
(define image:player-bullets (load-image "images/player-bullets.png"))
(define image:enemy-bullets (load-image "images/enemy-bullets.png"))
(define image:map (load-image "images/map.png"))
(define image:turret (load-image "images/turret.png"))
(define image:popcorn (load-image "images/popcorn.png"))
(define image:flyer0 (load-image "images/flyer0.png"))
(define image:flyer1 (load-image "images/flyer1.png"))
(define image:boss (load-image "images/boss.png"))
(define image:particles (load-image "images/particles.png"))
(define sound:explosion (load-sound-effect "audio/explosion.wav"))
(define sound:player-shoot (load-sound-effect "audio/player-shoot.wav"))
(define sound:player-death (load-sound-effect "audio/player-death.wav"))
(define sound:enemy-shoot (load-sound-effect "audio/enemy-shoot.wav"))
(define sound:bullet-hit (load-sound-effect "audio/bullet-hit.wav"))
(define *debug?* #f)
;; Scripting
(define (make-scheduler max-tasks)
(vector 0 0 max-tasks (make-vector max-tasks)))
(define (scheduler-add! scheduler thunk delay)
(match scheduler
(#(ticks num-tasks max-tasks tasks)
(unless (= num-tasks max-tasks)
(vector-set! tasks num-tasks (cons (+ ticks delay) thunk))
(vector-set! scheduler 1 (+ num-tasks 1))))))
(define (scheduler-tick! scheduler)
(define (run-thunks thunks)
(for-each (lambda (thunk) (thunk)) thunks))
(run-thunks
(match scheduler
(#(ticks num-tasks max-tasks tasks)
(let ((t (+ ticks 1)))
(let loop ((i 0) (k num-tasks) (to-run '()))
(if (< i k)
(match (vector-ref tasks i)
((t* . thunk)
(if (<= t* t)
(let ((k* (- k 1)))
(vector-set! tasks i (vector-ref tasks k*))
(vector-set! tasks k* #f)
(loop i k* (cons thunk to-run)))
(loop (+ i 1) k to-run))))
(begin
(vector-set! scheduler 0 t)
(vector-set! scheduler 1 k)
to-run))))))))
(define (scheduler-reset! scheduler)
(match scheduler
(#(ticks num-tasks max-tasks tasks)
(vector-set! scheduler 0 0)
(vector-set! scheduler 1 0)
(do ((i 0 (+ i 1)))
((= i num-tasks))
(vector-set! tasks i #f)))))
(define *scheduler* (make-scheduler 100))
(define current-script (make-parameter #f))
(define %script-tag (make-prompt-tag "script"))
(define-type script
%make-script
script?
(state script-state set-script-state!)
(cont script-cont set-script-cont!)
(children script-children set-script-children!))
(define (make-script thunk)
(%make-script 'pending thunk '()))
(define (script-pending? script)
(eq? (script-state script) 'pending))
(define (script-running? script)
(eq? (script-state script) 'running))
(define (script-cancelled? script)
(eq? (script-state script) 'cancelled))
(define (script-cancel! script)
(set-script-state! script 'cancelled)
(for-each script-cancel! (script-children script)))
(define (script-run! script)
(define (run thunk)
(unless (script-cancelled? script)
(call-with-prompt %script-tag
(lambda ()
(parameterize ((current-script script))
(thunk)))
handler)))
(define (handler k delay)
(when delay
(scheduler-add! *scheduler* (lambda () (run k)) delay)))
(when (script-pending? script)
(let ((parent (current-script)))
(when parent
(set-script-children! parent (cons script (script-children parent)))))
(run
(lambda ()
(set-script-state! script 'running)
((script-cont script))
;; Nasty hack: For some reason, falling through the prompt
;; thunk messes up the Scheme stack, resulting in an invalid
;; ref.cast somewhere. So, we *never* fall through. Instead,
;; we create a continuation that gets thrown away.
(abort-to-prompt %script-tag #f)))))
(define (run-script thunk)
(let ((script (make-script thunk)))
(script-run! script)
script))
(define (wait delay)
(abort-to-prompt %script-tag delay))
(define-syntax-rule (forever body ...)
(let loop ()
body ...
(loop)))
(define* (tween proc duration start end ease interpolate)
(let loop ((t 0))
(if (= t duration)
(proc end)
(let ((alpha (ease (/ t duration))))
(proc (interpolate start end alpha))
(wait 1)
(loop (+ t 1))))))
;; Particles:
(define-type particle-pool
%make-particle-pool
particle-pool?
(length particle-pool-length set-particle-pool-length!)
(capacity particle-pool-capacity set-particle-pool-capacity!)
(image particle-pool-image set-particle-pool-image!)
(ticks particle-pool-ticks set-particle-pool-ticks!)
(particles particle-pool-particles set-particle-pool-particles!))
;; per particle: spawn-time, lifespan, tile-x, x, y, dx, dy
(define %particle-size (+ 4 4 8 8 8 8 8))
(define particle-tile-width 8.0)
(define particle-tile-height 8.0)
(define (make-particle-pool capacity image)
(let ((particles (make-bytevector (* capacity %particle-size))))
(%make-particle-pool 0 capacity image 0 particles)))
(define (particle-pool-offset i)
(* i %particle-size))
(define (particle-pool-add! pool type lifespan x y dx dy)
(match pool
(#('particle-pool length capacity image ticks particles)
(let ((offset (particle-pool-offset length))
(tx (* (match type
('muzzle-flash 0.0)
('explosion 1.0)
('hit-wall 2.0))
particle-tile-width)))
(s32-set! particles offset ticks)
(s32-set! particles (+ offset 4) lifespan)
(f64-set! particles (+ offset 8) tx)
(f64-set! particles (+ offset 16) x)
(f64-set! particles (+ offset 24) y)
(f64-set! particles (+ offset 32) dx)
(f64-set! particles (+ offset 40) dy)
(set-particle-pool-length! pool (+ length 1))))))
(define (particle-pool-remove! pool i)
(match pool
(#('particle-pool length capacity image ticks particles)
(when (and (>= i 0) (< i length))
(let ((at (particle-pool-offset i))
(start (particle-pool-offset (- length 1))))
(bytevector-copy! particles at particles start (+ start %particle-size))
(set-particle-pool-length! pool (- length 1)))))))
(define (particle-pool-reset! pool)
(set-particle-pool-length! pool 0))
(define (particle-pool-update! pool)
(match pool
(#('particle-pool length capacity image ticks particles)
(let ((t (+ ticks 1)))
(let loop ((i 0) (k length))
(when (< i k)
(let* ((offset (particle-pool-offset i))
(t* (s32-ref particles offset))
(l (s32-ref particles (+ offset 4)))
(x (f64-ref particles (+ offset 16)))
(y (f64-ref particles (+ offset 24)))
(dx (f64-ref particles (+ offset 32)))
(dy (f64-ref particles (+ offset 40)))
(x* (+ x dx))
(y* (+ y dy)))
(cond
((>= (- t t*) l)
(particle-pool-remove! pool i)
(loop i (- k 1)))
(else
(f64-set! particles (+ offset 16) (+ x dx))
(f64-set! particles (+ offset 24) (+ y dy))
(loop (+ i 1) k))))))
(set-particle-pool-ticks! pool t)))))
(define (draw-particles pool)
(match pool
(#('particle-pool length capacity image ticks particles)
(do ((i 0 (+ i 1)))
((= i length))
(let* ((offset (particle-pool-offset i))
(tx (f64-ref particles (+ offset 8)))
(x (f64-ref particles (+ offset 16)))
(y (f64-ref particles (+ offset 24))))
(draw-image context image tx 0.0
particle-tile-width particle-tile-height
(- x (/ particle-tile-width 2.0))
(- y (/ particle-tile-height 2.0))
particle-tile-width particle-tile-height))))))
(define particles (make-particle-pool 500 image:particles))
(define (explode x y)
(let ((speed 1.0))
(sound-effect-play sound:explosion)
(do-circle
(lambda (theta)
(particle-pool-add! particles 'explosion 20 x y
(* (cos theta) speed) (* (sin theta) speed)))
16)))
;; Bullets:
;; Similar to particles... but different.
(define-type bullet-pool
%make-bullet-pool
bullet-pool?
(length bullet-pool-length set-bullet-pool-length!)
(capacity bullet-pool-capacity set-bullet-pool-capacity!)
(image bullet-pool-image set-bullet-pool-image!)
(bullets bullet-pool-bullets set-bullet-pool-bullets!))
(define bullet-tile-width 16.0)
(define bullet-tile-height 16.0)
;; per bullet: type, tile-x, x, y, w, h, dx, dy
(define %bullet-size (+ 4 8 8 8 8 8 8 8))
(define (make-bullet-pool capacity image)
(let ((bullets (make-bytevector (* capacity %bullet-size))))
(%make-bullet-pool 0 capacity image bullets)))
(define (bullet-pool-offset i)
(* i %bullet-size))
(define (bullet-pool-add! pool type x y w h dx dy)
(match pool
(#('bullet-pool length capacity image bullets)
(let ((offset (bullet-pool-offset length)))
(s32-set! bullets offset type)
(f64-set! bullets (+ offset 4) (* type bullet-tile-width))
(f64-set! bullets (+ offset 12) x)
(f64-set! bullets (+ offset 20) y)
(f64-set! bullets (+ offset 28) w)
(f64-set! bullets (+ offset 36) h)
(f64-set! bullets (+ offset 44) dx)
(f64-set! bullets (+ offset 52) dy)
(set-bullet-pool-length! pool (+ length 1))))))
(define (bullet-pool-remove! pool i)
(match pool
(#('bullet-pool length capacity image bullets)
(when (and (>= i 0) (< i length))
(let ((at (bullet-pool-offset i))
(start (bullet-pool-offset (- length 1))))
(bytevector-copy! bullets at bullets start (+ start %bullet-size))
(set-bullet-pool-length! pool (- length 1)))))))
(define (bullet-pool-reset! pool)
(set-bullet-pool-length! pool 0))
(define (bullet-pool-update! pool collide)
(match pool
(#('bullet-pool length capacity image bullets)
(let loop ((i 0) (k length))
(when (< i k)
(let* ((offset (bullet-pool-offset i))
(type (s32-ref bullets offset))
(x (f64-ref bullets (+ offset 12)))
(y (f64-ref bullets (+ offset 20)))
(w (f64-ref bullets (+ offset 28)))
(h (f64-ref bullets (+ offset 36)))
(dx (f64-ref bullets (+ offset 44)))
(dy (f64-ref bullets (+ offset 52)))
(x* (+ x dx))
(y* (+ y dy)))
(cond
((out-of-bounds? x* y* w h)
(bullet-pool-remove! pool i)
(loop i (- k 1)))
((collide type x* y* w h)
(let ((d 1.0)
(l 3))
(sound-effect-play sound:bullet-hit 0.02)
(particle-pool-add! particles 'hit-wall l x* y* d d)
(particle-pool-add! particles 'hit-wall l x* y* (- d) d)
(particle-pool-add! particles 'hit-wall l x* y* (- d) (- d))
(particle-pool-add! particles 'hit-wall l x* y* d (- d))
#t)
(bullet-pool-remove! pool i)
(loop i (- k 1)))
(else
(f64-set! bullets (+ offset 12) x*)
(f64-set! bullets (+ offset 20) y*)
(loop (+ i 1) k)))))))))
(define (draw-bullets pool)
(match pool
(#('bullet-pool length capacity image bullets)
(do ((i 0 (+ i 1)))
((= i length))
(let* ((offset (bullet-pool-offset i))
(tx (f64-ref bullets (+ offset 4)))
(x (f64-ref bullets (+ offset 12)))
(y (f64-ref bullets (+ offset 20)))
(w (f64-ref bullets (+ offset 28)))
(h (f64-ref bullets (+ offset 36))))
(draw-image context image tx 0.0
bullet-tile-width bullet-tile-height
(- x (/ bullet-tile-width 2.0))
(- y (/ bullet-tile-height 2.0))
bullet-tile-width bullet-tile-height))))))
(define player-bullets (make-bullet-pool 200 image:player-bullets))
(define enemy-bullets (make-bullet-pool 400 image:enemy-bullets))
;; Scrolling level:
(define *scroll* 0.0)
(define *last-scroll* 0.0)
(define *scroll-speed* 0.5)
(define (change-scroll-speed new-speed duration)
(tween (lambda (speed)
(set! *scroll-speed* speed))
duration
*scroll-speed* new-speed
smoothstep lerp))
(define *last-row-scanned* 0)
;; action id, sprite sheet offset, x, y
(define %tile-size (+ 4 8 8 8))
(define tile-width 16.0)
(define tile-height 16.0)
(define level-width 15)
(define-type level-object
make-level-object
level-object?
(x level-object-x set-level-object-x!)
(type level-object-type set-level-object-type!)
(properties level-object-properties set-level-object-properties!))
(define-type level
make-level
level?
(height level-height set-level-height!)
(foreground level-foreground set-level-foreground!)
(collision level-collision set-level-collision!)
(objects level-objects set-level-objects!))
(define level ,(call-with-input-file "level.scm" read))
(define (level-offset x y)
(+ (* level-width y) x))
(define (point-collides-with-level? level x y)
(match level
(#('level height foreground collision objects)
(let ((tx (truncate (/ x tile-width)))
(ty (truncate (/ y tile-height))))
(and (>= tx 0) (< tx level-width)
(>= ty 0) (< tx height)
(= (bytevector-u8-ref collision (level-offset tx ty)) 1))))))
(define (rect-collides-with-level? level x y w h)
(match level
(#('level height foreground collision objects)
(let* ((y (+ y (- (* height tile-height) game-height *scroll*)))
(tx0 (truncate (/ x tile-width)))
(ty0 (truncate (/ y tile-height)))
(tx1 (truncate (/ (+ x w) tile-width)))
(ty1 (truncate (/ (+ y h) tile-height))))
(define (occupied? x y)
(and (>= x 0) (< x level-width)
(>= y 0) (< x height)
(= (bytevector-u8-ref collision (level-offset x y)) 1)))
(or (occupied? tx0 ty0)
(occupied? tx1 ty0)
(occupied? tx1 ty1)
(occupied? tx0 ty1))))))
(define (draw-level-layer level layer parallax)
(match level
(#('level height _ _ _)
(let* ((tw tile-width)
(th tile-height)
(scroll (* *scroll* parallax))
(pixel-y-offset (- (* height th) scroll game-height))
(scroll-y-offset (- height (truncate (/ scroll tile-height))))
(y-start (clamp (- scroll-y-offset 21) 0 height))
(y-end (clamp scroll-y-offset 0 height)))
(do ((y y-start (+ y 1)))
((= y y-end))
(let* ((row (vector-ref layer y))
(k (/ (bytevector-length row) 16))
(ty (* y tile-height)))
(do ((x 0 (+ x 1)))
((= x k))
(let* ((offset (* x 16))
(tx (f64-ref row offset))
(ix (f64-ref row (+ offset 8))))
(draw-image context image:map
ix 0.0 tw th
tx (- ty pixel-y-offset) tw th)))))))))
(define (draw-level-foreground level)
(match level
(#('level height foreground collision objects)
(draw-level-layer level foreground 1.0))))
(define (do-level-action type x y properties)
(match type
('turret (spawn-turret x y))
('popcorn (spawn-popcorn x y))
('flyer0 (spawn-flyer0 x y))
('flyer1 (spawn-flyer1 x y))
('boss (spawn-boss x y))
('scroll-speed
(let ((speed (assq-ref properties 'speed))
(ticks (or (assq-ref properties 'ticks) 0)))
(when speed
(change-scroll-speed speed ticks))))
(_ #t)))
(define max-scroll (- (* (level-height level) tile-height) game-height))
(define (level-update! level)
(match level
(#('level height foreground collision objects)
(let ((scroll (min (+ *scroll* *scroll-speed*) max-scroll)))
(set! *last-scroll* *scroll*)
(set! *scroll* scroll)
(let ((row (max (- (truncate
(/ (- (* height tile-height)
game-height scroll)
tile-height)) 2)
0)))
(do ((y row (+ y 1)))
((= y *last-row-scanned*))
(for-each (lambda (obj)
(match obj
(#('level-object x type properties)
(let ((x* (+ (* x tile-width)
(/ tile-width 2.0)))
(y* (+ (* (- y row 3) tile-height)
(/ tile-height 2.0))))
(do-level-action type x* y* properties)))))
(vector-ref objects y)))
(set! *last-row-scanned* row))))))
;; Enemies
(define-type enemy
%make-enemy
enemy?
(type enemy-type set-enemy-type!)
(health enemy-health set-enemy-health!)
(position enemy-position set-enemy-position!)
(size enemy-size set-enemy-size!)
(velocity enemy-velocity set-enemy-velocity!)
(script enemy-script set-enemy-script!)
(points enemy-points set-enemy-points!)
(spawn-time enemy-spawn-time set-enemy-spawn-time!)
(animation enemy-animation set-enemy-animation!)
(image enemy-image set-enemy-image!)
(image-size enemy-image-size set-enemy-image-size!))
(define (make-enemy type health position size velocity
script points animation image image-size)
(%make-enemy type health position size velocity script
points (inexact (current-jiffy)) animation image
image-size))
(define (enemy-x enemy)
(vec2-x (enemy-position enemy)))
(define (enemy-y enemy)
(vec2-y (enemy-position enemy)))
(define (enemy-width enemy)
(vec2-x (enemy-size enemy)))
(define (enemy-height enemy)
(vec2-y (enemy-size enemy)))
(define (enemy-dx enemy)
(vec2-x (enemy-velocity enemy)))
(define (enemy-dy enemy)
(vec2-y (enemy-velocity enemy)))
(define (set-enemy-dx! enemy dx)
(set-vec2-x! (enemy-velocity enemy) dx))
(define (set-enemy-dy! enemy dy)
(set-vec2-y! (enemy-velocity enemy) dy))
(define (enemy-damage! enemy damage)
(match enemy
(#('enemy type health _ _ _ _ _ _ _ _ _)
(set-enemy-health! enemy (- health damage)))))
(define (enemy-dead? enemy)
(<= (enemy-health enemy) 0))
(define (enemy-out-of-bounds? enemy)
(match enemy
(#('enemy _ _ position size _ _ _ _ _ _ _)
(out-of-bounds? (vec2-x position) (vec2-y position)
(vec2-x size) (vec2-y size)))))
(define (enemy-within-rect? enemy x y w h)
(match enemy
(#('enemy _ _ position size _ _ _ _ _ _ _)
(let* ((w* (vec2-x size))
(h* (vec2-y size))
(x* (- (vec2-x position) (/ w* 2.0)))
(y* (- (vec2-y position) (/ h* 2.0))))
(rect-within? x y w h x* y* w* h*)))))
(define (enemy-start! enemy)
(let ((proc (enemy-script enemy)))
(when (procedure? proc)
(set-enemy-script! enemy (run-script (lambda () (proc enemy)))))))
(define (enemy-stop! enemy)
(let ((script (enemy-script enemy)))
(when (script? script)
(script-cancel! script))))
(define (enemy-update! enemy)
(match enemy
(#('enemy _ _ position size velocity _ _ _ _ _ _)
(let ((scroll-dy (- *scroll* *last-scroll*)))
(set-vec2-x! position (+ (vec2-x position) (vec2-x velocity)))
(set-vec2-y! position (+ (vec2-y position)
(+ (vec2-y velocity) scroll-dy)))))))
(define (draw-enemy enemy time)
(let ((frame-duration 250.0))
(match enemy
(#('enemy type _ position size _ _ _ spawn-time animation
image image-size)
(let* ((tx (vector-ref animation
(modulo (truncate
(fmod (- time spawn-time)
frame-duration))
(vector-length animation))))
(x (vec2-x position))
(y (vec2-y position))
(hbw (vec2-x size))
(hbh (vec2-y size))
(w (vec2-x image-size))
(h (vec2-y image-size)))
(draw-image context image tx 0.0 w h
(- x (/ w 2.0)) (- y (/ h 2.0)) w h)
(when *debug?*
(set-fill-color! context "#ff00ff80")
(fill-rect context
(- x (/ hbw 2.0))
(- y (/ hbh 2.0))
hbw hbh)))))))
(define-type enemy-pool
%make-enemy-pool
enemy-pool?
(length enemy-pool-length set-enemy-pool-length!)
(capacity enemy-pool-capacity set-enemy-pool-capacity!)
(enemies enemy-pool-enemies set-enemy-pool-enemies!))
(define (make-enemy-pool capacity)
(%make-enemy-pool 0 capacity (make-vector capacity #f)))
(define (enemy-pool-add! pool enemy)
(match pool
(#('enemy-pool length capacity enemies)
(unless (= length capacity)
(vector-set! enemies length enemy)
(set-enemy-pool-length! pool (+ length 1))
(enemy-start! enemy)))))
(define (enemy-pool-remove! pool i)
(match pool
(#('enemy-pool length capacity enemies)
(when (and (>= i 0) (< i length))
(let ((j (- length 1))
(enemy (vector-ref enemies i)))
(vector-set! enemies i (vector-ref enemies j))
(vector-set! enemies j #f)
(enemy-stop! enemy)
(set-enemy-pool-length! pool j))))))
(define (enemy-pool-reset! pool)
(match pool
(#('enemy-pool length capacity enemies)
(do ((i 0 (+ i 1)))
((= i length))
(enemy-stop! (vector-ref enemies i))
(vector-set! enemies i #f))
(set-enemy-pool-length! pool 0))))
(define (enemy-pool-update! pool)
(match pool
(#('enemy-pool length capacity enemies)
(let ((padding 16.0))
(let loop ((i 0) (k length))
(unless (= i k)
(let ((enemy (vector-ref enemies i)))
(enemy-update! enemy)
(cond
((or (enemy-dead? enemy)
(enemy-out-of-bounds? enemy))
(when (enemy-dead? enemy)
(explode (enemy-x enemy) (enemy-y enemy))
(set! *player-score*
(+ *player-score* (enemy-points enemy))))
(when (eq? (enemy-type enemy) 'boss)
(run-script
(lambda ()
(wait 60)
(set! *game-state* 'game-win))))
(enemy-pool-remove! pool i)
(loop i (- k 1)))
(else
(loop (+ i 1) k))))))))))
(define (draw-enemies pool time)
(match pool
(#('enemy-pool length capacity enemies)
(do ((i 0 (+ i 1)))
((= i length))
(draw-enemy (vector-ref enemies i) time)))))
(define (find-enemy pool x y w h)
(match pool
(#('enemy-pool length capacity enemies)
(let loop ((i 0))
(and (< i length)
(let ((enemy (vector-ref enemies i)))
(if (enemy-within-rect? enemy x y w h)
enemy
(loop (+ i 1)))))))))
(define enemies (make-enemy-pool 64))
(define (spawn-enemy enemy)
(enemy-pool-add! enemies enemy))
(define (spawn-turret* x y script)
(spawn-enemy
(make-enemy 'turret 10 (vec2 x y) (vec2 12.0 12.0)
(vec2 0.0 0.0) script 100
#(0.0 0.0 0.0 0.0) image:turret (vec2 32.0 32.0))))
(define (spawn-popcorn* x y script)
(spawn-enemy
(make-enemy 'popcorn 1 (vec2 x y) (vec2 12.0 12.0)
(vec2 0.0 0.0) script 100
#(0.0 0.0 0.0 0.0) image:popcorn (vec2 32.0 32.0))))
(define (spawn-flyer0* x y script)
(spawn-enemy
(make-enemy 'flyer0 20 (vec2 x y) (vec2 12.0 12.0)
(vec2 0.0 0.0) script 100
#(0.0 0.0 0.0 0.0) image:flyer0 (vec2 32.0 32.0))))
(define (spawn-flyer1* x y script)
(spawn-enemy
(make-enemy 'flyer1 10 (vec2 x y) (vec2 16.0 16.0)
(vec2 0.0 0.0) script 100
#(0.0 0.0 0.0 0.0) image:flyer1 (vec2 32.0 32.0))))
(define (spawn-turret x y)
(define (script enemy)
(let ((speed 2.0))
(wait 60)
(let loop ((theta 0.0))
(let ((dx (* (cos theta) speed))
(dy (* (sin theta) speed))
(v (direction-to-player (enemy-position enemy))))
(bullet-pool-add! enemy-bullets 0
(enemy-x enemy)
(enemy-y enemy)
2.0 2.0
(* (vec2-x v) speed)
(* (vec2-y v) speed)))
(wait 30)
(loop (+ theta 0.2)))))
(spawn-turret* x y script))
(define (spawn-popcorn x y)
(spawn-popcorn* x y #f))
(define (spawn-flyer0 x y)
(define (script flyer)
(run-script
(lambda ()
(let ((speed 1.0))
(forever
(do-circle
(lambda (theta)
(bullet-pool-add! enemy-bullets 0
(enemy-x flyer)
(enemy-y flyer)
2.0 2.0
(* (cos theta) speed)
(* (sin theta) speed))
(wait 5))
16)))))
(forever
(set-enemy-dx! flyer 0.5)
(wait 60)
(set-enemy-dx! flyer -0.5)
(wait 60)))
(spawn-flyer0* x y script))
(define (spawn-flyer1 x y)
(spawn-flyer1* x y #f))
(define (spawn-boss x y)
(spawn-enemy
(make-enemy 'boss 300 (vec2 x y) (vec2 100.0 40.0)
(vec2 0.0 0.0) #f 1000000
#(0.0 0.0 0.0 0.0) image:boss (vec2 120.0 80.0))))
;; Player state:
(define player-position (vec2 (/ game-width 2.0) (- game-height 12.0)))
(define player-velocity (vec2 0.0 0.0))
(define player-speed 2.9)
(define player-focus-speed 1.5)
(define player-bullet-speed 12.3)
(define player-width 24.0)
(define player-height 24.0)
(define *player-fire-counter* 0)
(define player-fire-interval 3)
(define player-focus-fire-interval 5)
(define player-hitbox-position (vec2 0.0 0.0))
(define player-hitbox-width 2.0)
(define player-hitbox-height 2.0)
(define %default-lives 3)
(define *player-lives* %default-lives)
(define *player-visible?* #t)
(define *player-invincible?* #f)
(define *player-score* 0)
;; left, right, down, up, fire, focus
(define key-state (vector #f #f #f #f #f #f))
(define (update-player-velocity!)
(match key-state
(#(left? right? down? up? _ _)
(set-vec2-x! player-velocity
(+ (if left? -1.0 0.0)
(if right? 1.0 0.0)))
(set-vec2-y! player-velocity
(+ (if down? 1.0 0.0)
(if up? -1.0 0.0)))
(vec2-normalize! player-velocity)
(vec2-mul-scalar! player-velocity
(if (focusing?)
player-focus-speed
player-speed)))))
(define (set-left! pressed?)
(vector-set! key-state 0 pressed?)
(update-player-velocity!))
(define (set-right! pressed?)
(vector-set! key-state 1 pressed?)
(update-player-velocity!))
(define (set-down! pressed?)
(vector-set! key-state 2 pressed?)
(update-player-velocity!))
(define (set-up! pressed?)
(vector-set! key-state 3 pressed?)
(update-player-velocity!))
(define (firing?)
(vector-ref key-state 4))
(define (set-firing! pressed?)
(let ((was-firing? (firing?)))
(vector-set! key-state 4 pressed?)
(when (and pressed? (not was-firing?))
(set! *player-fire-counter* 0))))
(define (focusing?)
(vector-ref key-state 5))
(define (set-focusing! pressed?)
(let ((was-focusing? (focusing?)))
(vector-set! key-state 5 pressed?)
(update-player-velocity!)
(when (and pressed? (not was-focusing?))
(set! *player-fire-counter* 0))))
(define (player-position-reset!)
(set-vec2-x! player-position (/ game-width 2.0))
(set-vec2-y! player-position (- game-height 12.0)))
(define (player-die!)
(unless *player-invincible?*
(sound-effect-play sound:player-death 0.5)
(set! *player-lives* (max (- *player-lives* 1) 0))
(player-position-reset!)
(run-script
(lambda ()
(set! *player-invincible?* #t)
(let ((t 5))
(let loop ((i 0))
(when (< i 10)
(set! *player-visible?* #f)
(wait t)
(set! *player-visible?* #t)
(wait t)
(loop (+ i 1)))))
(set! *player-invincible?* #f)))))
(define (game-over?)
(= *player-lives* 0))
(define (player-update!)
(define (muzzle-flash x y)
(let ((life 6)
(ldx -1.0)
(rdx 1.0)
(dy -1.0))
(particle-pool-add! particles 'muzzle-flash life x y ldx dy)
(particle-pool-add! particles 'muzzle-flash life x y rdx dy)))
(let ((old-x (vec2-x player-position))
(old-y (vec2-y player-position)))
(vec2-add! player-position player-velocity)
(vec2-clamp! player-position 0.0 0.0 game-width game-height)
(let ((x (vec2-x player-position))
(y (vec2-y player-position))
(hbx (vec2-x player-hitbox-position))
(hby (vec2-y player-hitbox-position))
(hbw player-hitbox-width)
(hbh player-hitbox-height))
(if (or (rect-collides-with-level? level x y hbw hbh)
(find-enemy enemies x y hbw hbh))
(begin
(set-vec2-x! player-position old-x)
(set-vec2-y! player-position
(+ old-y (- *scroll* *last-scroll*)))
(player-die!))
(begin
(set-vec2-x! player-hitbox-position (- x (/ hbw 2.0)))
(set-vec2-y! player-hitbox-position (- y (/ hbh 2.0)))))))
(when (firing?)
(set! *player-fire-counter*
(modulo (+ *player-fire-counter* 1)
(if (focusing?)
player-focus-fire-interval
player-fire-interval)))
(when (= *player-fire-counter* 0)
(sound-effect-play sound:player-shoot 0.2)
(let ((px (vec2-x player-position))
(py (vec2-y player-position)))
(if (focusing?)
(let ((y-off 6.0))
(muzzle-flash px (- py y-off))
(bullet-pool-add! player-bullets 1
px py
6.0 6.0
0.0 (- player-bullet-speed)))
(let ((hbw 3.0)
(hbh 4.0)
(lx (- px 6.0))
(rx (+ px 8.0))
(y (- py 4.0)))
(muzzle-flash lx y)
(muzzle-flash rx y)
(bullet-pool-add! player-bullets 0
lx py
hbw hbh
0.0 (- player-bullet-speed))
(bullet-pool-add! player-bullets 0
rx py
hbw hbh
0.0 (- player-bullet-speed)))))
(set! *player-fire-counter* 0))))
(define (draw-player)
(draw-image context image:player
(if *player-visible?* 0.0 player-width) 0.0
player-width player-height
(- (vec2-x player-position)
(/ player-width 2.0))
(- (vec2-y player-position)
(/ player-height 2.0))
player-width player-height)
(when *debug?*
(set-fill-color! context "#ff00ff80")
(fill-rect context
(vec2-x player-hitbox-position)
(vec2-y player-hitbox-position)
player-hitbox-width
player-hitbox-height)))
(define (direction-to-player v)
(let ((v* (vec2 (vec2-x player-position) (vec2-y player-position))))
(vec2-sub! v* v)
(vec2-normalize! v*)
v*))
;; Canvas sizing/scaling.
(define *canvas-scale* 0.0)
(define *canvas-width* 0)
(define *canvas-height* 0)
(define (resize-canvas)
(let* ((win (current-window))
(w (window-inner-width win))
(h (window-inner-height win))
(gw (truncate game-width))
(gh (truncate game-height))
(scale (max (min (quotient w gw) (quotient h gh)) 1))
(cw (* gw scale))
(ch (* gh scale)))
(set-element-width! canvas cw)
(set-element-height! canvas ch)
(set-image-smoothing-enabled! context 0)
(set! *canvas-scale* (inexact scale))
(set! *canvas-width* (* game-width *canvas-scale*))
(set! *canvas-height* (* game-height *canvas-scale*))))
(define (clear-screen)
(clear-rect context 0.0 0.0 *canvas-width* *canvas-height*))
(define (draw-player-bullets)
(draw-bullets player-bullets))
(define (draw-enemy-bullets)
(draw-bullets enemy-bullets))
(define (draw-background image parallax)
(let ((scroll (fmod (* *scroll* parallax) game-height)))
;; Bottom
(draw-image context image
0.0 0.0 game-width (- game-height scroll)
0.0 scroll game-width (- game-height scroll))
;; Top
(draw-image context image
0.0 (- game-height scroll) game-width scroll
0.0 0.0 game-width scroll)))
(define (draw-hud)
(let ((y (- game-height 8.0)))
;; TODO: Don't allocate strings every frame when the UI
;; values rarely change.
(set-fill-color! context "#ffffff")
(set-font! context "bold 16px monogram")
(set-text-align! context "right")
(fill-text context (string-append "x" (number->string *player-lives*))
(- game-width 4.0) y)
(set-text-align! context "left")
(fill-text context (number->string *player-score*) 4.0 y)))
(define (draw time)
(clear-screen)
(set-transform! context 1.0 0.0 0.0 1.0 0.0 0.0)
(set-scale! context *canvas-scale* *canvas-scale*)
(draw-background image:background 0.75)
(draw-level-foreground level)
(draw-particles particles)
(draw-player-bullets)
(draw-enemies enemies time)
(draw-player)
(draw-enemy-bullets)
(draw-hud)
(match *game-state*
('game-over
(set-fill-color! context "#ffffff")
(set-font! context "bold 36px monogram")
(set-text-align! context "center")
(fill-text context "GAME OVER" (/ game-width 2.0) (/ game-height 2.0)))
('game-win
(set-fill-color! context "#ffffff")
(set-font! context "bold 36px monogram")
(set-text-align! context "center")
(fill-text context "WELL DONE" (/ game-width 2.0) (/ game-height 2.0)))
('paused
(set-fill-color! context "#ffffff")
(set-font! context "bold 36px monogram")
(set-text-align! context "center")
(fill-text context "PAUSED" (/ game-width 2.0) (/ game-height 2.0)))
(_ #t))
(request-animation-frame draw))
(define (reset!)
(set! *game-state* 'play)
(scheduler-reset! *scheduler*)
(set! *scroll* 0.0)
(set! *last-scroll* 0.0)
(set! *last-row-scanned* (level-height level))
(bullet-pool-reset! player-bullets)
(bullet-pool-reset! enemy-bullets)
(enemy-pool-reset! enemies)
(particle-pool-reset! particles)
(player-position-reset!)
(set! *player-lives* %default-lives)
(set! *player-invincible?* #f)
(set! *player-visible?* #t)
(set! *player-fire-counter* 0)
(set! *player-score* 0))
(define (on-key-down event)
(let ((code (keyboard-event-code event)))
(cond
((string-=? code "ArrowLeft")
(set-left! #t)
(prevent-default! event))
((string-=? code "ArrowRight")
(set-right! #t)
(prevent-default! event))
((string-=? code "ArrowDown")
(set-down! #t)
(prevent-default! event))
((string-=? code "ArrowUp")
(set-up! #t)
(prevent-default! event))
((string-=? code "KeyZ")
(set-firing! #t)
(prevent-default! event))
((string-=? code "ShiftLeft")
(set-focusing! #t)
(prevent-default! event)))))
(define (on-key-up event)
(let ((code (keyboard-event-code event)))
(cond
((string-=? code "ArrowLeft")
(set-left! #f)
(prevent-default! event))
((string-=? code "ArrowRight")
(set-right! #f)
(prevent-default! event))
((string-=? code "ArrowDown")
(set-down! #f)
(prevent-default! event))
((string-=? code "ArrowUp")
(set-up! #f)
(prevent-default! event))
((string-=? code "KeyZ")
(set-firing! #f)
(prevent-default! event))
((string-=? code "ShiftLeft")
(set-focusing! #f)
(prevent-default! event))
(else
(match *game-state*
('play
(cond
((string-=? code "Enter")
(set! *game-state* 'paused)
(prevent-default! event))
((string-=? code "KeyD")
(set! *debug?* (not *debug?*))
(prevent-default! event))
((string-=? code "KeyR")
(reset!)
(prevent-default! event))
((string-=? code "KeyW")
(set! *game-state* 'game-win)
(prevent-default! event))))
('paused
(cond
((string-=? code "Enter")
(set! *game-state* 'play)
(prevent-default! event))))
((or 'game-over 'game-win)
(cond
((string-=? code "Enter")
(reset!)
(prevent-default! event))))
(_ #t))))))
(define (out-of-bounds? x y w h)
(let ((padding 32.0))
(not (rect-within? x y w h (- padding) (- padding)
(+ game-width padding) (+ game-height padding)))))
(define (player-bullet-collide type x y w h)
(let ((x* (- x (/ w 2.0)))
(y* (- y(/ h 2.0))))
(or (rect-collides-with-level? level x* y* w h)
(let ((enemy (find-enemy enemies x y w h)))
(and enemy
(begin
(enemy-damage! enemy
(case type
((0) 1)
((1) 3)))
#t))))))
(define (enemy-bullet-collide type x y w h)
(let ((x* (- x (/ w 2.0)))
(y* (- y(/ h 2.0))))
(or (out-of-bounds? x* y* w h)
;; (rect-collides-with-level? level x* y* w h)
(if (rect-collides-with-level? level x* y* w h)
(begin
(sound-effect-play sound:bullet-hit 0.01)
#t)
#f)
(if (rect-within? x y w h
(vec2-x player-hitbox-position)
(vec2-y player-hitbox-position)
player-hitbox-width
player-hitbox-height)
(begin
(player-die!)
#t)
#f))))
(define dt (/ 1000.0 60.0))
(define (update)
(match *game-state*
('play
(scheduler-tick! *scheduler*)
(level-update! level)
(player-update!)
(bullet-pool-update! player-bullets player-bullet-collide)
(bullet-pool-update! enemy-bullets enemy-bullet-collide)
(enemy-pool-update! enemies)
(particle-pool-update! particles)
(when (game-over?)
(set! *game-state* 'game-over)))
(_ #t))
(timeout update dt))
(add-event-listener! (current-window) "resize" (lambda (_) (resize-canvas)))
(add-event-listener! (current-document) "keydown" on-key-down)
(add-event-listener! (current-document) "keyup" on-key-up)
(resize-canvas)
(reset!)
(request-animation-frame draw)
(timeout update dt)))
(call-with-output-file "game.wasm"
(lambda (port)
(put-bytevector port (assemble-wasm (compile src)))))
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