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authorDavid Thompson <dthompson2@worcester.edu>2016-05-15 20:37:18 -0400
committerDavid Thompson <dthompson2@worcester.edu>2016-05-15 20:37:18 -0400
commite495b361e0e9ac5f723928c9e626320ae5e26716 (patch)
tree6b1a532c8ddedce945f2444fa793de192190509a /lisparuga/world.scm
parent2fce9e80092c28b51d2d8795ca04fecb43aed277 (diff)
Factor out all game model code into the relevant modules.
Diffstat (limited to 'lisparuga/world.scm')
-rw-r--r--lisparuga/world.scm606
1 files changed, 605 insertions, 1 deletions
diff --git a/lisparuga/world.scm b/lisparuga/world.scm
index 6c7b431..6a65630 100644
--- a/lisparuga/world.scm
+++ b/lisparuga/world.scm
@@ -15,8 +15,17 @@
;;; along with Lisparuga. If not, see <http://www.gnu.org/licenses/>.
(define-module (lisparuga world)
+ #:use-module (ice-9 match)
+ #:use-module (srfi srfi-1)
+ #:use-module (srfi srfi-11)
#:use-module (sly actor)
+ #:use-module (sly math)
+ #:use-module (sly math rect)
+ #:use-module (sly math vector)
#:use-module (sly records)
+ #:use-module (lisparuga bullets)
+ #:use-module (lisparuga enemies)
+ #:use-module (lisparuga explosions)
#:use-module (lisparuga player)
#:use-module (lisparuga stats)
#:use-module (lisparuga utils)
@@ -28,7 +37,19 @@
world-player-bullets
world-enemies
world-enemy-bullets
- world-explosions))
+ world-explosions
+ add-player-bullets
+ player-shoot
+ add-enemy-bullets
+ add-enemy-bullet
+ enemy-shoot
+ final-wave?
+ game-over?
+ game-won?
+ game-intro?
+ update-world
+ world-eval
+ %default-world))
(define-record-type* <world>
%make-world make-world
@@ -40,3 +61,586 @@
(enemies world-enemies '())
(enemy-bullets world-enemy-bullets '())
(explosions world-explosions '()))
+
+(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 (add-enemy-bullets world bullets)
+ (make-world #:inherit world
+ #:enemy-bullets
+ (append bullets (world-enemy-bullets world))))
+
+(define (add-enemy-bullet world bullet)
+ (make-world #:inherit world
+ #:enemy-bullets
+ (cons bullet (world-enemy-bullets world))))
+
+(define (enemy-shoot world enemy type speed aim-offset)
+ (let* ((position (enemy-position enemy))
+ (bullet (make-actor (make-bullet #:type type
+ #:polarity (match type
+ ((or 'small-light
+ 'large-light)
+ 'light)
+ ((or 'small-dark
+ 'large-dark)
+ 'dark))
+ #:position position
+ #:direction (+ (enemy-aim enemy)
+ aim-offset))
+ (forever (forward speed)))))
+ (add-enemy-bullet world bullet)))
+
+
+;;;
+;;; Collision detection
+;;;
+
+(define (keep-bullet? bullet)
+ (and (bullet-live? bullet)
+ (bullet-in-bounds? bullet)))
+
+(define (enemy/player-collision? enemy player)
+ (rect-intersects? (enemy-world-hitbox enemy)
+ (player-world-hitbox player)))
+
+(define (enemy/bullet-collision? enemy bullet)
+ (rect-intersects? (enemy-world-hitbox enemy)
+ (bullet-world-hitbox bullet)))
+
+(define (player/bullet-polarity-eq? player bullet)
+ (eq? (player-polarity player) (bullet-polarity bullet)))
+
+(define (player/bullet-collision? player bullet)
+ (rect-intersects? (if (player/bullet-polarity-eq? player bullet)
+ (player-world-absorb-hitbox player)
+ (player-world-hitbox player))
+ (bullet-world-hitbox bullet)))
+
+(define (collide-enemies-and-bullets enemies player-bullets stats time)
+ (define (collide enemy bullets stats explosions)
+ (let loop ((bullets bullets)
+ (prev-bullets '())
+ (stats stats))
+ (match bullets
+ (()
+ (values enemy (reverse prev-bullets) stats explosions))
+ ((bullet . rest)
+ (if (enemy/bullet-collision? (actor-ref enemy) (actor-ref bullet))
+ (let* ((new-enemy (call-with-actor enemy
+ (lambda (enemy)
+ (damage-enemy enemy
+ (actor-ref bullet)
+ time))))
+ (new-enemy* (actor-ref new-enemy)))
+ (values new-enemy
+ ;; Remove bullet.
+ (append (reverse prev-bullets) rest)
+ (if (enemy-alive? new-enemy*)
+ stats
+ ;; Enemy killed, add to player score and
+ (add-to-chain new-enemy*
+ (add-to-score new-enemy* stats)))
+ (if (enemy-alive? new-enemy*)
+ explosions
+ ;; Add new explosion.
+ (cons (make-explosion #:type 'regular
+ #:position (enemy-position
+ new-enemy*)
+ #:time time)
+ explosions))))
+ (loop rest (cons bullet prev-bullets) stats))))))
+
+ (let loop ((enemies enemies)
+ (new-enemies '())
+ (bullets player-bullets)
+ (explosions '())
+ (stats stats))
+ (match enemies
+ (()
+ (values (reverse new-enemies) bullets stats explosions))
+ ((enemy . rest)
+ (let-values (((new-enemy bullets stats explosions)
+ (collide enemy bullets stats explosions)))
+ (loop rest
+ (if (enemy-alive? (actor-ref new-enemy))
+ (cons new-enemy new-enemies)
+ new-enemies)
+ bullets
+ explosions
+ stats))))))
+
+(define (collide-player-and-enemies player enemies stats time)
+ (let loop ((enemies enemies))
+ (match enemies
+ (()
+ (values player stats '()))
+ ((enemy . rest)
+ (if (enemy/player-collision? (actor-ref enemy) (actor-ref player))
+ (let* ((invincible? (player-invincible? (actor-ref player) time))
+ (new-player (if invincible?
+ player
+ (call-with-actor player
+ (lambda (player)
+ (kill-player player time)))))
+ (position (player-position (actor-ref player)))
+ (explosion (make-explosion #:type 'player
+ #:position position
+ #:time time)))
+ (values new-player
+ (if invincible?
+ stats
+ (decrement-life stats))
+ (list explosion)))
+ (loop rest))))))
+
+(define (collide-player-and-bullets player enemy-bullets stats time)
+ (let loop ((bullets enemy-bullets)
+ (new-bullets '()))
+ (match bullets
+ (()
+ (values player (reverse new-bullets) stats '()))
+ ((bullet . rest)
+ (let* ((b (actor-ref bullet))
+ (p (actor-ref player)))
+ (if (player/bullet-collision? p b)
+ (let* ((hit? (not (or (player-invincible? p time)
+ (player/bullet-polarity-eq? p b))))
+ (new-player (if hit?
+ (call-with-actor player
+ (lambda (player)
+ (kill-player player time)))
+ player))
+ (position (player-position p))
+ (explosion (make-explosion #:type 'player
+ #:position position
+ #:time time)))
+ (values new-player
+ (append (reverse new-bullets) rest)
+ (if hit? (decrement-life stats) stats)
+ (if hit? (list explosion) '())))
+ (loop rest (cons bullet new-bullets))))))))
+
+
+;;;
+;;; Game world simulation
+;;;
+
+(define (final-wave? world)
+ (= (length (world-waves world)) 1))
+
+(define (game-over? world)
+ (zero? (stats-lives (world-stats world))))
+
+(define (game-won? world)
+ (and (null? (world-waves world))
+ (null? (world-enemies world))
+ (not (game-over? world))))
+
+(define (game-intro? world)
+ (not (world-waves world)))
+
+(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 time)
+ (let*-values
+ (((game-over?) (game-over? world))
+ ((game-won?) (game-won? world))
+ ((effects new-player)
+ (if game-over?
+ (values '() (world-player world))
+ (update-player '() world)))
+ ((effects new-enemies) (update-enemies effects world))
+ ((effects new-player-bullets)
+ (if game-over?
+ (values effects '())
+ (update-bullets effects world (world-player-bullets world))))
+ ((effects new-enemy-bullets)
+ (update-bullets effects world (world-enemy-bullets world)))
+ ((stats) (world-stats world))
+ ((new-enemies new-player-bullets new-stats explosions1)
+ ;; Don't allow enemies to be killed after the game has been
+ ;; lost because that would lead to strange things.
+ (if game-over?
+ (values new-enemies new-player-bullets stats '())
+ (collide-enemies-and-bullets new-enemies new-player-bullets
+ stats time)))
+ ;; Move to the next wave, if needed.
+ ((new-enemies new-waves)
+ (let ((waves (world-waves world)))
+ (cond
+ ((not waves)
+ (values new-enemies #f))
+ ((null? waves)
+ (values new-enemies '()))
+ ((null? new-enemies)
+ (values (car waves) (cdr waves)))
+ (else
+ (values new-enemies waves)))))
+ ((new-player new-enemy-bullets new-stats explosions2)
+ ;; Don't collide when the game has been won or lost.
+ (if (or game-over? game-won?)
+ (values new-player new-enemy-bullets new-stats '())
+ (collide-player-and-bullets new-player new-enemy-bullets
+ new-stats time)))
+ ((new-player new-stats explosions3)
+ ;; Don't collide when the game has been lost. By definition
+ ;; their are no enemies when the game is won, so we don't have
+ ;; to worry about that case.
+ (if game-over?
+ (values new-player new-stats '())
+ (collide-player-and-enemies new-player new-enemies
+ new-stats time)))
+ ((new-explosions)
+ (filter (lambda (explosion)
+ (explosion-active? explosion time))
+ (append explosions1
+ explosions2
+ explosions3
+ (world-explosions world)))))
+ (apply-effects effects
+ (make-world #:player new-player
+ #:player-bullets new-player-bullets
+ #:enemies new-enemies
+ #:enemy-bullets new-enemy-bullets
+ #:waves new-waves
+ #:stats new-stats
+ #:explosions new-explosions))))
+
+(define (world-eval exp world)
+ (match exp
+ (('null) world)
+ (('tick time)
+ (update-world world time))
+ (('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?)))))
+ (('player-toggle-polarity)
+ (make-world #:inherit world
+ #:player (call-with-actor (world-player world)
+ toggle-polarity)))
+ (('restart restart?)
+ (if (and restart?
+ (or (game-over? world)
+ (game-won? world)
+ (game-intro? world)))
+ (make-world #:inherit %default-world
+ #:waves %waves)
+ world))))
+
+(define player-shoot* (action-effect-lift player-shoot))
+(define place-enemy* (action-lift place-enemy))
+(define move-enemy* (action-lift move-enemy))
+(define aim-enemy* (action-lift aim-enemy))
+(define enemy-shoot* (action-effect-lift enemy-shoot))
+
+(define %default-player
+ (make-actor (make-player)
+ (forever
+ (both (repeat 3 (player-forward %player-speed))
+ (whena player-shooting? (player-shoot*))))))
+
+(define (make-pincer polarity position action)
+ (make-actor (make-enemy #:position position
+ #:health 40
+ #:polarity polarity
+ #:type (match polarity
+ ('light 'pincer-light)
+ ('dark 'pincer-dark)))
+ action))
+
+(define (make-popcorn polarity position action)
+ (make-actor (make-enemy #:position position
+ #:health 1
+ #:polarity polarity
+ #:type (match polarity
+ ('light 'popcorn-light)
+ ('dark 'popcorn-dark)))
+ action))
+
+(define %hard-spiral
+ (let* ((v (vector2 .8 0))
+ (bullet-speed 0.6)
+ (interval 15)
+ (shoot (together
+ (wait 2)
+ (aim-enemy* (/ pi 32))
+ (enemy-shoot* 'large-light bullet-speed 0)
+ (enemy-shoot* 'large-dark (/ bullet-speed 2) pi))))
+ (forever
+ (sequence
+ (repeat interval (together (move-enemy* v) shoot))
+ (repeat interval (together (move-enemy* (v- v)) shoot))
+ (repeat interval (together (move-enemy* (v- v)) shoot))
+ (repeat interval (together (move-enemy* v) shoot))))))
+
+(define (move-linear offset duration)
+ (repeat duration
+ (move-enemy*
+ (v* offset (/ 1.0 duration)))))
+
+(define hard-pincer
+ (let ((start (vector2 -60 120)))
+ (make-pincer 'light start
+ (sequence (move-linear (v- (vector2 30 120) start) 90)
+ %hard-spiral))))
+
+(define (make-medium-wave polarity)
+ (list (let ((start (vector2 -60 120)))
+ (make-pincer polarity start
+ (sequence (move-linear (v- (vector2 30 120) start) 90)
+ %hard-spiral)))
+ (let ((start (vector2 180 120)))
+ (make-pincer polarity start
+ (sequence (move-linear (v- (vector2 90 120) start) 90)
+ %hard-spiral)))
+ (let ((start (vector2 -30 140)))
+ (make-pincer polarity start
+ (sequence (move-linear (v- (vector2 60 140) start) 90)
+ %hard-spiral)))))
+
+(define (polarity-not polarity)
+ (if (eq? polarity 'light)
+ 'dark
+ 'light))
+
+(define (make-easy-wave polarity bullet-speed)
+ (define (bullet-type* polarity)
+ (match polarity
+ ('light 'small-light)
+ ('dark 'small-dark)))
+
+ (define sweep-size 16)
+ (define theta (/ pi/2 sweep-size))
+
+ (define (action polarity)
+ (define bullet-speed*
+ (if (eq? polarity 'dark)
+ bullet-speed
+ (* bullet-speed 1.5)))
+
+ (sequence
+ (wait (if (eq? polarity 'dark) 60 0))
+ (aim-enemy* (if (eq? polarity 'dark)
+ (* 5/4 pi)
+ (* 7/4 pi)))
+ (forever
+ (sequence
+ (repeat sweep-size
+ (sequence
+ (wait 10)
+ (enemy-shoot* (bullet-type* polarity) bullet-speed* 0)
+ (aim-enemy* (if (eq? polarity 'dark) theta (- theta)))))
+ (move-linear (vector2 10 10) 10)
+ (wait 60)
+ (repeat sweep-size
+ (sequence
+ (wait 10)
+ (enemy-shoot* (bullet-type* polarity) bullet-speed* 0)
+ (aim-enemy* (if (eq? polarity 'dark) (- theta) theta))))
+ (move-linear (vector2 -10 -10) 10)
+ (wait 60)))))
+
+ (define (enemy polarity start)
+ (make-popcorn polarity start
+ (sequence
+ (wait (if (eq? polarity 'dark) 30 0))
+ (move-linear (vector2 0 -120) 90)
+ (action polarity))))
+
+ (list (enemy polarity (vector2 20 200))
+ (enemy polarity (vector2 20 220))
+ (enemy polarity (vector2 20 240))
+ (enemy (polarity-not polarity) (vector2 40 200))
+ (enemy (polarity-not polarity) (vector2 40 220))
+ (enemy (polarity-not polarity) (vector2 40 240))
+ (enemy polarity (vector2 60 200))
+ (enemy polarity (vector2 60 220))
+ (enemy polarity (vector2 60 240))
+ (enemy (polarity-not polarity) (vector2 80 200))
+ (enemy (polarity-not polarity) (vector2 80 220))
+ (enemy (polarity-not polarity) (vector2 80 240))
+ (enemy polarity (vector2 100 200))
+ (enemy polarity (vector2 100 220))
+ (enemy polarity (vector2 100 240))))
+
+(define (make-intro-wave make-enemy* polarity1 polarity2 polarity3 bullet-speed)
+ (define (bullet-type* polarity)
+ (match polarity
+ ('light 'small-light)
+ ('dark 'small-dark)))
+
+ (define (action polarity)
+ (let ((shoot (repeat 8
+ (sequence
+ (enemy-shoot* (bullet-type* polarity)
+ bullet-speed
+ (* 0.125 pi))
+ (enemy-shoot* (bullet-type* polarity)
+ bullet-speed
+ 0)
+ (enemy-shoot* (bullet-type* polarity)
+ bullet-speed
+ (* -0.125 pi)))))
+ (theta (/ pi 16)))
+ (sequence
+ (aim-enemy* (* 1.5 pi))
+ (forever
+ (sequence
+ shoot
+ (aim-enemy* theta)
+ shoot
+ (aim-enemy* theta)
+ shoot
+ (aim-enemy* (- theta))
+ shoot
+ (aim-enemy* (- theta))
+ shoot
+ (aim-enemy* (- theta))
+ shoot
+ (aim-enemy* (- theta))
+ shoot
+ (aim-enemy* theta)
+ shoot
+ (aim-enemy* theta))))))
+
+ (define (enemy polarity start)
+ (make-enemy* polarity start
+ (sequence
+ (move-linear (vector2 0 -120) 90)
+ (action polarity))))
+
+ (list (enemy polarity1 (vector2 20 250))
+ (enemy polarity2 (vector2 60 250))
+ (enemy polarity3 (vector2 100 250))))
+
+(define (make-final-wave)
+ (define popcorn-bullet-speed 1)
+
+ (define shoot-down-light
+ (sequence
+ (aim-enemy* (* 1.5 pi))
+ (forever
+ (sequence
+ (move-linear (vector2 5 0) 5)
+ (repeat 20
+ (sequence
+ (enemy-shoot* 'small-light popcorn-bullet-speed 0)
+ (wait 3)))
+ (move-linear (vector2 -5 0) 5)
+ (wait 150)))))
+
+ (define shoot-down-dark
+ (sequence
+ (aim-enemy* (* 1.5 pi))
+ (forever
+ (sequence
+ (move-linear (vector2 -5 0) 5)
+ (repeat 20
+ (sequence
+ (enemy-shoot* 'small-dark popcorn-bullet-speed 0)
+ (wait 3)))
+ (move-linear (vector2 5 0) 5)
+ (wait 150)))))
+
+ (define popcorn-start-height 225)
+
+ (define (make-popcorn* polarity n x)
+ (make-popcorn polarity
+ (vector2 x (+ popcorn-start-height (* 16 n)))
+ (sequence
+ (move-linear (vector2 0 -120) 90)
+ (wait (* 60 n))
+ (if (eq? polarity 'light)
+ shoot-down-light
+ shoot-down-dark))))
+
+ (define (make-pincer* polarity x)
+ (define bullet-type*
+ (if (eq? polarity 'light)
+ 'large-light
+ 'large-dark))
+
+ (define speed (if (eq? polarity 'light) .6 .4))
+
+ (make-pincer polarity
+ (vector2 x 200)
+ (sequence
+ (move-linear (vector2 0 -110) 80)
+ (forever
+ (sequence
+ (enemy-shoot* 'large-light speed 0)
+ (enemy-shoot* 'large-dark speed (* .25 pi))
+ (enemy-shoot* 'large-light speed (* .5 pi))
+ (enemy-shoot* 'large-dark speed (* .75 pi))
+ (enemy-shoot* 'large-light speed pi)
+ (enemy-shoot* 'large-dark speed (* 1.25 pi))
+ (enemy-shoot* 'large-light speed (* 1.5 pi))
+ (enemy-shoot* 'large-dark speed (* 1.75 pi))
+ (aim-enemy* (/ pi 32))
+ (wait 6))))))
+
+ (append
+ (list (make-pincer* 'light 20)
+ (make-pincer* 'dark 60)
+ (make-pincer* 'light 100))
+ (concatenate
+ (list-tabulate 8
+ (lambda (n)
+ (let ((x (+ 8 (* 15 n)))
+ (polarity (if (even? n) 'light 'dark)))
+ (list (make-popcorn* polarity 0 x)
+ (make-popcorn* (polarity-not polarity) 1 x)
+ (make-popcorn* polarity 2 x))))))))
+
+(define %waves
+ (list (make-intro-wave make-popcorn 'light 'light 'light 1)
+ (make-intro-wave make-popcorn 'dark 'dark 'dark 1)
+ (make-intro-wave make-popcorn 'light 'light 'light 3)
+ (make-intro-wave make-popcorn 'dark 'dark 'dark 3)
+ (make-easy-wave 'light 1)
+ (make-easy-wave 'dark 1)
+ (make-easy-wave 'light 2)
+ (make-easy-wave 'dark 2)
+ (make-intro-wave make-pincer 'light 'dark 'light 1.2)
+ (make-intro-wave make-pincer 'dark 'light 'dark 1.2)
+ (make-medium-wave 'light)
+ (make-medium-wave 'dark)
+ (make-final-wave)))
+
+(define %default-world
+ (make-world #:player %default-player))