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;;;; Copyright (C) 2018 Jakob L. Kreuze, All Rights Reserved.
;;;;
;;;; This file is part of slime-the-world.
;;;;
;;;; slime-the-world 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.
;;;;
;;;; slime-the-world 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 slime-the-world. If not, see <http://www.gnu.org/licenses/>.
(local bump (require :lib.bump))
(local lume (require :lib.lume))
(local map (require :map))
(local player-sheet
{:img (love.graphics.newImage "art/swanky.png")
:orientation-offset 128
:width 24 :height 22
:padding-x 8 :padding-y 10})
(local player-animations
{:idle {:offset 0 :sustain false :frames 2}
:jump {:offset 2 :sustain true :frames 4}})
;; Returns a new player object, placed at the world coordinates, (`x', `y').
(fn make-player [x y]
{:width (. player-sheet :width)
:height (. player-sheet :height)
:goal-x-vel 128
:goal-y-vel 128
:x-pos x
:y-pos y
:x-vel 0
:y-vel 0
:orientation :right
:animation :idle
:frame 0
:grounded false
:action {:jump false
:right false
:left false}})
(fn player-turn-right [player]
(tset player :orientation :right)
(tset player :action :right true)
(tset player :action :left false)
(tset player :x-vel (/ (. player :x-vel) 2)))
(fn player-turn-left [player]
(tset player :orientation :left)
(tset player :action :left true)
(tset player :action :right false)
(tset player :x-vel (/ (. player :x-vel) 2)))
;; Returns a new camera object initially focused at the given world coordinates,
;; (`x', `y').
(fn make-camera [x y]
{:x-pos x
:y-pos y})
;; Returns a new collision map containing `player' and everything in `map'.
(fn make-collision-map [player tiles]
(let [world (bump.newWorld 32)
width (# (. tiles 1))
height (# tiles)]
(: world :add player (. player :x-pos) (. player :y-pos) (. player :width) (. player :height))
(for [x 0 (- width 1)]
(for [y 0 (- height 1)]
(let [tile (. tiles (+ 1 y) (+ 1 x))]
(when (~= :empty (. tile :type))
(: world :add tile (* x (. map :tiles :width)) (* y (. map :tiles :height)) (. map :tiles :width) (. map :tiles :height))))))
world))
(local camera (make-camera 0 0))
(local player (make-player 128 128))
(local world (map.load "sandbox"))
(local collision-map (make-collision-map player (. world :tiles)))
;; Draws the slime effect for a given orientation at the screen coordinates,
;; (`x', `y').
(fn draw-slime-decal [tile orientation x y]
(let [decal-offset (. map :slime :offsets orientation)]
(let [quad (love.graphics.newQuad (+ (. map :slime :padding-x)
(* (+ (. map :slime :width)
(. map :slime :padding-x))
decal-offset))
(. map :slime :padding-y)
(. map :slime :width)
(. map :slime :height)
(: (. map :slime :img) :getWidth)
(: (. map :slime :img) :getHeight))]
(love.graphics.draw (. map :slime :img) quad x y))))
(fn draw-slime [tile x y]
(each [orientation slimed (pairs (. tile :slimed))]
(when slimed
(draw-slime-decal tile orientation x y))))
;; Draws a single tile at the screen coordinates, (`x', `y').
(fn draw-tile [tile x y]
(let [tile-offset (. map :tiles :offsets (. tile :type))]
(let [quad (love.graphics.newQuad (+ (. map :tiles :padding-x)
(* (+ (. map :tiles :width) (. map :tiles :padding-x)) tile-offset))
(. map :tiles :padding-y)
(. map :tiles :width)
(. map :tiles :height)
(: (. map :tiles :img) :getWidth)
(: (. map :tiles :img) :getHeight))]
(love.graphics.draw (. map :tiles :img) quad x y))))
;; Drawing routine for rendering the tiles visible from a given camera offset.
(fn draw-tiles [tiles camera-x camera-y]
(let [how-many-x (+ 1 (/ screen-width (. map :tiles :width)))
how-many-y (+ 1 (/ screen-height (. map :tiles :height)))
start-x (math.floor (/ camera-x (. map :tiles :width)))
start-y (math.floor (/ camera-y (. map :tiles :height)))
width (# (. tiles 1))
height (# tiles)]
(for [x-offset 0 how-many-x]
(for [y-offset 0 how-many-y]
(when (and (and (>= (+ start-x x-offset) 0) (< (+ start-x x-offset) width))
(and (>= (+ start-y y-offset) 0) (< (+ start-y y-offset) height)))
(let [tile (. tiles (+ start-y y-offset 1) (+ start-x x-offset 1))
x (- (* x-offset (. map :tiles :width)) (% camera-x (. map :tiles :width)))
y (- (* y-offset (. map :tiles :height)) (% camera-y (. map :tiles :height)))]
(when (~= :empty (. tile :type))
(draw-tile tile x y)
(draw-slime tile x y))))))))
;; Draws from a given sprite sheet, `sheet' to the screen coordinates (`x', `y')
;; with the given animation parameters.
(fn draw-sprite [sheet animation-offset frame orientation x y]
(let [x-offset (+ (. sheet :padding-x)
(* frame (+ (. sheet :width) (. sheet :padding-x)))
(if (= orientation :right) 0 (. sheet :orientation-offset)))
y-offset (+ (. sheet :padding-y)
(* animation-offset (+ (. sheet :height) (. sheet :padding-y))))]
(let [quad (love.graphics.newQuad x-offset
y-offset
(. sheet :width)
(. sheet :height)
(: (. sheet :img) :getWidth)
(: (. sheet :img) :getHeight))]
(love.graphics.draw (. sheet :img) quad x y))))
(fn draw [message]
(love.graphics.clear 1 1 1)
(draw-tiles (. world :tiles) (. camera :x-pos) (. camera :y-pos))
(let [x (- (. player :x-pos) (. camera :x-pos))
y (- (. player :y-pos) (. camera :y-pos))
animation-offset (. player-animations (. player :animation) :offset)]
(draw-sprite player-sheet
animation-offset
(. player :frame)
(. player :orientation)
x
y)))
(fn update [dt set-mode]
(local gravity 128)
(local camera-lock-goal-x (math.floor (- (/ screen-width 2)
(/ (. player-sheet :width) 2))))
(local camera-lock-goal-y (math.floor (- (/ screen-height 2)
(/ (. player-sheet :height) 2))))
;; Update animations.
;; TODO
;; Update camera.
(tset camera :x-pos (lume.lerp (. camera :x-pos)
(- (. player :x-pos) camera-lock-goal-x) (* 4 dt)))
(tset camera :y-pos (lume.lerp (. camera :y-pos)
(- (. player :y-pos) camera-lock-goal-x) (* 4 dt)))
;; Lock camera so that it doesn't go out of bounds.
(when (> 0 (. camera :x-pos))
(tset camera :x-pos 0))
(when (> 0 (. camera :y-pos))
(tset camera :y-pos 0))
(let [max-x (- (* (. map :tiles :width) (. world :width)) screen-width)]
(when (>= (. camera :x-pos) max-x)
(tset camera :x-pos max-x)))
(let [max-y (- (* (. map :tiles :height) (. world :height)) screen-height)]
(when (>= (. camera :y-pos) max-y)
(tset camera :y-pos max-y)))
;; Update the the player's velocities to reflect controls.
(let [goal-x-vel (if (. player :action :right) (. player :goal-x-vel)
(. player :action :left) (- (. player :goal-x-vel))
0)]
(tset player :x-vel (lume.lerp (. player :x-vel) goal-x-vel dt)))
(when (and (. player :action :jump) (. player :grounded))
(tset player :y-vel (- (. player :y-vel) (. player :goal-y-vel))))
;; Update the y-velocity to reflect gravity.
(if (and (. player :grounded) (not (. player :action :jump)))
(tset player :y-vel 0)
(tset player :y-vel (+ (. player :y-vel) (* gravity dt))))
;; Perform collision detection and update the player's position accordingly.
(let [goal-x (+ (. player :x-pos) (* dt (. player :x-vel)))
goal-y (+ (. player :y-pos) (* dt (. player :y-vel)))]
(let [(x y collisions length) (: collision-map :move player goal-x goal-y)]
(tset player :x-pos x)
(tset player :y-pos y)
(tset player :grounded false)
(each [_ collision (ipairs collisions)]
(let [tile (. collision :other)]
;; Touching top.
(when (> 0 (. collision :normal :y))
(tset tile :slimed :top true)
(tset player :grounded true))
;; Touching bottom.
(when (< 0 (. collision :normal :y))
(tset tile :slimed :bottom true))
;; Touching left.
(when (> 0 (. collision :normal :x))
(tset tile :slimed :left true))
;; Touching right.
(when (< 0 (. collision :normal :x))
(tset tile :slimed :right true)))))))
(fn keypressed [key set-mode]
(when (= key "right")
(player-turn-right player))
(when (= key "left")
(player-turn-left player))
(when (= key "z")
(tset player :action :jump true)))
(fn keyreleased [key set-mode]
(when (= key "right")
(tset player :action :right false))
(when (= key "left")
(tset player :action :left false))
(when (= key "z")
(tset player :action :jump false)))
{:draw draw
:update update
:keypressed keypressed
:keyreleased keyreleased}
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