From e495b361e0e9ac5f723928c9e626320ae5e26716 Mon Sep 17 00:00:00 2001 From: David Thompson Date: Sun, 15 May 2016 20:37:18 -0400 Subject: Factor out all game model code into the relevant modules. --- game.scm | 786 --------------------------------------------------------------- 1 file changed, 786 deletions(-) (limited to 'game.scm') diff --git a/game.scm b/game.scm index 2c9f257..d4df021 100644 --- a/game.scm +++ b/game.scm @@ -37,792 +37,6 @@ (lisparuga utils) (lisparuga world)) - -;;; -;;; Model -;;; - -(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 player-attack 1) - - -;;; -;;; Enemies -;;; - -(define (enemy-dead? enemy) - (zero? (enemy-health enemy))) - -(define (enemy-alive? enemy) - (> (enemy-health enemy) 0)) - -(define (damage-enemy enemy bullet time) - (make-enemy #:inherit enemy - #:last-hit-time time - #:health (max 0 - (- (enemy-health enemy) - (if (eq? (enemy-polarity enemy) - (bullet-polarity bullet)) - player-attack - ;; Bullets of opposite polarity - ;; deal double damage. - (* player-attack 2)))))) - - -;;; -;;; Player -;;; - -(define (kill-player player time) - (make-player #:inherit player #:last-death-time time)) - -(define player-invincible-time (* 4 60)) - -(define (player-invincible? player time) - (let ((last-death (player-last-death-time player))) - (and last-death - (negative? - (- time (+ last-death player-invincible-time)))))) - -(define (toggle-polarity player) - (make-player #:inherit player - #:polarity (if (eq? (player-polarity player) 'light) - 'dark - 'light))) - - -;;; -;;; Bullets -;;; - -(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 5))) - -(define player-bullet-direction (/ pi 2)) - -(define (make-player-bullet player offset) - (make-actor (make-bullet #:position (v+ (player-position player) offset) - #:type (match (player-polarity player) - ('light 'player-light) - ('dark 'player-dark)) - #: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 (place-enemy enemy position) - (make-enemy #:inherit enemy - #:position position)) - -(define (move-enemy enemy offset) - (make-enemy #:inherit enemy - #:position (v+ (enemy-position enemy) offset))) - -(define (aim-enemy enemy offset) - (make-enemy #:inherit enemy - #:aim (+ (enemy-aim enemy) offset))) - -(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 (simple-enemy-bullet position direction speed) - (make-actor (make-bullet #:type 'small-light - #:position position - #:direction direction) - (forever (forward speed)))) - -(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))) - -(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 (explosion-active? explosion current-time) - (< (- current-time (explosion-time explosion)) 15)) - - -;;; -;;; Stats -;;; - -(define (decrement-life stats) - (make-stats #:inherit stats - #:lives (max 0 (1- (stats-lives stats))))) - -(define max-chain-multiplier 10) - -(define (add-to-score enemy stats) - ;; TODO: Award different points for different types of enemies. - (make-stats #:inherit stats - #:score (+ (stats-score stats) - 1000 ; base kill points - ;; Chain multiplier. - (* 255 - (min (stats-chain stats) - max-chain-multiplier))))) - -(define (add-to-chain enemy stats) - (let* ((enemy-polarity (enemy-polarity enemy)) - (chain-polarity (stats-chain-type stats)) - (progress (stats-chain-progress stats))) - (cond - ((or (zero? progress) (= progress 3)) - (make-stats #:inherit stats - #:chain-type enemy-polarity - #:chain-progress 1)) - ((not (eq? enemy-polarity chain-polarity)) - (make-stats #:inherit stats - #:chain-type #f - #:chain-progress 0 - #:chain 0)) - ((= progress 1) - (make-stats #:inherit stats - #:chain-progress 2)) - ((= progress 2) - (make-stats #:inherit stats - #:chain-progress 3 - #:chain (1+ (stats-chain stats))))))) - - -;;; -;;; Collision detection -;;; - -(define (player-world-hitbox player) - (rect-move (player-hitbox player) (player-position player))) - -(define (player-world-absorb-hitbox player) - (rect-move (player-absorb-hitbox player) (player-position player))) - -(define (enemy-world-hitbox enemy) - (rect-move (enemy-hitbox enemy) (enemy-position enemy))) - -(define (bullet-world-hitbox bullet) - (rect-move (bullet-hitbox bullet) (bullet-position 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 (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 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 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 (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)) - ;;; ;;; Controller -- cgit v1.2.3