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authorDavid Thompson <dthompson2@worcester.edu>2016-04-30 08:46:33 -0400
committerDavid Thompson <dthompson2@worcester.edu>2016-04-30 08:46:33 -0400
commitf98b1e35944dde31250fa758be88adbc0619b3b0 (patch)
tree569dbaeafdab9ec69bafb5e8e36c88ff6ca1b3b9
parent22203e6d1041dff644199a41d5299de9b44ee67a (diff)
Add project base code and assets.
-rw-r--r--.gitignore9
-rw-r--r--Makefile.am43
-rw-r--r--README50
-rw-r--r--assets/fonts/kenpixel_mini.ttfbin0 -> 26216 bytes
-rw-r--r--assets/images/background-overlay.pngbin0 -> 749 bytes
-rw-r--r--assets/images/background.pngbin0 -> 430 bytes
-rw-r--r--assets/images/background.xcfbin0 -> 60425 bytes
-rw-r--r--assets/images/bullets.pngbin0 -> 305 bytes
-rw-r--r--assets/images/bullets.xcfbin0 -> 1013 bytes
-rw-r--r--assets/images/db16_v1_analyze.pngbin0 -> 13342 bytes
-rw-r--r--assets/images/enemies.pngbin0 -> 431 bytes
-rw-r--r--assets/images/enemies.xcfbin0 -> 1796 bytes
-rw-r--r--assets/images/player.pngbin0 -> 538 bytes
-rw-r--r--assets/images/player.xcfbin0 -> 3046 bytes
-rwxr-xr-xbootstrap3
-rw-r--r--configure.ac18
-rw-r--r--game.scm519
-rw-r--r--guix.scm174
-rw-r--r--pre-inst-env.in30
19 files changed, 844 insertions, 2 deletions
diff --git a/.gitignore b/.gitignore
new file mode 100644
index 0000000..eaf7717
--- /dev/null
+++ b/.gitignore
@@ -0,0 +1,9 @@
+/pre-inst-env
+/configure
+/config.status
+/config.log
+/Makefile
+/autom4te.cache
+/build-aux
+/Makefile.in
+/aclocal.m4
diff --git a/Makefile.am b/Makefile.am
new file mode 100644
index 0000000..5aa19b8
--- /dev/null
+++ b/Makefile.am
@@ -0,0 +1,43 @@
+## Copyright (C) 2016 David Thompson <davet@gnu.org>
+##
+## This program 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.
+##
+## This program 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 this program. If not, see
+## <http://www.gnu.org/licenses/>.
+
+GOBJECTS = $(SOURCES:%.scm=%.go)
+
+nobase_mod_DATA = $(SOURCES) $(NOCOMP_SOURCES)
+nobase_go_DATA = $(GOBJECTS)
+
+# Make sure source files are installed first, so that the mtime of
+# installed compiled files is greater than that of installed source
+# files. See
+# <http://lists.gnu.org/archive/html/guile-devel/2010-07/msg00125.html>
+# for details.
+guile_install_go_files = install-nobase_goDATA
+$(guile_install_go_files): install-nobase_modDATA
+
+EXTRA_DIST = $(SOURCES) $(NOCOMP_SOURCES)
+GUILE_WARNINGS = -Wunbound-variable -Warity-mismatch -Wformat
+SUFFIXES = .scm .go
+.scm.go:
+ $(AM_V_GEN)$(top_builddir)/pre-inst-env $(GUILE_TOOLS) compile $(GUILE_WARNINGS) -o "$@" "$<"
+
+moddir=$(prefix)/share/guile/site/$(GUILE_EFFECTIVE_VERSION)
+godir=$(libdir)/guile/$(GUILE_EFFECTIVE_VERSION)/ccache
+
+SOURCES = \
+ sly/game.scm
+
+EXTRA_DIST += \
+ pre-inst-env.in
diff --git a/README b/README
index 31ef1a2..ab9b49b 100644
--- a/README
+++ b/README
@@ -2,6 +2,52 @@
* Spring 2016 Lisp Game Jam
-** Game
+** Gameplay
- Minimalistic Ikaruga clone with pixel art visuals.
+ Minimalistic Ikaruga clone. The player can switch between a light
+ ship and a dark ship with the push of a button. Bullets are either
+ light or dark. When the player is light, dark bullets kill and
+ light bullets are absorbed. Vice versa when the player is dark.
+ Dark bullets deal 2x damage to light enemies and vice versa.
+
+ For simplicity, the player will fight waves of enemies with a boss
+ fight at the end. The next wave enters when the current wave has
+ been defeated.
+
+** Graphics
+
+ All graphics use the Dawnbringer 16 color palette.
+
+*** Player sprite
+
+ The player sprite is 16x16 and has 3 frames: moving forward,
+ moving left, moving right.
+
+*** Enemy sprites
+
+ Each enemy sprite has only 3 frames. The first two are the normal
+ sprite frames. Two frames are used so that the enemy can
+ "breathe" and appear as if it's moving and isn't just static. The
+ third frame is flashed when the enemy has been hit by a bullet.
+
+*** Explosion sprites
+
+ Need both small and large explosion animations. Perhaps some
+ explosion animation on OpenGameArt can be recolored.
+
+** Design resources
+
+ http://shmuptheory.blogspot.com/2010/02/anatomy-of-shmup.html
+ http://www.gamasutra.com/blogs/AttilioCarotenuto/20150930/254963/Designing_smart_meaningful_SHMUPs.php
+
+
+** Devlog
+
+ (aggregate into real blog post at some point)
+
+*** Day 1
+
+ - Made player sprite
+ - Made first enemy sprite
+ - Made scrolling background
+ - Got boilerplate code in place, player can move and shoot.
diff --git a/assets/fonts/kenpixel_mini.ttf b/assets/fonts/kenpixel_mini.ttf
new file mode 100644
index 0000000..ceb2b41
--- /dev/null
+++ b/assets/fonts/kenpixel_mini.ttf
Binary files differ
diff --git a/assets/images/background-overlay.png b/assets/images/background-overlay.png
new file mode 100644
index 0000000..5629472
--- /dev/null
+++ b/assets/images/background-overlay.png
Binary files differ
diff --git a/assets/images/background.png b/assets/images/background.png
new file mode 100644
index 0000000..f0e1f58
--- /dev/null
+++ b/assets/images/background.png
Binary files differ
diff --git a/assets/images/background.xcf b/assets/images/background.xcf
new file mode 100644
index 0000000..bc5d985
--- /dev/null
+++ b/assets/images/background.xcf
Binary files differ
diff --git a/assets/images/bullets.png b/assets/images/bullets.png
new file mode 100644
index 0000000..7a28c67
--- /dev/null
+++ b/assets/images/bullets.png
Binary files differ
diff --git a/assets/images/bullets.xcf b/assets/images/bullets.xcf
new file mode 100644
index 0000000..5899669
--- /dev/null
+++ b/assets/images/bullets.xcf
Binary files differ
diff --git a/assets/images/db16_v1_analyze.png b/assets/images/db16_v1_analyze.png
new file mode 100644
index 0000000..aa8eb3a
--- /dev/null
+++ b/assets/images/db16_v1_analyze.png
Binary files differ
diff --git a/assets/images/enemies.png b/assets/images/enemies.png
new file mode 100644
index 0000000..7970539
--- /dev/null
+++ b/assets/images/enemies.png
Binary files differ
diff --git a/assets/images/enemies.xcf b/assets/images/enemies.xcf
new file mode 100644
index 0000000..92f56b1
--- /dev/null
+++ b/assets/images/enemies.xcf
Binary files differ
diff --git a/assets/images/player.png b/assets/images/player.png
new file mode 100644
index 0000000..9e0594e
--- /dev/null
+++ b/assets/images/player.png
Binary files differ
diff --git a/assets/images/player.xcf b/assets/images/player.xcf
new file mode 100644
index 0000000..6dd242a
--- /dev/null
+++ b/assets/images/player.xcf
Binary files differ
diff --git a/bootstrap b/bootstrap
new file mode 100755
index 0000000..e756b42
--- /dev/null
+++ b/bootstrap
@@ -0,0 +1,3 @@
+#! /bin/sh
+
+autoreconf -vif
diff --git a/configure.ac b/configure.ac
new file mode 100644
index 0000000..17f3b69
--- /dev/null
+++ b/configure.ac
@@ -0,0 +1,18 @@
+dnl -*- Autoconf -*-
+
+AC_INIT(lispgamejam, 0.1.0)
+AC_CONFIG_SRCDIR(gamejam)
+AC_CONFIG_AUX_DIR([build-aux])
+AM_INIT_AUTOMAKE([color-tests -Wall -Wno-portability foreign])
+AM_SILENT_RULES([yes])
+
+AC_PATH_PROG([GUILE], [guile])
+AC_CONFIG_FILES([Makefile])
+AC_CONFIG_FILES([pre-inst-env], [chmod +x pre-inst-env])
+
+GUILE_PKG([2.2 2.0])
+GUILE_PROGS
+
+GUILE_MODULE_REQUIRED([sly])
+
+AC_OUTPUT
diff --git a/game.scm b/game.scm
new file mode 100644
index 0000000..1616398
--- /dev/null
+++ b/game.scm
@@ -0,0 +1,519 @@
+;;; Sly
+;;; Copyright (C) 2016 David Thompson <dthompson2@worcester.edu>
+;;;
+;;; This program 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.
+;;;
+;;; This program 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 this program. If not, see
+;;; <http://www.gnu.org/licenses/>.
+
+(use-modules (ice-9 match)
+ (sly)
+ (sly actor)
+ (sly fps)
+ (sly live-reload)
+ ((sly math vector) #:select (magnitude) #:prefix v:)
+ (sly records)
+ (sly render framebuffer)
+ (sly render sprite-batch)
+ (sly render tileset)
+ (srfi srfi-1)
+ (srfi srfi-9)
+ (srfi srfi-11))
+
+
+;;;
+;;; Model
+;;;
+
+(define resolution (vector2 120 160))
+(define bounds (make-rect (vector2 0 0) resolution))
+(define player-bounds (rect-inflate bounds -6 -8))
+(define bullet-bounds (rect-inflate bounds 32 32))
+(define player-speed 1.1)
+
+(define origin2 (vector2 0 0))
+
+(define-record-type* <bullet>
+ %make-bullet make-bullet
+ bullet?
+ (type bullet-type 'generic)
+ (live? bullet-live? #t)
+ (position bullet-position origin2)
+ (direction bullet-direction 0))
+
+(define-record-type* <player>
+ %make-player make-player
+ player?
+ (position player-position (vector2 (/ (vx resolution) 2) 4))
+ (direction player-direction (vector2 0 0))
+ (shooting? player-shooting? #f)
+ (hitbox player-hitbox (make-rect -1 1 2 2))
+ (lives player-lives 3)
+ (score player-score 0))
+
+(define-record-type* <enemy>
+ %make-enemy make-enemy
+ enemy?
+ (position enemy-position origin2)
+ (type enemy-type 'generic)
+ (hitbox enemy-hitbox (make-rect -3 -3 6 6))
+ (health enemy-health 0))
+
+(define-record-type* <world>
+ %make-world make-world
+ world?
+ (player world-player (make-actor (make-player) idle))
+ (player-bullets world-player-bullets '())
+ (enemies world-enemies '())
+ (enemy-bullets world-enemy-bullets '()))
+
+(define (player-dead? player)
+ (zero? (player-lives player)))
+
+(define (enemy-dead? enemy)
+ (zero? (enemy-health enemy)))
+
+(define (enemy-alive? enemy)
+ (> (enemy-health enemy) 0))
+
+(define (kill-bullet bullet)
+ (make-bullet #:inherit bullet #:live? #f))
+
+(define (move-bullet bullet offset)
+ (make-bullet #:inherit bullet
+ #:position (v+ (bullet-position bullet) offset)))
+
+(define (move-bullet-to bullet position)
+ (make-bullet #:inherit bullet #:position position))
+
+(define (bullet-in-bounds? bullet)
+ (rect-contains? bullet-bounds (bullet-position bullet)))
+
+(define (forward speed)
+ (lambda (world effects bullet)
+ (values #f
+ effects
+ (move-bullet bullet (polar2 speed (bullet-direction bullet))))))
+
+(define (direct-player player direction)
+ (make-player #:inherit player #:direction direction))
+
+(define (move-player player offset)
+ (make-player #:inherit player
+ #:position (rect-clamp player-bounds
+ (v+ (player-position player) offset))))
+
+(define (set-player-shooting player shooting?)
+ (make-player #:inherit player #:shooting? shooting?))
+
+(define (player-forward speed)
+ (lambda (world effects player)
+ (values #f
+ effects
+ (move-player player (v* speed (player-direction player))))))
+
+(define player-bullet-script
+ (forever (forward 4)))
+
+(define player-bullet-direction (/ pi 2))
+
+(define (make-player-bullet player offset)
+ (make-actor (make-bullet #:position (v+ (player-position player) offset)
+ #:direction player-bullet-direction)
+ player-bullet-script))
+
+(define (add-player-bullets world bullets)
+ (make-world #:inherit world
+ #:player-bullets
+ (append bullets (world-player-bullets world))))
+
+(define (player-shoot world player)
+ (add-player-bullets world
+ (list
+ (make-player-bullet player (vector2 -2 1))
+ (make-player-bullet player (vector2 4 1)))))
+
+(define (move-enemy enemy offset)
+ (make-enemy #:inherit enemy
+ #:position (v+ (enemy-position enemy) offset)))
+
+(define (add-enemy-bullets world bullets)
+ (make-world #:inherit world
+ #:enemy-bullets
+ (append bullets (world-enemy-bullets world))))
+
+(define (simple-enemy-bullet position direction speed)
+ (make-actor (make-bullet #:type 'enemy-basic
+ #:position position
+ #:direction direction)
+ (forever (forward speed))))
+
+(define (enemy-shoot world enemy direction speed)
+ (let ((position (enemy-position enemy)))
+ (add-enemy-bullets world
+ (list
+ (simple-enemy-bullet position direction speed)))))
+
+(define (enemy-shoot-at-player world enemy speed)
+ (let* ((v (normalize
+ (v- (enemy-position enemy)
+ (player-position
+ (actor-ref
+ (world-player world))))))
+ (direction (+ pi (atan (vy v) (vx v))))
+ (position (enemy-position enemy))
+ (bullets
+ (list (simple-enemy-bullet position (+ direction (/ pi 16)) speed)
+ (simple-enemy-bullet position (+ direction (/ pi 8)) speed)
+ (simple-enemy-bullet position direction speed)
+ (simple-enemy-bullet position (- direction (/ pi 8)) speed)
+ (simple-enemy-bullet position (- direction (/ pi 16)) speed))))
+ (add-enemy-bullets world bullets)))
+
+(define (keep-bullet? bullet)
+ (and (bullet-live? bullet)
+ (bullet-in-bounds? bullet)))
+
+(define (update-bullets effects world bullets)
+ ;; TODO: Gather effects
+ (values effects
+ (filter-map (lambda (actor)
+ (let-values (((effects new-actor)
+ (update-actor world '() actor)))
+ (let ((bullet (actor-ref new-actor)))
+ (and (bullet-live? bullet)
+ (bullet-in-bounds? bullet)
+ new-actor))))
+ bullets)))
+
+(define (update-enemies effects world)
+ ;; TODO: gather effects
+ (let-values (((new-effects new-enemies)
+ (actor-filter-update enemy-alive? world (world-enemies world))))
+ (values (append new-effects effects) new-enemies)))
+
+(define (update-player effects world)
+ (update-actor world effects (world-player world)))
+
+(define (update-world world)
+ ;; TODO: collision detection
+ (let*-values
+ (((effects new-player) (update-player '() world))
+ ((effects new-enemies) (update-enemies effects world))
+ ((effects new-player-bullets)
+ (update-bullets effects world (world-player-bullets world)))
+ ((effects new-enemy-bullets)
+ (update-bullets effects world (world-enemy-bullets world))))
+ (apply-effects effects
+ (make-world #:player new-player
+ #:player-bullets new-player-bullets
+ #:enemies new-enemies
+ #:enemy-bullets new-enemy-bullets))))
+
+(define (world-eval exp world)
+ (match exp
+ (('null) world)
+ (('tick time)
+ (update-world world))
+ (('player-direction direction)
+ (make-world #:inherit world
+ #:player (call-with-actor (world-player world)
+ (lambda (player)
+ (direct-player player direction)))))
+ (('player-shoot shooting?)
+ (make-world #:inherit world
+ #:player (call-with-actor (world-player world)
+ (lambda (player)
+ (set-player-shooting player shooting?)))))))
+
+(define player-shoot* (action-effect-lift player-shoot))
+(define move-enemy* (action-lift move-enemy))
+(define enemy-shoot* (action-effect-lift enemy-shoot))
+(define enemy-shoot-at-player* (action-effect-lift enemy-shoot-at-player))
+
+(define %default-player
+ (make-actor (make-player)
+ (forever
+ (both (repeat 3 (player-forward player-speed))
+ (whena player-shooting? (player-shoot*))))))
+
+(define %default-enemy
+ (make-actor (make-enemy #:position (vector2 60 120)
+ #:health 100)
+ (let ((v (vector2 .8 0))
+ (bullet-speed 0.6)
+ (interval 15))
+ (forever
+ (sequence
+ (repeat interval (move-enemy* v))
+ (enemy-shoot-at-player* bullet-speed)
+ (repeat interval (move-enemy* (v- v)))
+ (enemy-shoot-at-player* bullet-speed)
+ (repeat interval (move-enemy* (v- v)))
+ (enemy-shoot-at-player* bullet-speed)
+ (repeat interval (move-enemy* v))
+ (enemy-shoot-at-player* bullet-speed))))))
+
+
+;;;
+;;; Controller
+;;;
+
+(define-signal timer (signal-timer))
+
+(define-signal world
+ (signal-fold world-eval
+ (make-world #:player %default-player
+ #:enemies (list %default-enemy))
+ (signal-merge
+ (make-signal '(null))
+ (signal-let ((time timer))
+ `(tick ,time))
+ (signal-let ((direction key-arrows))
+ `(player-direction ,direction))
+ (signal-let ((shoot? (signal-drop-repeats (key-down? 'z))))
+ `(player-shoot ,shoot?)))))
+
+(define (key-toggle key)
+ "Create a signal that is initially #f and toggles between #t and #f
+each time KEY is pressed."
+ (signal-fold (lambda (down? previous)
+ (and down? (not previous)))
+ #f
+ (signal-filter identity #f
+ ;; Ignore repeated key down signals.
+ (signal-drop-repeats (key-down? key)))))
+
+(define-signal display-fps? (key-toggle 'f))
+
+
+;;;
+;;; View
+;;;
+
+(define resolution-scale 4)
+(define scaled-resolution (v* resolution resolution-scale))
+
+(define camera
+ (2d-camera #:area (make-rect 0 0 (vx resolution) (vy resolution))))
+
+(define scaled-camera
+ (2d-camera #:area (make-rect 0 0
+ (vx scaled-resolution)
+ (vy scaled-resolution))))
+
+(define-signal framebuffer
+ (on-start
+ (make-framebuffer (vx scaled-resolution) (vy scaled-resolution))))
+
+(define-signal framebuffer-sprite
+ (signal-map-maybe (lambda (framebuffer)
+ (make-sprite (framebuffer-texture framebuffer)
+ #:anchor 'bottom-left))
+ framebuffer))
+
+(define-signal font
+ (on-start
+ (load-font "assets/fonts/kenpixel_mini.ttf" 7)))
+
+(define font-color (rgb #xdeeed6))
+
+(define-signal fps-text
+ (signal-let ((fps fps)
+ (font font))
+ (if font
+ (move (vector2 (vx resolution) 0)
+ (render-sprite
+ (make-label font (format #f "~d fps" fps)
+ #:blended? #f
+ #:anchor 'bottom-right)))
+ render-nothing)))
+
+(define-signal score-text
+ (signal-let ((font font))
+ (if font
+ (move resolution
+ (render-sprite
+ (make-label font "123456789"
+ #:blended? #f
+ #:anchor 'top-right)))
+ render-nothing)))
+
+(define-signal lives-text
+ (signal-let ((font font))
+ (if font
+ (move origin2
+ (render-sprite
+ (make-label font "3 ship"
+ #:blended? #f
+ #:anchor 'bottom-left)))
+ render-nothing)))
+
+(define-signal chain-text
+ (signal-let ((font font))
+ (if font
+ (move (vector2 0 (vy resolution))
+ (render-sprite
+ (make-label font "0 chain"
+ #:blended? #f
+ #:anchor 'top-left)))
+ render-nothing)))
+
+(define load-sprite/live (with-live-reload load-sprite))
+(define load-tileset/live (with-live-reload load-tileset))
+
+(define-signal background
+ (load-sprite/live "assets/images/background.png"
+ #:anchor 'bottom-left))
+
+(define-signal background-overlay
+ (load-sprite/live "assets/images/background-overlay.png"
+ #:anchor 'bottom-left))
+
+(define-signal player-tileset
+ (load-tileset/live "assets/images/player.png" 16 16))
+
+(define-signal bullet-tileset
+ (load-tileset/live "assets/images/bullets.png" 16 16))
+
+(define-signal enemy-tileset
+ (load-tileset/live "assets/images/enemies.png" 16 16))
+
+(define-signal player-sprite
+ (signal-map-maybe (lambda (tileset)
+ (make-sprite (tileset-ref tileset 12)))
+ player-tileset))
+
+(define (make-scrolling-background background time speed)
+ (signal-let ((background background)
+ (time timer))
+ (if background
+ (let* ((height (vy resolution))
+ (y (- (* (modulo time (round (/ height speed))) speed)))
+ (render (render-sprite background)))
+ (render-begin
+ (move (vector2 0 y) render)
+ (move (vector2 0 (+ y height)) render)))
+ render-nothing)))
+
+(define (render-sprite-maybe sprite)
+ (signal-map (lambda (sprite)
+ (if sprite
+ (render-sprite sprite)
+ render-nothing))
+ sprite))
+
+(define-signal scrolling-background
+ (signal-map render-begin
+ ;;(make-scrolling-background background timer 0.2)
+ (render-sprite-maybe background)
+ (make-scrolling-background background-overlay timer 4)))
+
+(define-signal batch
+ (on-start (make-sprite-batch 1000)))
+
+(define bullet-rect (make-rect -8 -8 16 16))
+(define enemy-rect (make-rect -8 -8 16 16))
+
+(define (render-bullets bullets tileset batch)
+ (lambda (context)
+ (with-sprite-batch batch context
+ (for-each (lambda (actor)
+ (let* ((bullet (actor-ref actor))
+ (rect (rect-move bullet-rect
+ (bullet-position bullet)))
+ (tex (tileset-ref tileset
+ (match (bullet-type bullet)
+ ('generic 12)
+ ('enemy-basic 13)))))
+ (sprite-batch-add! batch context tex rect)))
+ bullets))))
+
+(define (render-enemies enemies tileset batch)
+ (lambda (context)
+ (with-sprite-batch batch context
+ (for-each (lambda (actor)
+ (let* ((enemy (actor-ref actor))
+ (rect (rect-move enemy-rect (enemy-position enemy)))
+ (tex (tileset-ref tileset
+ (match (enemy-type enemy)
+ ('generic 12)))))
+ (sprite-batch-add! batch context tex rect)))
+ enemies))))
+
+(define-signal scene
+ (signal-let ((fps-text fps-text)
+ (score-text score-text)
+ (lives-text lives-text)
+ (chain-text chain-text)
+ (display-fps? display-fps?)
+ (background scrolling-background)
+ (framebuffer framebuffer)
+ (framebuffer-sprite framebuffer-sprite)
+ (player-sprite player-sprite)
+ (bullet-tileset bullet-tileset)
+ (enemy-tileset enemy-tileset)
+ (batch batch)
+ (world world))
+ (if (and framebuffer framebuffer-sprite batch bullet-tileset
+ enemy-tileset player-sprite)
+ (let ((player (actor-ref (world-player world))))
+ (render-begin
+ (with-framebuffer framebuffer
+ (with-camera camera
+ (render-begin
+ background
+ (render-bullets (world-player-bullets world)
+ bullet-tileset
+ batch)
+ (move (player-position player)
+ (render-sprite player-sprite))
+ (render-bullets (world-enemy-bullets world)
+ bullet-tileset
+ batch)
+ (render-enemies (world-enemies world)
+ enemy-tileset
+ batch)
+ (with-color font-color
+ (render-begin
+ (if display-fps?
+ fps-text
+ render-nothing)
+ score-text
+ lives-text
+ chain-text)))))
+ (with-camera scaled-camera
+ (scale resolution-scale (render-sprite framebuffer-sprite)))))
+ render-nothing)))
+
+
+;;;
+;;; Main
+;;;
+
+(add-hook! key-press-hook (lambda (key)
+ (when (eq? key 'escape)
+ (stop-game-loop))))
+
+(add-hook! window-close-hook stop-game-loop)
+
+(start-sly-repl)
+
+(enable-fonts)
+
+(with-window (make-window #:title "binarium"
+ #:resolution scaled-resolution)
+ (run-game-loop scene))
+
+;;; Local Variables:
+;;; compile-command: "../pre-inst-env guile simple.scm"
+;;; End:
diff --git a/guix.scm b/guix.scm
new file mode 100644
index 0000000..555a7bf
--- /dev/null
+++ b/guix.scm
@@ -0,0 +1,174 @@
+;;; Sly
+;;; Copyright (C) 2014, 2015 David Thompson <davet@gnu.org>
+;;;
+;;; Sly 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.
+;;;
+;;; Sly 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 this program. If not, see
+;;; <http://www.gnu.org/licenses/>.
+
+;;; Commentary:
+;;
+;; Development environment for GNU Guix.
+;;
+;; To setup the development environment, run the following:
+;;
+;; guix environment -l guix.scm
+;; ./bootstrap && ./configure \
+;; --with-libfreeimage-prefix=$(guix build freeimage) \
+;; --with-libgslcblas-prefix=$(guix build gsl)
+;;
+;; To build the development snapshot, run:
+;;
+;; guix build -f guix.scm
+;;
+;; To install the development snapshot, run:
+;;
+;; guix install -f guix.scm
+;;
+;;; Code:
+
+(use-modules (ice-9 match)
+ (srfi srfi-1)
+ (guix packages)
+ (guix licenses)
+ (guix git-download)
+ (guix build-system gnu)
+ (gnu packages)
+ (gnu packages autotools)
+ (gnu packages pkg-config)
+ (gnu packages texinfo)
+ (gnu packages guile)
+ (gnu packages gl)
+ (gnu packages sdl)
+ (gnu packages maths)
+ (gnu packages image))
+
+(define (package-with-guile p guile)
+ (package
+ (inherit p)
+ (inputs
+ (map (match-lambda
+ (("guile" _)
+ `("guile" ,guile))
+ (input input))
+ (package-inputs p)))))
+
+(define (package-with-guile-next p)
+ (package-with-guile p guile-next))
+
+(define guile-sdl2
+ (package
+ (name "guile-sdl2")
+ (version "0.1.0")
+ (source (origin
+ (method git-fetch)
+ (uri (git-reference
+ (url "git://dthompson.us/guile-sdl2.git")
+ (commit "55c4eef")))
+ (sha256
+ (base32
+ "1yckf6n2iwp5l3yz4y0rks5qbylnmfnpcxmlwl74aqyqfxd586ix"))))
+ (build-system gnu-build-system)
+ (arguments
+ '(#:configure-flags
+ (list (string-append "--with-libsdl2-prefix="
+ (assoc-ref %build-inputs "sdl2"))
+ (string-append "--with-libsdl2-image-prefix="
+ (assoc-ref %build-inputs "sdl2-image"))
+ (string-append "--with-libsdl2-ttf-prefix="
+ (assoc-ref %build-inputs "sdl2-ttf"))
+ (string-append "--with-libsdl2-mixer-prefix="
+ (assoc-ref %build-inputs "sdl2-mixer")))
+ #:make-flags '("GUILE_AUTO_COMPILE=0")
+ #:phases
+ (modify-phases %standard-phases
+ (add-after 'unpack 'bootstrap
+ (lambda _ (zero? (system* "sh" "bootstrap"))))
+ (add-after 'configure 'patch-makefile
+ (lambda _
+ ;; Install compiled Guile files in the expected place.
+ (substitute* '("Makefile")
+ (("^godir = .*$")
+ "godir = $(moddir)\n")))))))
+ (native-inputs
+ `(("autoconf" ,autoconf)
+ ("automake" ,automake)
+ ("pkg-config" ,pkg-config)))
+ (inputs
+ `(("guile" ,guile-next)
+ ("sdl2" ,sdl2)
+ ("sdl2-image" ,sdl2-image)
+ ("sdl2-mixer" ,sdl2-mixer)
+ ("sdl2-ttf" ,sdl2-ttf)))
+ (synopsis "Guile bindings for SDL2")
+ (description "Guile-sdl2 provides pure Guile Scheme bindings to the
+SDL2 C shared library via the foreign function interface.")
+ (home-page "https://git.dthompson.us/guile-sdl2.git")
+ (license lgpl3+)))
+
+(define sly
+ (package
+ (name "sly")
+ (version "0.1")
+ (source (origin
+ (method git-fetch)
+ (uri (git-reference
+ (url "git://dthompson.us/sly.git")
+ (commit "55593075e50876ee9d98508687b0408effbcc8ef")))
+ (sha256
+ (base32
+ "051x9y0isrsynjr217gd58b1r3jspd3kjl07zda8cy1nfnjmxwb6"))))
+ (build-system gnu-build-system)
+ (arguments
+ '(#:phases
+ (modify-phases %standard-phases
+ (add-after 'unpack 'bootstrap
+ (lambda _ (zero? (system* "sh" "bootstrap")))))))
+ (native-inputs
+ `(("pkg-config" ,pkg-config)
+ ("autoconf" ,autoconf)
+ ("automake" ,automake)
+ ("texinfo" ,texinfo)))
+ (propagated-inputs
+ `(("guile-sdl2" ,guile-sdl2)
+ ("guile-opengl" ,(package-with-guile-next guile-opengl))))
+ (inputs
+ `(("guile" ,guile-next)
+ ("mesa" ,mesa)))
+ (synopsis "2D/3D game engine for GNU Guile")
+ (description "Sly is a 2D/3D game engine written in Guile Scheme.
+Sly differs from most game engines in that it emphasizes functional
+reactive programming and live coding.")
+ (home-page "http://dthompson.us/pages/software/sly.html")
+ (license gpl3+)
+ (native-search-paths
+ (list (search-path-specification
+ (variable "SLY_DATADIR")
+ (files '("share/sly")))))))
+
+(package
+ (name "lisp-game-jam-spring-2016")
+ (version "0.1")
+ (source #f)
+ (build-system gnu-build-system)
+ (native-inputs
+ `(("pkg-config" ,pkg-config)
+ ("autoconf" ,autoconf)
+ ("automake" ,automake)))
+ (inputs
+ `(("guile" ,guile-next)))
+ (propagated-inputs
+ `(("sly" ,sly)))
+ (synopsis "Spring 2016 Lisp Game Jam")
+ (description "Spring 2016 Lisp Game Jam")
+ (home-page "https://git.dthompson.us/lisp-game-jam-2016-spring.git")
+ (license gpl3+))
diff --git a/pre-inst-env.in b/pre-inst-env.in
new file mode 100644
index 0000000..77d8168
--- /dev/null
+++ b/pre-inst-env.in
@@ -0,0 +1,30 @@
+#!/bin/sh
+
+# Sly
+# Copyright © 2016 David Thompson <dthompson2@worcester.edu>
+#
+# Sly 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.
+#
+# This program 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 this program. If not, see
+# <http://www.gnu.org/licenses/>.
+
+abs_top_srcdir="`cd "@abs_top_srcdir@" > /dev/null; pwd`"
+abs_top_builddir="`cd "@abs_top_builddir@" > /dev/null; pwd`"
+
+GUILE_LOAD_COMPILED_PATH="$abs_top_builddir${GUILE_LOAD_COMPILED_PATH:+:}$GUILE_LOAD_COMPILED_PATH"
+GUILE_LOAD_PATH="$abs_top_builddir:$abs_top_srcdir${GUILE_LOAD_PATH:+:}:$GUILE_LOAD_PATH"
+export GUILE_LOAD_COMPILED_PATH GUILE_LOAD_PATH
+
+PATH="$abs_top_builddir:$PATH"
+export PATH
+
+exec "$@"