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;;; Lisparuga
;;; Copyright © 2020 David Thompson <dthompson2@worcester.edu>
;;;
;;; Lisparuga is free software: you can redistribute it and/or modify
;;; it under the terms of the GNU General Public License as published
;;; by the Free Software Foundation, either version 3 of the License,
;;; or (at your option) any later version.
;;;
;;; Lisparuga is distributed in the hope that it will be useful, but
;;; WITHOUT ANY WARRANTY; without even the implied warranty of
;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
;;; General Public License for more details.
;;;
;;; You should have received a copy of the GNU General Public License
;;; along with Lisparuga. If not, see <http://www.gnu.org/licenses/>.
;;; Commentary:
;;
;; Bullet state and logic.
;;
;;; Code:
(define-module (lisparuga bullets)
#:use-module (chickadee math matrix)
#:use-module (chickadee math rect)
#:use-module (chickadee math vector)
#:use-module (chickadee render color)
#:use-module (chickadee render sprite)
#:use-module (chickadee render texture)
#:use-module (lisparuga actor)
#:use-module (lisparuga asset)
#:use-module (lisparuga node)
#:use-module (lisparuga node-2d)
#:use-module (oop goops)
#:use-module (srfi srfi-1)
#:use-module (srfi srfi-9)
#:export (make-bullet
bullet-name
bullet-hitbox-rect
bullet-tile
ikaruga-bullet
ikaruga-missile
small-dot
medium-dot
large-dot
tapered-shot
big-laser
<bullet-field>
spawn-bullet
size
capacity
texture-atlas))
;;;
;;; Bullet Identifiers
;;;
(define-record-type <bullet>
(make-bullet name hitbox-rect tile-white tile-black)
bullet?
(name bullet-name)
;; *NOT* a <hitbox> instance, those are just for actors.
(hitbox-rect bullet-hitbox-rect)
(tile-white bullet-tile-white)
(tile-black bullet-tile-black))
(define ikaruga-bullet
(make-bullet 'ikaruga (make-rect -3.0 -1.0 6.0 10.0) 0 1))
(define ikaruga-missile
(make-bullet 'ikaruga-missile (make-rect -3.0 -1.0 6.0 10.0) 4 5))
(define small-dot
(make-bullet 'small-dot (make-rect -1.0 -1.0 2.0 2.0) 0 1))
(define medium-dot
(make-bullet 'medium-dot (make-rect -2.0 -2.0 4.0 4.0) 6 7))
(define large-dot
(make-bullet 'large-dot (make-rect -7.0 -7.0 14.0 14.0) 10 11))
;; (define tapered-shot
;; (make-bullet 'tapered-shot (make-rect 0.0 0.0 0.0 0.0) 0 1))
;; Do lasers need a special data type? maybe I won't even get around
;; to implementing them...
;; (define big-laser
;; (make-bullet 'big-laser (make-rect 0.0 0.0 0.0 0.0) 0 1))
;;;
;;; Mass bullet management
;;;
(define-class <bullet-field> (<node-2d>)
(batch #:getter batch #:init-form (make-sprite-batch #f))
(size #:accessor size #:init-form 0)
(capacity #:getter capacity #:init-form 1000 #:init-keyword #:capacity)
(ids #:accessor ids)
(polarities #:accessor polarities)
(positions #:accessor positions)
(velocities #:accessor velocities)
(hitboxes #:accessor hitboxes)
(procs #:accessor procs)
(texture-atlas #:accessor texture-atlas #:init-keyword #:texture-atlas)
(scratch-rect #:getter scratch-rect #:init-form (make-rect 0.0 0.0 0.0 0.0)))
(define-method (initialize (bullets <bullet-field>) initargs)
(next-method)
(let ((capacity (capacity bullets)))
(define (seed-vector thunk)
(let ((v (make-vector capacity #f)))
(let loop ((i 0))
(when (< i capacity)
(vector-set! v i (thunk))
(loop (+ i 1))))
v))
(set! (ids bullets) (make-vector capacity))
(set! (polarities bullets) (make-vector capacity))
(set! (positions bullets) (seed-vector (lambda () #v(0.0 0.0))))
(set! (velocities bullets) (seed-vector (lambda () #v(0.0 0.0))))
(set! (hitboxes bullets) (seed-vector (lambda () (make-rect 0.0 0.0 0.0 0.0))))
(set! (procs bullets) (make-vector capacity))))
(define-method (spawn-bullet (bullets <bullet-field>) id polarity x y dx dy)
(let* ((i (size bullets))
(p (vector-ref (positions bullets) i))
(v (vector-ref (velocities bullets) i))
(h (vector-ref (hitboxes bullets) i))
(r (bullet-hitbox-rect id)))
(set! (size bullets) (+ i 1))
(vector-set! (ids bullets) i id)
(vector-set! (polarities bullets) i polarity)
(set-vec2! p x y)
(set-vec2! v dx dy)
(set-rect-x! h (+ x (rect-x r)))
(set-rect-y! h (+ y (rect-y r)))
(set-rect-width! h (rect-width r))
(set-rect-height! h (rect-height r))
(vector-set! (procs bullets) i #f)))
(define-method (spawn-bullet (bullets <bullet-field>) id polarity x y dx dy proc)
(spawn-bullet bullets id polarity x y dx dy)
(vector-set! (procs bullets) (- (size bullets) 1) proc))
(define-method (move-bullet (bullets <bullet-field>) from to)
(let ((ids (ids bullets))
(polarities (polarities bullets))
(positions (positions bullets))
(velocities (velocities bullets))
(hitboxes (hitboxes bullets))
(procs (procs bullets)))
(vector-set! ids to (vector-ref ids from))
(vector-set! polarities to (vector-ref polarities from))
(vec2-copy! (vector-ref positions from) (vector-ref positions to))
(vec2-copy! (vector-ref velocities from) (vector-ref velocities to))
(rect-copy! (vector-ref hitboxes from) (vector-ref hitboxes to))
(vector-set! procs to (vector-ref procs from))))
(define-method (kill-bullet (bullets <bullet-field>) i)
(let ((new-size (- (size bullets) 1)))
(set! (size bullets) new-size)
(move-bullet bullets new-size i)))
(define-method (clear-bullets (bullets <bullet-field>))
(set! (size bullets) 0))
(define-method (update (bullets <bullet-field>) dt)
(let ((l (size bullets))
(positions (positions bullets))
(velocities (velocities bullets))
(hitboxes (hitboxes bullets))
(procs (procs bullets))
;; Delete bullets that go too far off the screen.
(min-x -32.0)
(min-y -32.0)
(max-x (+ 160.0 32.0))
(max-y (+ 240.0 32.0)))
(define (delete i)
(let ((new-l (- l 1)))
(set! l new-l)
(move-bullet bullets new-l i)))
(let loop ((i 0))
(when (< i l)
(let ((p (vector-ref positions i))
(v (vector-ref velocities i))
(h (vector-ref hitboxes i))
(proc (vector-ref procs i)))
(and (procedure? proc) (proc p v))
(vec2-add! p v)
;; Remove bullets that go out of bounds of the play area.
(if (or (< (vec2-x p) min-x)
(> (vec2-x p) max-x)
(< (vec2-y p) min-y)
(> (vec2-y p) max-y))
(begin
(delete i)
(loop i))
(begin
;; Adjust hitbox.
(set-rect-x! h (+ (rect-x h) (vec2-x v)))
(set-rect-y! h (+ (rect-y h) (vec2-y v)))
(loop (+ i 1)))))))
(set! (size bullets) l)))
;; Actor-bullet collision event.
(define-method (on-collision (actor <actor>) bullet bullet-polarity hitbox)
#t)
(define-method (collide (bullets <bullet-field>) (actor <actor>))
(let ((l (size bullets))
(ids (ids bullets))
(polarities (polarities bullets))
(hitboxes (hitboxes bullets)))
(let loop ((i 0))
(if (< i l)
(let* ((id (vector-ref ids i))
(h (vector-ref hitboxes i))
(collided? (find (lambda (wh)
(and (world-hitbox-collision? wh h)
(on-collision actor id (vector-ref polarities i)
(world-hitbox-parent wh))))
(world-hitboxes actor))))
(if collided?
(begin
(kill-bullet bullets i)
#t)
(loop (+ i 1))))
#f))))
(define %identity-matrix (make-identity-matrix4))
(define-method (render (bullets <bullet-field>) alpha)
(let ((l (size bullets))
(batch (batch bullets))
(ids (ids bullets))
(polarities (polarities bullets))
(positions (positions bullets))
(atlas (asset-ref (texture-atlas bullets)))
(r (scratch-rect bullets)))
(set-sprite-batch-texture! batch (texture-atlas-texture atlas))
(sprite-batch-clear! batch)
(let loop ((i 0))
(when (< i l)
(let* ((p (vector-ref positions i))
(id (vector-ref ids i))
(polarity (vector-ref polarities i))
(tile (if (eq? polarity 'white)
(bullet-tile-white id)
(bullet-tile-black id)))
(texture (texture-atlas-ref atlas tile))
(tw (texture-width texture))
(th (texture-height texture)))
(set-rect-x! r (- (vec2-x p) (/ tw 2.0)))
(set-rect-y! r (- (vec2-y p) (/ th 2.0)))
(set-rect-width! r tw)
(set-rect-height! r th)
(sprite-batch-add* batch r %identity-matrix
#:texture-region texture))
(loop (+ i 1))))
(draw-sprite-batch* batch (world-matrix bullets))))
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