2015-10-20 15:36:37 +00:00
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#lang prospect
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2015-10-23 17:08:20 +00:00
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(require racket/set)
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(require racket/match)
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2015-10-22 21:04:17 +00:00
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(require prospect/drivers/timer)
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2015-10-22 21:59:31 +00:00
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(require plot/utils) ;; for vector utilities
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2015-10-23 17:08:20 +00:00
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(require prospect-gl/2d)
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2015-10-22 21:04:17 +00:00
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2015-10-23 17:09:32 +00:00
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;; Layers:
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;;
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;; - External I/O
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;; as arranged by prospect-gl/2d
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;; including keyboard events, interface to rendering, and frame timing
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;;
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;; - Ground
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;; corresponds to computer itself
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;; device drivers
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;; applications (e.g. in this instance, the game)
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;;
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;; - Game
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;; running application
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;; per-game state, such as score and count-of-deaths
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;; process which spawns levels
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;; regular frame ticker
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;;
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;; - Level
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;; model of the game world
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;; actors represent entities in the world, mostly
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;; misc actors do physicsish things
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;;
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;; ## Common Data Definitions
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;;
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;; A Vec is a (vector Number Number)
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;; A Point is a (vector Number Number)
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;; (See vector functions in plot/utils)
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;;
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;; ## Ground Layer Protocols
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;;
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;; - Scene Management
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;; - assertion: ScrollOffset
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;; - role: SceneManager
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;; Displays the scene backdrop and adjusts display coordinates via ScrollOffset.
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;;
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;; A ScrollOffset is a (scroll-offset Vec), indicating the vector to *subtract*
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;; from world coordinates to get device coordinates.
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;;
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;; ## Game Layer Protocols
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;;
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;; - Scoring
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;; - message: AddToScore
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;; - assertion: CurrentScore
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;; - role: ScoreKeeper
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;; Maintains the score as private state.
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;; Publishes the score using a CurrentScore.
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;; Responds to AddToScore by updating the score.
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;;
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;; - Level Spawning
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;; - assertion: LevelRunning
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;; - message: LevelCompleted
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;; - role: LevelSpawner
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;; Maintains the current level number as private state.
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;; Spawns a new Level when required.
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;; Monitors LevelRunning - when it drops, the level is over.
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;; Receives LevelCompleted messages. If LevelRunning drops without
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;; a LevelCompleted having arrived, the level ended in failure and
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;; should be restarted. If LevelComplete arrived before LevelRunning
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;; dropped, the level was completed successfully, and the next level
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;; should be presented.
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;; - role: Level
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;; Running level instance. Maintains LevelRunning while it's still
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;; going. Sends LevelCompleted if the player successfully completed
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;; the level.
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;;
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;; An AddToScore is an (add-to-score Number), a message
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;; which signals a need to add the given number to the player's
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;; current score.
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;;
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;; A CurrentScore is a (current-score Number), an assertion
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;; indicating the player's current score.
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;;
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;; A LevelRunning is a (level-running), an assertion indicating that the
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;; current level is still in progress.
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;;
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;; A LevelCompleted is a (level-completed), a message indicating that
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;; the current level was *successfully* completed before it terminated.
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;;
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;; ## Level Layer Protocols
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;;
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;; - Movement and Physics
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;; - message: JumpRequest
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;; - assertion: Impulse
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;; - assertion: Velocity
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;; - assertion: Position
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;; - assertion: Massive
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;; - assertion: Attribute
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;; - assertion: InitialPosition
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;; - role: PhysicsEngine
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;; Maintains positions, velocities and accelerations of all GamePieces.
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;; Uses InitialPosition to place a piece at its creation.
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;; Publishes Velocity and Position to match.
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;; Listens to FrameDescription, using it to advance the simulation.
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;; Takes Impulses as the baseline for moving GamePieces around.
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;; For Massive GamePieces, applies gravitational acceleration.
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;; Computes collisions between GamePieces.
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;; Uses Attributed Aspects of GamePieces to decide what to do in response.
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;; Sometimes, this involves sending Damage.
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;; Responds to JumpRequest by checking whether the named piece is in a
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;; jumpable location, and sets its upward velocity negative if so.
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;; Consumer of LevelSize to figure out regions where, if a GamePiece
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;; crosses into them, Damage should be dealt to the piece.
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;; When the player touches a goal, sends LevelCompleted one layer out and
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;; then kills the world. When the player vanishes from the board, kills
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;; the world.
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;; - role: GamePiece
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;; Maintains private state. Asserts Impulse to move around, asserts Massive
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;; and Attribute as required, asserts InitialPosition to get things
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;; started. May issue JumpRequests at any time. Represents both the player,
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;; enemies, the goal(s), and platforms and blocks in the environment.
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;; Asserts a Sprite two layers out to render itself.
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;;
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;; - Player State
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;; - message: Damage
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;; - assertion: Health
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;; - role: Player
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;; Maintains hitpoints, which it reflects using Health.
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;; Responds to Damage.
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;; When hitpoints drop low enough, removes the player from the board.
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;;
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;; - World State
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;; - assertion: LevelSize
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;; - role: DisplayControl
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;; Maintains a LevelSize assertion.
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;; Observes the Position of the player, and computes and maintains a
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;; ScrollOffset two layers out, to match.
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;;
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;; An ID is a Symbol; the special symbol 'player indicates the player's avatar.
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;; Gensyms from (gensym 'enemy) name enemies, etc.
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;;
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;; A JumpRequest is a (jump-request ID), a message indicating a *request* to jump,
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;; not necessarily honoured by the physics engine.
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;;
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;; An Impulse is an (impulse ID Vec), an assertion indicating a contribution to
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;; the net *requested* velocity of the given gamepiece.
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;;
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;; A Velocity is a (velocity ID Vec), an assertion describing the net *actual*
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;; velocity of the named gamepiece.
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;;
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;; A Position is a (position ID Point), an assertion describing the current actual
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;; position of the named gamepiece.
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;;
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;; A Massive is a (massive ID), an assertion noting that the named gamepiece
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;; should be subject to the effects of gravity.
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;;
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;; An Attribute is an (attribute ID Aspect), an assertion describing some aspect of
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;; the named gamepiece
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;;
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;; An Aspect is either
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;; - 'player - the named piece is a player avatar
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;; - 'enemy - the named piece is an enemy
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;; - 'solid - the named piece can be stood on / jumped from
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;; - 'goal - the named piece, if touched, causes the level to
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;; End The Game In Victory
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;;
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;; An InitialPosition is an (initial-position ID Point), an assertion specifying
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;; not only the *existence* but also the initial position (in World coordinates)
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;; of the named gamepiece.
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;;
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;; A Damage is a (damage ID Number), a message indicating an event that should
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;; consume the given number of health points of the named gamepiece.
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;;
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;; A Health is a (health ID Number), an assertion describing the current hitpoints
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;; of the named gamepiece.
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;;
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;; A LevelSize is a (level-size Vec), an assertion describing the right-hand and
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;; bottom edges of the level canvas (in World coordinates).
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;;
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;; -----------
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;; Interaction Diagrams (to be refactored into the description later)
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;;
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;; ================================================================================
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;;
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;; title Jump Sequence
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;;
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;; Player -> Physics: (jump 'player)
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;; note right of Physics: Considers the request.
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;; note right of Physics: Denied -- Player is not on a surface.
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;;
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;; Player -> Physics: (jump 'player)
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;; note right of Physics: Considers the request.
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;; note right of Physics: Accepted.
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;; note right of Physics: Updates velocity, position
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;; Physics -> Subscribers: (vel 'player ...)
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;; Physics -> Subscribers: (pos 'player ...)
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;;
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;;
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;; ================================================================================
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;;
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;; title Display Control Updates
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;;
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;; Physics -> DisplayCtl: (pos 'player ...)
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;; note right of DisplayCtl: Compares player pos to level size
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;; DisplayCtl -> Subscribers: (at-meta (at-meta (scroll-offset ...)))
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;;
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;; ================================================================================
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;;
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;; title Movement Sequence
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;;
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;; Moveable -> Physics: (massive ID)
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;; Moveable -> Physics: (attr ID ...)
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;; Moveable -> Physics: (impulse ID vec)
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;; note right of Physics: Processes simulation normally
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;; Physics -> Subscribers: (pos ID ...)
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;; Physics -> Subscribers: (vel ID ...)
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;;
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;; ================================================================================
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;;
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;; title Keyboard Interpretation
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;;
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;; Keyboard -> Player: (press right-arrow)
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;; Player -->> Physics: assert (impulse ID (vec DX 0))
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;;
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;; note right of Physics: Processes simulation normally
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;;
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;; Keyboard -> Player: (press left-arrow)
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;; Player -->> Physics: assert (impulse ID (vec 0 0))
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;;
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;; Keyboard -> Player: (release right-arrow)
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;; Player -->> Physics: assert (impulse ID (vec -DX 0))
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;;
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;; Keyboard -> Player: (press space)
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;; Player -> Physics: (jump)
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2015-10-20 15:36:37 +00:00
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2015-10-22 21:04:17 +00:00
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;;---------------------------------------------------------------------------
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2015-10-22 21:59:31 +00:00
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;; Keyboard and Display
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2015-10-22 21:04:17 +00:00
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;; A KeyStateChangeEvent is either
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;; - (key-press KeyEvent) ;; from 2htdp
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;; - (key-release KeyEvent)
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;; signalling a key state change.
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(struct key-press (key) #:prefab)
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(struct key-release (key) #:prefab)
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2015-10-22 21:59:31 +00:00
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;; A ScreenSize is a (screen-size Vec), indicating the size of the device.
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(struct screen-size (vec) #:prefab)
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;; The canvas here both delivers keyboard events and serves as a
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;; display medium.
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(define game-canvas%
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(class canvas%
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(init-field key-handler)
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(super-new)
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(define/override (on-char event)
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(match (send event get-key-code)
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['release (key-handler (key-release (send event get-key-release-code)))]
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[other (key-handler (key-press other))]))))
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;; Construct, show and return a game-canvas%.
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;; Keypresses will result in ground-messages.
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(define (make-frame width height)
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(parameterize ((current-eventspace (make-eventspace)))
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(define frame (new frame%
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[label "Prospect Platformer"]
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[width width]
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[height height]))
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(define canvas
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(new game-canvas%
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[parent frame]
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[key-handler send-ground-message]))
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(send canvas focus)
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(send frame show #t)
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canvas))
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2015-10-22 21:04:17 +00:00
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;; -> KeyboardIntegrator
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(define (spawn-keyboard-driver)
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(spawn (lambda (e s)
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...)
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(void)
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(sub (
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))
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2015-10-22 21:59:31 +00:00
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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2015-10-22 21:04:17 +00:00
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(spawn-timer-driver)
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(spawn-keyboard-driver)
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2015-10-22 21:59:31 +00:00
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;;(spawn-display-driver)
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(let ((canvas (make-frame 600 400)))
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;; Retrieve the actual displayed size of the canvas, which differs
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;; from the requested frame size because of window chrome etc.
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(define the-screen-size
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(let-values (((x-max y-max) (send canvas get-client-size)))
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(screen-size (vector x-max y-max))))
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(define the-dc (send canvas get-dc))
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;;
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;; So equipped, we may spawn the renderer.
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(spawn-renderer the-screen-size the-dc))
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