summaryrefslogtreecommitdiff
path: root/lisparuga/bullets.scm
blob: 4fee7c191cee0267ccbe99ff35fc9e85ef70669d (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
;;; 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))))