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. --- lisparuga/world.scm | 606 +++++++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 605 insertions(+), 1 deletion(-) (limited to 'lisparuga/world.scm') 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 . (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* %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)) -- cgit v1.2.3