lisp-game-jam/game.scm
nephryte 4613bf58f3 Testing arrow key controls
Co-authored-by: TakeV <TakeV-Lambda@users.noreply.github.com>
2024-05-18 00:31:31 -04:00

374 lines
14 KiB
Scheme

;;; Copyright (C) 2024 David Thompson <dave@spritely.institute>
;;;
;;; Licensed under the Apache License, Version 2.0 (the "License");
;;; you may not use this file except in compliance with the License.
;;; You may obtain a copy of the License at
;;;
;;; http://www.apache.org/licenses/LICENSE-2.0
;;;
;;; Unless required by applicable law or agreed to in writing, software
;;; distributed under the License is distributed on an "AS IS" BASIS,
;;; WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
;;; See the License for the specific language governing permissions and
;;; limitations under the License.
;;; Commentary:
;;;
;;; Example game showing off several common game programming things.
;;;
;;; Code:
(import (scheme base)
(scheme inexact)
(hoot debug)
(hoot ffi)
(hoot hashtables)
(hoot match)
(dom canvas)
(dom document)
(dom element)
(dom event)
(dom image)
(dom media)
(dom window)
(math)
(math rect)
(math vector))
;; Data types
(define-record-type <brick-type>
(make-brick-type image points)
brick-type?
(image brick-type-image)
(points brick-type-points))
(define-record-type <brick>
(make-brick type hitbox)
brick?
(type brick-type)
(hitbox brick-hitbox)
(broken? brick-broken? set-brick-broken!))
(define-record-type <ball>
(make-ball velocity hitbox)
ball?
(velocity ball-velocity)
(hitbox ball-hitbox))
(define-record-type <paddle>
(make-paddle velocity hitbox)
paddle?
(velocity paddle-velocity)
(hitbox paddle-hitbox))
(define-record-type <level>
(make-level state bricks ball paddle score move-left? move-right? move-up? move-down?)
level?
(state level-state set-level-state!) ; play, win, lose
(bricks level-bricks)
(ball level-ball)
(paddle level-paddle)
(score level-score set-level-score!)
(move-left? level-move-left? set-level-move-left!)
(move-right? level-move-right? set-level-move-right!)
(move-up? level-move-up? set-level-move-up!)
(move-down? level-move-down? set-level-move-up!))
;; Assets
(define image:paddle (make-image "assets/images/paddle.png"))
(define image:ball (make-image "assets/images/ball.png"))
(define image:brick-red (make-image "assets/images/brick-red.png"))
(define image:brick-green (make-image "assets/images/brick-green.png"))
(define image:brick-blue (make-image "assets/images/brick-blue.png"))
(define audio:brick (make-audio "assets/sounds/brick.wav"))
(define audio:paddle (make-audio "assets/sounds/paddle.wav"))
;; Game data
(define game-width 640.0)
(define game-height 480.0)
(define brick-width 64.0)
(define brick-height 32.0)
(define ball-width 22.0)
(define ball-height 22.0)
(define paddle-width 104.0)
(define paddle-height 24.0)
(define paddle-speed 6.0)
(define brick:red (make-brick-type image:brick-red 10))
(define brick:green (make-brick-type image:brick-green 20))
(define brick:blue (make-brick-type image:brick-blue 30))
(define (make-brick* type x y)
(make-brick type (make-rect x y brick-width brick-height)))
(define (make-brick-grid types)
(let* ((h (vector-length types))
(w (vector-length (vector-ref types 0)))
(offset-x (/ (- game-width (* w brick-width)) 2.0))
(offset-y 48.0)
(bricks (make-vector (* w h))))
(do ((y 0 (+ y 1)))
((= y h))
(let ((row (vector-ref types y)))
(do ((x 0 (+ x 1)))
((= x w))
(vector-set! bricks (+ (* y w) x)
(make-brick* (vector-ref row x)
(+ offset-x (* x brick-width))
(+ offset-y (* y brick-height)))))))
bricks))
(define (make-level-1)
(make-level 'play
(make-brick-grid
(vector
(vector brick:red brick:green brick:blue brick:red brick:green brick:blue brick:red brick:green)
(vector brick:green brick:blue brick:red brick:green brick:blue brick:red brick:green brick:blue)
(vector brick:blue brick:red brick:green brick:blue brick:red brick:green brick:blue brick:red)
(vector brick:red brick:green brick:blue brick:red brick:green brick:blue brick:red brick:green)
(vector brick:green brick:blue brick:red brick:green brick:blue brick:red brick:green brick:blue)
(vector brick:blue brick:red brick:green brick:blue brick:red brick:green brick:blue brick:red)))
(make-ball (vec2 1.0 3.0)
(make-rect (/ game-width 2.0) (/ game-height 2.0)
ball-width ball-height))
(make-paddle (vec2 0.0 0.0)
(make-rect (- (/ game-width 2.0)
(/ paddle-width 2.0))
(- game-height paddle-height 8.0)
paddle-width paddle-height))
0 #f #f #f #f))
;; Game state
(define *level* (make-level-1))
(define (level-clear? level)
(let ((bricks (level-bricks level)))
(let loop ((i 0))
(if (< i (vector-length bricks))
(if (brick-broken? (vector-ref bricks i))
(loop (+ i 1))
#f)
#t))))
(define (win! level)
(set-level-state! level 'win))
(define (lose! level)
(set-level-state! level 'lose))
(define (update-paddle-velocity! level)
(let ((speed (* paddle-speed
(+ (if (level-move-left? level) -1.0 0.0)
(if (level-move-right? level) 1.0 0.0)
(if (level-move-up? level) 0.0 1.0)
(if (level-move-down? level) 0.0 -1.0)))))
(set-vec2-x! (paddle-velocity (level-paddle level)) speed)))
(define (speed-up-ball! ball)
(let* ((v (ball-velocity ball))
(speed (+ (vec2-magnitude v) (* (random) 0.1)))
;; Also change its angle slightly. Not the proper Breakout
;; behavior but I don't want to write the code for that. :)
(dir (+ (atan (vec2-y v) (vec2-x v))
(- (* (random) 0.5) 0.25))))
(set-vec2-x! v (* (cos dir) speed))
(set-vec2-y! v (* (sin dir) speed))))
(define (reflect-ball! ball x? y?)
(let ((v (ball-velocity ball)))
(when x? (set-vec2-x! v (- (vec2-x v))))
(when y? (set-vec2-y! v (- (vec2-y v))))))
(define (collide-ball! ball hitbox)
(let ((b-hitbox (ball-hitbox ball)))
(and (rect-intersects? b-hitbox hitbox)
(let ((overlap (rect-clip b-hitbox hitbox)))
;; Resolve collision by adjusting the ball's position the
;; minimum amount along the X or Y axis.
(if (< (rect-width overlap) (rect-height overlap))
(begin
(reflect-ball! ball #t #f)
(if (= (rect-x b-hitbox) (rect-x overlap))
(set-rect-x! b-hitbox (+ (rect-x b-hitbox) (rect-width overlap)))
(set-rect-x! b-hitbox (- (rect-x b-hitbox) (rect-width overlap)))))
(begin
(reflect-ball! ball #f #t)
(if (= (rect-y b-hitbox) (rect-y overlap))
(set-rect-y! b-hitbox (+ (rect-y b-hitbox) (rect-height overlap)))
(set-rect-y! b-hitbox (- (rect-y b-hitbox) (rect-height overlap))))))))))
(define dt (/ 1000.0 60.0)) ; aim for updating at 60Hz
(define (update)
(match (level-state *level*)
('play
(let* ((bricks (level-bricks *level*))
(ball (level-ball *level*))
(b-velocity (ball-velocity ball))
(b-hitbox (ball-hitbox ball))
(paddle (level-paddle *level*))
(p-velocity (paddle-velocity paddle))
(p-hitbox (paddle-hitbox paddle))
(score (level-score *level*)))
;; Move ball and paddle
(set-rect-x! b-hitbox (+ (rect-x b-hitbox) (vec2-x b-velocity)))
(set-rect-y! b-hitbox (+ (rect-y b-hitbox) (vec2-y b-velocity)))
;; We only move the paddle along the x-axis.
(set-rect-x! p-hitbox
(clamp (+ (rect-x p-hitbox) (vec2-x p-velocity))
0.0
(- game-width paddle-width)))
;; Collide ball against walls, bricks, and paddle.
(cond
((< (rect-x b-hitbox) 0.0) ; left wall
(set-rect-x! b-hitbox 0.0)
(reflect-ball! ball #t #f))
((> (+ (rect-x b-hitbox) (rect-width b-hitbox)) game-width) ; right wall
(set-rect-x! b-hitbox (- game-width (rect-width b-hitbox)))
(reflect-ball! ball #t #f))
((< (rect-y b-hitbox) 0.0) ; top wall
(set-rect-y! b-hitbox 0.0)
(reflect-ball! ball #f #t))
((> (+ (rect-y b-hitbox) (rect-height b-hitbox)) game-height) ; bottom wall
(lose! *level*))
((collide-ball! ball (paddle-hitbox paddle))
(media-play audio:paddle)
(speed-up-ball! ball))
(else
(let loop ((i 0) (hit? #f))
(if (< i (vector-length bricks))
(let ((brick (vector-ref bricks i)))
(if (and (not (brick-broken? brick))
(collide-ball! ball (brick-hitbox brick)))
(begin
(media-play audio:brick)
(speed-up-ball! ball)
(set-brick-broken! brick #t)
(set-level-score! *level*
(+ (level-score *level*)
(brick-type-points (brick-type brick))))
(loop (+ i 1) #t))
(loop (+ i 1) hit?)))
;; Maybe change to win state if all bricks are broken.
(when (and hit? (level-clear? *level*))
(win! *level*))))))))
(_ #t))
(timeout update-callback dt))
(define update-callback (procedure->external update))
;; Rendering
(define number->string*
(let ((cache (make-eq-hashtable))) ; assuming fixnums only
(lambda (x)
(or (hashtable-ref cache x)
(let ((str (number->string x)))
(hashtable-set! cache x str)
str)))))
(define (draw prev-time)
(let ((bricks (level-bricks *level*))
(ball (level-ball *level*))
(paddle (level-paddle *level*))
(score (level-score *level*)))
;; Draw background
(set-fill-color! context "#140c1c")
(fill-rect context 0.0 0.0 game-width game-height)
;; Draw bricks
(do ((i 0 (+ i 1)))
((= i (vector-length bricks)))
(let* ((brick (vector-ref bricks i))
(type (brick-type brick))
(hitbox (brick-hitbox brick)))
(unless (brick-broken? brick)
(draw-image context (brick-type-image type)
0.0 0.0
brick-width brick-height
(rect-x hitbox) (rect-y hitbox)
brick-width brick-height))))
;; Draw paddle
(let ((w 104.0)
(h 24.0)
(hitbox (paddle-hitbox paddle)))
(draw-image context image:paddle
0.0 0.0 w h
(rect-x hitbox) (rect-y hitbox) w h))
;; Draw ball
(let ((w 22.0)
(h 22.0)
(hitbox (ball-hitbox ball)))
(draw-image context image:ball
0.0 0.0 w h
(rect-x hitbox) (rect-y hitbox) w h))
;; Print score
(set-fill-color! context "#ffffff")
(set-font! context "bold 24px monospace")
(set-text-align! context "left")
(fill-text context "SCORE:" 16.0 36.0)
(fill-text context (number->string* score) 108.0 36.0)
(match (level-state *level*)
('win
(set-text-align! context "center")
(fill-text context "YAY YOU DID IT!!!" (/ game-width 2.0) (/ game-height 2.0)))
('lose
(set-text-align! context "center")
(fill-text context "OH NO, GAME OVER :(" (/ game-width 2.0) (/ game-height 2.0)))
(_ #t)))
(request-animation-frame draw-callback))
(define draw-callback (procedure->external draw))
;; Input
(define key:left "ArrowLeft")
(define key:right "ArrowRight")
(define key:up "ArrowUp")
(define key:down "ArrowDown")
(define key:confirm "Enter")
(define (on-key-down event)
(let ((key (keyboard-event-code event)))
(match (level-state *level*)
('play
(cond
((string=? key key:left)
(set-level-move-left! *level* #t)
(update-paddle-velocity! *level*))
((string=? key key:right)
(set-level-move-right! *level* #t)
(update-paddle-velocity! *level*))
((string=? key key:up)
(set-level-move-up! *level* #t)
(update-paddle-velocity! *level*))
((string=? key key:down)
(set-level-move-down! *level* #t)
(update-paddle-velocity! *level*))))
((or 'win 'lose)
(when (string=? key key:confirm)
(set! *level* (make-level-1)))))))
(define (on-key-up event)
(let ((key (keyboard-event-code event)))
(match (level-state *level*)
('play
(cond
((string=? key key:left)
(set-level-move-left! *level* #f)
(update-paddle-velocity! *level*))
((string=? key key:right)
(set-level-move-right! *level* #f)
(update-paddle-velocity! *level*))
((string=? key key:up)
(set-level-move-up! *level* #f)
(update-paddle-velocity! *level*))
((string=? key key:down)
(set-level-move-down! *level* #f)
(update-paddle-velocity! *level*))))
(_ #t))))
;; Canvas and event loop setup
(define canvas (get-element-by-id "canvas"))
(define context (get-context canvas "2d"))
(set-element-width! canvas (exact game-width))
(set-element-height! canvas (exact game-height))
(add-event-listener! (current-document) "keydown"
(procedure->external on-key-down))
(add-event-listener! (current-document) "keyup"
(procedure->external on-key-up))
(request-animation-frame draw-callback)
(timeout update-callback dt)