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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:
;;
;; Game container.  Handles all the state, logic, and rendering for
;; the game itself.
;;
;;; Code:

(define-module (lisparuga game)
  #:use-module (chickadee)
  #:use-module (chickadee math rect)
  #:use-module (chickadee math vector)
  #:use-module (chickadee render color)
  #:use-module (chickadee render particles)
  #:use-module (chickadee render texture)
  #:use-module (chickadee scripting)
  #:use-module (ice-9 format)
  #:use-module (lisparuga actor)
  #:use-module (lisparuga asset)
  #:use-module (lisparuga bullets)
  #:use-module (lisparuga config)
  #:use-module (lisparuga enemy)
  #:use-module (lisparuga node)
  #:use-module (lisparuga node-2d)
  #:use-module (lisparuga player)
  #:use-module (oop goops)
  #:export (<game>
            steer-player
            start-player-shooting
            stop-player-shooting
            toggle-player-polarity
            fire-player-homing-missiles
            spawn-enemies
            start-stage
            game-over?
            complete?))

(define-asset clouds (load-image (scope-asset "images/clouds.png")))
(define-asset player-bullet-atlas
  (load-tile-atlas (scope-asset "images/player-bullets.png") 16 16))
(define-asset enemy-bullet-atlas
  (load-tile-atlas (scope-asset "images/enemy-bullets.png") 24 24))
(define-asset explosion-texture
  (load-image (scope-asset "images/explosion.png")))

;; nodes needed:
;; scrolling background
(define-class <game> (<canvas>)
  (player-control? #:accessor player-control? #:init-value #f)
  (complete? #:accessor complete? #:init-value #f))

(define-method (initialize (game <game>) initargs)
  (next-method)
  (set! (views game)
    ;; Game happens on a 160x240 pixel screen.
    (list (make <view-2d>
            #:camera (make <camera-2d>
                       #:width 160
                       #:height 240)
            #:area (make-rect 80 0 160 240)
            #:clear-color (make-color 0.0 0.0 0.0 1.0)))))

(define-method (on-boot (game <game>))
  (let* ((player-bullets (make <bullet-field>
                           #:name 'player-bullets
                           #:rank 2
                           #:capacity 500
                           #:texture-atlas player-bullet-atlas))
         (enemy-bullets (make <bullet-field>
                          #:name 'enemy-bullets
                          #:rank 5
                          #:capacity 1000
                          #:texture-atlas enemy-bullet-atlas))
         (explosions (make <particles>
                       #:name 'explosions
                       #:rank 3
                       #:particles
                       (make-particles 1000
                                       #:texture (asset-ref explosion-texture)
                                       #:end-color (make-color 1.0 1.0 1.0 0.0)
                                       #:speed-range (vec2 0.5 5.0)
                                       #:lifetime 12)))
         (ui (make <node-2d>
               #:name 'ui
               #:rank 999)))
    (attach-to game
               (make <sprite>
                 #:name 'clouds
                 #:rank 0
                 #:texture clouds)
               player-bullets
               (make <node-2d>
                 #:name 'enemies
                 #:rank 4)
               explosions
               enemy-bullets
               ui)
    ;; Setup UI elements
    ;; TODO: Move this out of here.
    (attach-to ui
               (make <label>
                 #:name 'score
                 #:position (vec2 2.0 242.0)
                 #:vertical-align 'top)
               (make <label>
                 #:name 'chain
                 #:position (vec2 158.0 242.0)
                 #:align 'right
                 #:vertical-align 'top)
               (make <label>
                 #:name 'energy
                 #:position (vec2 158.0 2.0)
                 #:align 'right)
               (make <label>
                 #:name 'lives
                 #:position (vec2 2.0 2.0)))
    (start-stage game)))

(define-method (start-stage (game <game>))
  (let ((player (make-player (& game player-bullets))))
    (set! (rank player) 1)
    (attach-to game player)
    (update-ui game)
    (play-stage-1 game)))

(define-method (spawn-enemies (game <game>))
  ;; Test enemies
  (spawn-enemy game (make-utatsugumi 'white 10.0 180.0))
  (spawn-enemy game (make-utatsugumi 'white 30.0 180.0))
  (spawn-enemy game (make-utatsugumi 'white 50.0 180.0))
  (spawn-enemy game (make-utatsugumi 'black 70.0 180.0))
  (spawn-enemy game (make-utatsugumi 'black 90.0 180.0))
  (spawn-enemy game (make-utatsugumi 'black 110.0 180.0))
  (spawn-enemy game (make-utatsugumi 'white 130.0 180.0))
  (spawn-enemy game (make-utatsugumi 'white 150.0 180.0)))

(define-method (update-ui (game <game>))
  (set! (text (& game ui score))
    (format #f "~7,'0d" (score (& game player))))
  (set! (text (& game ui chain))
    (format #f "~a CHAIN (~a)"
            (let ((n (chain (& game player))))
              (if (< n 9) (number->string n) "MAX"))
            (list->string
             (map (lambda (polarity)
                    (if (eq? polarity 'white)
                        #\W
                        #\B))
                  (chain-progress (& game player))))))
  (set! (text (& game ui energy))
    (format #f "ENERGY ~d" (quotient (energy (& game player)) 10)))
  (set! (text (& game ui lives))
    (format #f "SHIP x~d" (max (- (lives (& game player)) 1) 0))))

(define-method (explode (game <game>) (actor <actor>))
  (let* ((p (position actor))
         (emitter (make-particle-emitter (make-rect (- (vec2-x p) 8.0)
                                                    (- (vec2-y p) 8.0)
                                                    16.0 16.0)
                                         8 5)))
    (add-particle-emitter (particles (& game explosions)) emitter)))

(define-method (update (game <game>) dt)
  (let ((refresh-ui? #f)
        (player (& game player)))
    (when player
      ;; enemy -> player bullet collision
      ;; enemy -> player collision
      (for-each (lambda (enemy)
                  (cond
                   ((and (collide (& game player-bullets) enemy)
                         (dead? enemy))
                    (on-kill player enemy)
                    (fire-parting-shots-maybe enemy player)
                    (explode game enemy)
                    (detach enemy)
                    (set! refresh-ui? #t))
                   ((collide player enemy)
                    (set! refresh-ui? #t))))
                (children (& game enemies)))
      ;; player -> enemy bullet collision
      (when (collide (& game enemy-bullets) (& game player))
        (set! refresh-ui? #t))
      (when refresh-ui?
        (update-ui game)))
    (next-method)))

(define-method (spawn-enemy (game <game>) enemy)
  (set! (bullet-field enemy) (& game enemy-bullets))
  (attach-to (& game enemies) enemy))

(define-method (steer-player (game <game>) up? down? left? right?)
  (when (player-control? game)
    (steer (& game player) up? down? left? right?)))

(define-method (start-player-shooting (game <game>))
  (when (player-control? game)
    (start-shooting (& game player))))

(define-method (stop-player-shooting (game <game>))
  (when (player-control? game)
    (stop-shooting (& game player))))

(define-method (toggle-player-polarity (game <game>))
  (when (player-control? game)
    (toggle-polarity (& game player))))

(define-method (fire-player-homing-missiles (game <game>))
  (when (player-control? game)
    (fire-homing-missiles (& game player) (children (& game enemies)))
    (update-ui game)))

(define-method (game-over? (game <game>))
  (let ((player (& game player)))
    (and player (dead? player))))

(define-method (play-stage-1 game)
  (run-script game
    (do-intro game)
    (do-tutorial game)
    (do-phase-1 game)
    (do-win game)))

(define-method (do-intro (game <game>))
  (hide (& game ui))
  (teleport (& game player) 80.0 -24.0)
  (move-to (& game player) 80.0 32.0 50)
  (steer (& game player) #f #f #f #f)
  (set! (player-control? game) #t)
  (show (& game ui)))

(define *skip-tutorial?* #t)

(define-method (do-tutorial (game <game>))
  (define* (instruct text continue? #:optional (post-delay 60))
    (let ((instructions (make <label>
                          #:text text
                          #:align 'center
                          #:vertical-align 'center
                          #:position (vec2 80.0 120.0))))
      (attach-to (& game ui) instructions)
      (while (not (continue?))
        (sleep 10))
      (sleep post-delay)
      (detach instructions)
      (sleep 60)))
  (unless *skip-tutorial?*
    (sleep 30)
    (instruct "use arrow keys to move"
              (let ((v (velocity (& game player))))
                (lambda ()
                  (not (and (= (vec2-x v) 0.0)
                            (= (vec2-y v) 0.0))))))
    (instruct "press Z to shoot"
              (lambda ()
                (shooting? (& game player))))
    (instruct "press X to change color"
              (let ((starting-polarity (polarity (& game player))))
                (lambda ()
                  (not (eq? (polarity (& game player)) starting-polarity)))))
    (instruct "avoid opposite energy" (const #t) 120)
    (instruct "absorb same energy" (const #t) 120)
    (add-energy (& game player) 120)
    (update-ui game)
    (instruct "press C to release energy"
              (lambda ()
                (zero? (energy (& game player)))))
    (instruct "get ready!" (const #t) 120)))

(define-method (do-phase-1 (game <game>))
  (define (utatsugumi-sweep x polarity)
    (let loop ((i 0))
      (when (< i 6)
        (let ((utatsugumi (make-utatsugumi polarity x 260.0)))
          (spawn-enemy game utatsugumi)
          (set-vec2! (velocity utatsugumi) 0.0 -3.0)
          (script
           (sleep (* 10 60))
           (detach utatsugumi))
          (sleep 10))
        (loop (+ i 1)))))
  (utatsugumi-sweep 140.0 'white)
  (sleep 60)
  (utatsugumi-sweep 20.0 'black)
  (sleep 60)
  (utatsugumi-sweep 140.0 'white)
  (sleep 60)
  (utatsugumi-sweep 20.0 'black)
  (sleep (* 3 60)))

(define-method (do-win (game <game>))
  (set! (player-control? game) #f)
  (steer (& game player) #f #f #f #f)
  (stop-shooting (& game player))
  (hide (& game ui))
  (let ((battle-report (make <node-2d>
                         #:name 'battle-report
                         #:rank 999)))
    (define (add-row y name value)
      (attach-to battle-report
                 (make <label>
                   #:rank 999
                   #:text name
                   #:align 'left
                   #:position (vec2 16.0 y))
                 (make <label>
                   #:rank 999
                   #:text value
                   #:align 'left
                   #:position (vec2 96.0 y))))
    (let ((backdrop (make <filled-rect>
                      #:region (make-rect 0.0 0.0 160.0 240.0))))
      (attach-to battle-report backdrop)
      (attach-to game battle-report)
      (tween 45 (make-color 0.0 0.0 0.0 0.0) (make-color 0.0 0.0 0.0 0.8)
             (lambda (c)
               (set! (color backdrop) c))
             #:interpolate color-lerp))
    (attach-to battle-report
               (make <label>
                 #:rank 999
                 #:text "BATTLE REPORT"
                 #:align 'center
                 #:position (vec2 80.0 180.0)))
    (sleep 30)
    (add-row 140.0 "SCORE" (number->string (score (& game player))))
    (sleep 30)
    (add-row 110.0 "MAX CHAIN" (number->string (max-chain (& game player))))
    (sleep 30)
    (attach-to battle-report
               (make <label>
                 #:rank 999
                 #:text "press ENTER to play again"
                 #:position (vec2 80.0 60.0)
                 #:align 'center))
    (set! (complete? game) #t)))