4613bf58f3
Co-authored-by: TakeV <TakeV-Lambda@users.noreply.github.com>
374 lines
14 KiB
Scheme
374 lines
14 KiB
Scheme
;;; Copyright (C) 2024 David Thompson <dave@spritely.institute>
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;;;
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;;; Licensed under the Apache License, Version 2.0 (the "License");
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;;; you may not use this file except in compliance with the License.
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;;; You may obtain a copy of the License at
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;;;
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;;; http://www.apache.org/licenses/LICENSE-2.0
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;;;
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;;; Unless required by applicable law or agreed to in writing, software
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;;; distributed under the License is distributed on an "AS IS" BASIS,
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;;; WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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;;; See the License for the specific language governing permissions and
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;;; limitations under the License.
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;;; Commentary:
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;;;
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;;; Example game showing off several common game programming things.
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;;;
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;;; Code:
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(import (scheme base)
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(scheme inexact)
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(hoot debug)
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(hoot ffi)
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(hoot hashtables)
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(hoot match)
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(dom canvas)
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(dom document)
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(dom element)
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(dom event)
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(dom image)
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(dom media)
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(dom window)
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(math)
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(math rect)
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(math vector))
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;; Data types
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(define-record-type <brick-type>
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(make-brick-type image points)
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brick-type?
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(image brick-type-image)
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(points brick-type-points))
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(define-record-type <brick>
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(make-brick type hitbox)
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brick?
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(type brick-type)
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(hitbox brick-hitbox)
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(broken? brick-broken? set-brick-broken!))
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(define-record-type <ball>
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(make-ball velocity hitbox)
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ball?
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(velocity ball-velocity)
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(hitbox ball-hitbox))
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(define-record-type <paddle>
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(make-paddle velocity hitbox)
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paddle?
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(velocity paddle-velocity)
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(hitbox paddle-hitbox))
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(define-record-type <level>
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(make-level state bricks ball paddle score move-left? move-right? move-up? move-down?)
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level?
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(state level-state set-level-state!) ; play, win, lose
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(bricks level-bricks)
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(ball level-ball)
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(paddle level-paddle)
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(score level-score set-level-score!)
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(move-left? level-move-left? set-level-move-left!)
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(move-right? level-move-right? set-level-move-right!)
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(move-up? level-move-up? set-level-move-up!)
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(move-down? level-move-down? set-level-move-up!))
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;; Assets
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(define image:paddle (make-image "assets/images/paddle.png"))
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(define image:ball (make-image "assets/images/ball.png"))
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(define image:brick-red (make-image "assets/images/brick-red.png"))
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(define image:brick-green (make-image "assets/images/brick-green.png"))
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(define image:brick-blue (make-image "assets/images/brick-blue.png"))
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(define audio:brick (make-audio "assets/sounds/brick.wav"))
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(define audio:paddle (make-audio "assets/sounds/paddle.wav"))
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;; Game data
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(define game-width 640.0)
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(define game-height 480.0)
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(define brick-width 64.0)
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(define brick-height 32.0)
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(define ball-width 22.0)
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(define ball-height 22.0)
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(define paddle-width 104.0)
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(define paddle-height 24.0)
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(define paddle-speed 6.0)
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(define brick:red (make-brick-type image:brick-red 10))
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(define brick:green (make-brick-type image:brick-green 20))
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(define brick:blue (make-brick-type image:brick-blue 30))
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(define (make-brick* type x y)
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(make-brick type (make-rect x y brick-width brick-height)))
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(define (make-brick-grid types)
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(let* ((h (vector-length types))
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(w (vector-length (vector-ref types 0)))
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(offset-x (/ (- game-width (* w brick-width)) 2.0))
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(offset-y 48.0)
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(bricks (make-vector (* w h))))
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(do ((y 0 (+ y 1)))
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((= y h))
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(let ((row (vector-ref types y)))
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(do ((x 0 (+ x 1)))
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((= x w))
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(vector-set! bricks (+ (* y w) x)
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(make-brick* (vector-ref row x)
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(+ offset-x (* x brick-width))
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(+ offset-y (* y brick-height)))))))
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bricks))
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(define (make-level-1)
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(make-level 'play
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(make-brick-grid
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(vector
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(vector brick:red brick:green brick:blue brick:red brick:green brick:blue brick:red brick:green)
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(vector brick:green brick:blue brick:red brick:green brick:blue brick:red brick:green brick:blue)
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(vector brick:blue brick:red brick:green brick:blue brick:red brick:green brick:blue brick:red)
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(vector brick:red brick:green brick:blue brick:red brick:green brick:blue brick:red brick:green)
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(vector brick:green brick:blue brick:red brick:green brick:blue brick:red brick:green brick:blue)
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(vector brick:blue brick:red brick:green brick:blue brick:red brick:green brick:blue brick:red)))
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(make-ball (vec2 1.0 3.0)
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(make-rect (/ game-width 2.0) (/ game-height 2.0)
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ball-width ball-height))
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(make-paddle (vec2 0.0 0.0)
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(make-rect (- (/ game-width 2.0)
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(/ paddle-width 2.0))
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(- game-height paddle-height 8.0)
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paddle-width paddle-height))
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0 #f #f #f #f))
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;; Game state
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(define *level* (make-level-1))
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(define (level-clear? level)
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(let ((bricks (level-bricks level)))
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(let loop ((i 0))
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(if (< i (vector-length bricks))
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(if (brick-broken? (vector-ref bricks i))
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(loop (+ i 1))
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#f)
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#t))))
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(define (win! level)
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(set-level-state! level 'win))
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(define (lose! level)
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(set-level-state! level 'lose))
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(define (update-paddle-velocity! level)
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(let ((speed (* paddle-speed
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(+ (if (level-move-left? level) -1.0 0.0)
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(if (level-move-right? level) 1.0 0.0)
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(if (level-move-up? level) 0.0 1.0)
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(if (level-move-down? level) 0.0 -1.0)))))
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(set-vec2-x! (paddle-velocity (level-paddle level)) speed)))
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(define (speed-up-ball! ball)
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(let* ((v (ball-velocity ball))
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(speed (+ (vec2-magnitude v) (* (random) 0.1)))
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;; Also change its angle slightly. Not the proper Breakout
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;; behavior but I don't want to write the code for that. :)
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(dir (+ (atan (vec2-y v) (vec2-x v))
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(- (* (random) 0.5) 0.25))))
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(set-vec2-x! v (* (cos dir) speed))
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(set-vec2-y! v (* (sin dir) speed))))
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(define (reflect-ball! ball x? y?)
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(let ((v (ball-velocity ball)))
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(when x? (set-vec2-x! v (- (vec2-x v))))
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(when y? (set-vec2-y! v (- (vec2-y v))))))
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(define (collide-ball! ball hitbox)
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(let ((b-hitbox (ball-hitbox ball)))
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(and (rect-intersects? b-hitbox hitbox)
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(let ((overlap (rect-clip b-hitbox hitbox)))
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;; Resolve collision by adjusting the ball's position the
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;; minimum amount along the X or Y axis.
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(if (< (rect-width overlap) (rect-height overlap))
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(begin
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(reflect-ball! ball #t #f)
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(if (= (rect-x b-hitbox) (rect-x overlap))
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(set-rect-x! b-hitbox (+ (rect-x b-hitbox) (rect-width overlap)))
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(set-rect-x! b-hitbox (- (rect-x b-hitbox) (rect-width overlap)))))
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(begin
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(reflect-ball! ball #f #t)
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(if (= (rect-y b-hitbox) (rect-y overlap))
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(set-rect-y! b-hitbox (+ (rect-y b-hitbox) (rect-height overlap)))
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(set-rect-y! b-hitbox (- (rect-y b-hitbox) (rect-height overlap))))))))))
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(define dt (/ 1000.0 60.0)) ; aim for updating at 60Hz
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(define (update)
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(match (level-state *level*)
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('play
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(let* ((bricks (level-bricks *level*))
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(ball (level-ball *level*))
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(b-velocity (ball-velocity ball))
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(b-hitbox (ball-hitbox ball))
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(paddle (level-paddle *level*))
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(p-velocity (paddle-velocity paddle))
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(p-hitbox (paddle-hitbox paddle))
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(score (level-score *level*)))
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;; Move ball and paddle
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(set-rect-x! b-hitbox (+ (rect-x b-hitbox) (vec2-x b-velocity)))
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(set-rect-y! b-hitbox (+ (rect-y b-hitbox) (vec2-y b-velocity)))
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;; We only move the paddle along the x-axis.
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(set-rect-x! p-hitbox
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(clamp (+ (rect-x p-hitbox) (vec2-x p-velocity))
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0.0
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(- game-width paddle-width)))
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;; Collide ball against walls, bricks, and paddle.
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(cond
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((< (rect-x b-hitbox) 0.0) ; left wall
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(set-rect-x! b-hitbox 0.0)
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(reflect-ball! ball #t #f))
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((> (+ (rect-x b-hitbox) (rect-width b-hitbox)) game-width) ; right wall
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(set-rect-x! b-hitbox (- game-width (rect-width b-hitbox)))
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(reflect-ball! ball #t #f))
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((< (rect-y b-hitbox) 0.0) ; top wall
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(set-rect-y! b-hitbox 0.0)
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(reflect-ball! ball #f #t))
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((> (+ (rect-y b-hitbox) (rect-height b-hitbox)) game-height) ; bottom wall
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(lose! *level*))
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((collide-ball! ball (paddle-hitbox paddle))
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(media-play audio:paddle)
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(speed-up-ball! ball))
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(else
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(let loop ((i 0) (hit? #f))
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(if (< i (vector-length bricks))
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(let ((brick (vector-ref bricks i)))
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(if (and (not (brick-broken? brick))
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(collide-ball! ball (brick-hitbox brick)))
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(begin
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(media-play audio:brick)
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(speed-up-ball! ball)
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(set-brick-broken! brick #t)
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(set-level-score! *level*
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(+ (level-score *level*)
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(brick-type-points (brick-type brick))))
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(loop (+ i 1) #t))
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(loop (+ i 1) hit?)))
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;; Maybe change to win state if all bricks are broken.
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(when (and hit? (level-clear? *level*))
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(win! *level*))))))))
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(_ #t))
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(timeout update-callback dt))
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(define update-callback (procedure->external update))
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;; Rendering
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(define number->string*
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(let ((cache (make-eq-hashtable))) ; assuming fixnums only
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(lambda (x)
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(or (hashtable-ref cache x)
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(let ((str (number->string x)))
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(hashtable-set! cache x str)
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str)))))
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(define (draw prev-time)
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(let ((bricks (level-bricks *level*))
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(ball (level-ball *level*))
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(paddle (level-paddle *level*))
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(score (level-score *level*)))
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;; Draw background
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(set-fill-color! context "#140c1c")
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(fill-rect context 0.0 0.0 game-width game-height)
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;; Draw bricks
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(do ((i 0 (+ i 1)))
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((= i (vector-length bricks)))
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(let* ((brick (vector-ref bricks i))
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(type (brick-type brick))
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(hitbox (brick-hitbox brick)))
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(unless (brick-broken? brick)
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(draw-image context (brick-type-image type)
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0.0 0.0
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brick-width brick-height
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(rect-x hitbox) (rect-y hitbox)
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brick-width brick-height))))
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;; Draw paddle
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(let ((w 104.0)
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(h 24.0)
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(hitbox (paddle-hitbox paddle)))
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(draw-image context image:paddle
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0.0 0.0 w h
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(rect-x hitbox) (rect-y hitbox) w h))
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;; Draw ball
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(let ((w 22.0)
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(h 22.0)
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(hitbox (ball-hitbox ball)))
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(draw-image context image:ball
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0.0 0.0 w h
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(rect-x hitbox) (rect-y hitbox) w h))
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;; Print score
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(set-fill-color! context "#ffffff")
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(set-font! context "bold 24px monospace")
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(set-text-align! context "left")
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(fill-text context "SCORE:" 16.0 36.0)
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(fill-text context (number->string* score) 108.0 36.0)
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(match (level-state *level*)
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('win
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(set-text-align! context "center")
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(fill-text context "YAY YOU DID IT!!!" (/ game-width 2.0) (/ game-height 2.0)))
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('lose
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(set-text-align! context "center")
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(fill-text context "OH NO, GAME OVER :(" (/ game-width 2.0) (/ game-height 2.0)))
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(_ #t)))
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(request-animation-frame draw-callback))
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(define draw-callback (procedure->external draw))
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;; Input
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(define key:left "ArrowLeft")
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(define key:right "ArrowRight")
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(define key:up "ArrowUp")
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(define key:down "ArrowDown")
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(define key:confirm "Enter")
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(define (on-key-down event)
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(let ((key (keyboard-event-code event)))
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(match (level-state *level*)
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('play
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(cond
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((string=? key key:left)
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(set-level-move-left! *level* #t)
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(update-paddle-velocity! *level*))
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((string=? key key:right)
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(set-level-move-right! *level* #t)
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(update-paddle-velocity! *level*))
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((string=? key key:up)
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(set-level-move-up! *level* #t)
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(update-paddle-velocity! *level*))
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((string=? key key:down)
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(set-level-move-down! *level* #t)
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(update-paddle-velocity! *level*))))
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((or 'win 'lose)
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(when (string=? key key:confirm)
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(set! *level* (make-level-1)))))))
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(define (on-key-up event)
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(let ((key (keyboard-event-code event)))
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(match (level-state *level*)
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('play
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(cond
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((string=? key key:left)
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(set-level-move-left! *level* #f)
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(update-paddle-velocity! *level*))
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((string=? key key:right)
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(set-level-move-right! *level* #f)
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(update-paddle-velocity! *level*))
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((string=? key key:up)
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(set-level-move-up! *level* #f)
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(update-paddle-velocity! *level*))
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((string=? key key:down)
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(set-level-move-down! *level* #f)
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(update-paddle-velocity! *level*))))
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(_ #t))))
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;; Canvas and event loop setup
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(define canvas (get-element-by-id "canvas"))
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(define context (get-context canvas "2d"))
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(set-element-width! canvas (exact game-width))
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(set-element-height! canvas (exact game-height))
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(add-event-listener! (current-document) "keydown"
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(procedure->external on-key-down))
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(add-event-listener! (current-document) "keyup"
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(procedure->external on-key-up))
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(request-animation-frame draw-callback)
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(timeout update-callback dt)
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