diff --git a/examples/platformer/hll-main.rkt b/examples/platformer/hll-main.rkt new file mode 100644 index 0000000..cf128e6 --- /dev/null +++ b/examples/platformer/hll-main.rkt @@ -0,0 +1,827 @@ +#lang syndicate/actor + +(require 2htdp/image) +(require 2htdp/planetcute) + +(require racket/set) +(require plot/utils) ;; for vector utilities + +(require (only-in racket/string string-prefix?)) +(require (only-in racket/gui/base play-sound)) + +(require/activate syndicate/drivers/timer) + +(require syndicate-gl/2d) +(module+ main (current-ground-dataspace (2d-dataspace #:width 600 #:height 400))) + +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; +;; Layers: +;; +;; - External I/O +;; as arranged by syndicate-gl/2d +;; including keyboard events, interface to rendering, and frame timing +;; +;; - Ground +;; corresponds to computer itself +;; device drivers +;; applications (e.g. in this instance, the game) +;; +;; - Game +;; running application +;; per-game state, such as score and count-of-deaths +;; process which spawns levels +;; regular frame ticker +;; +;; - Level +;; model of the game world +;; actors represent entities in the world, mostly +;; misc actors do physicsish things +;; + +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; +;; ## Common Data Definitions +;; +;; A Vec is a (vector Number Number) +;; A Point is a (vector Number Number) +;; (See vector functions in plot/utils) + +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; +;; ## Ground Layer Protocols + +;;------------------------------------------------------------------------- +;; ### Scene Management +;; - assertion: ScrollOffset +;; - assertion: OnScreenDisplay +;; - role: SceneManager +;; Displays the scene backdrop and adjusts display coordinates via ScrollOffset. +;; +;; A ScrollOffset is a (scroll-offset Vec), indicating the vector to *subtract* +;; from world coordinates to get device coordinates. +(struct scroll-offset (vec) #:transparent) +;; +;; An OnScreenDisplay is an (on-screen-display Number Number (Seal Image)), +;; representing an item to display in a fixed window-relative position +;; above the scrolled part of the scene. If the coordinates are +;; positive, they measure right/down from the left/top of the image; +;; if negative, they measure left/up from the right/bottom. +(struct on-screen-display (x y sealed-image) #:transparent) + +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; +;; ## Game Layer Protocols + +;;------------------------------------------------------------------------- +;; ### Scoring +;; - message: AddToScore +;; - assertion: CurrentScore +;; - role: ScoreKeeper +;; Maintains the score as private state. +;; Publishes the score using a CurrentScore. +;; Responds to AddToScore by updating the score. +;; +;; An AddToScore is an (add-to-score Number), a message +;; which signals a need to add the given number to the player's +;; current score. +(struct add-to-score (delta) #:transparent) +;; +;; A CurrentScore is a (current-score Number), an assertion +;; indicating the player's current score. +(struct current-score (value) #:transparent) + +;;------------------------------------------------------------------------- +;; ### Level Spawning +;; - assertion: LevelRunning +;; - message: LevelCompleted +;; - role: LevelSpawner +;; Maintains the current level number as private state. +;; Spawns a new Level when required. +;; Monitors LevelRunning - when it drops, the level is over. +;; Receives LevelCompleted messages. If LevelRunning drops without +;; a LevelCompleted having arrived, the level ended in failure and +;; should be restarted. If LevelComplete arrived before LevelRunning +;; dropped, the level was completed successfully, and the next level +;; should be presented. +;; - role: Level +;; Running level instance. Maintains LevelRunning while it's still +;; going. Sends LevelCompleted if the player successfully completed +;; the level. +;; +;; A LevelRunning is a (level-running), an assertion indicating that the +;; current level is still in progress. +(struct level-running () #:transparent) +;; +;; A LevelCompleted is a (level-completed), a message indicating that +;; the current level was *successfully* completed before it terminated. +(struct level-completed () #:transparent) + +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; +;; ## Level Layer Protocols + +;;------------------------------------------------------------------------- +;; ### Movement and Physics +;; - message: JumpRequest +;; - assertion: Impulse +;; - assertion: Position +;; - assertion: GamePieceConfiguration +;; - assertion: Touching +;; - role: PhysicsEngine +;; Maintains positions, velocities and accelerations of all GamePieces. +;; Uses GamePieceConfiguration for global properties of pieces. +;; Publishes Position to match. +;; Listens to FrameDescription, using it to advance the simulation. +;; Considers only mobile GamePieces for movement. +;; Takes Impulses as the baseline for moving GamePieces around. +;; For massive mobile GamePieces, applies gravitational acceleration. +;; Computes collisions between GamePieces. +;; Uses Attributes of GamePieces to decide what to do in response to collisions. +;; For 'touchable GamePieces, a Touching row is asserted. +;; Responds to JumpRequest by checking whether the named piece is in a +;; jumpable location, and sets its upward velocity negative if so. +;; - role: GamePiece +;; Maintains private state. Asserts Impulse to move around, +;; and GamePieceConfiguration to get things started. May issue +;; JumpRequests at any time. Represents both the player, +;; enemies, the goal(s), and platforms and blocks in the +;; environment. Asserts a Sprite two layers out to render +;; itself. +;; +;; An ID is a Symbol; the special symbol 'player indicates the player's avatar. +;; Gensyms from (gensym 'enemy) name enemies, etc. +;; +;; A JumpRequest is a (jump-request ID), a message indicating a *request* to jump, +;; not necessarily honoured by the physics engine. +(struct jump-request (id) #:transparent) +;; +;; An Impulse is an (impulse ID Vec), an assertion indicating a contribution to +;; the net *requested* velocity of the given gamepiece. +(struct impulse (id vec) #:transparent) +;; +;; A Position is a (position ID Point Vec), an assertion describing +;; the current actual top-left corner and (physics-related, not +;; necessarily graphics-related) size of the named gamepiece. +(struct position (id top-left size) #:transparent) +;; +;; An Attribute is either +;; - 'player - the named piece is a player avatar +;; - 'touchable - the named piece reacts to the player's touch +;; - 'solid - the named piece can be stood on / jumped from +;; - 'mobile - the named piece is not fixed in place +;; - 'massive - the named piece is subject to effects of gravity +;; (it is an error to be 'massive but not 'mobile) +;; +;; A GamePieceConfiguration is a +;; - (game-piece-configuration ID Point Vec (Set Attribute)) +;; an assertion specifying not only the *existence* of a named +;; gamepiece, but also its initial position and size and a collection +;; of its Attributes. +(struct game-piece-configuration (id initial-position size attributes) #:transparent) +;; +;; A Touching is a +;; - (touching ID ID Side) +;; an assertion indicating that the first ID is touching the second on +;; the named side of the second ID. +(struct touching (a b side) #:transparent) +;; +;; A Side is either 'top, 'left, 'right, 'bottom or the special value +;; 'mid, indicating an unknown or uncomputable side. + +(define (game-piece-has-attribute? g attr) + (set-member? (game-piece-configuration-attributes g) attr)) + +;;------------------------------------------------------------------------- +;; ### Player State +;; - message: Damage +;; - assertion: Health +;; - role: Player +;; Maintains hitpoints, which it reflects using Health. +;; Responds to Damage. +;; When hitpoints drop low enough, removes the player from the board. +;; +;; A Damage is a (damage ID Number), a message indicating an event that should +;; consume the given number of health points of the named gamepiece. +(struct damage (id hit-points) #:transparent) +;; +;; A Health is a (health ID Number), an assertion describing the current hitpoints +;; of the named gamepiece. +(struct health (id hit-points) #:transparent) + +;;------------------------------------------------------------------------- +;; ### World State +;; - assertion: LevelSize +;; - role: DisplayControl +;; Maintains a LevelSize assertion. +;; Observes the Position of the player, and computes and maintains a +;; ScrollOffset two layers out, to match. +;; Also kills the player if they wander below the bottom of the level. +;; +;; A LevelSize is a (level-size Vec), an assertion describing the right-hand and +;; bottom edges of the level canvas (in World coordinates). +(struct level-size (vec) #:transparent) + +;; ----------- +;; Interaction Diagrams (to be refactored into the description later) +;; +;; ================================================================================ +;; +;; title Jump Sequence +;; +;; Player -> Physics: (jump 'player) +;; note right of Physics: Considers the request. +;; note right of Physics: Denied -- Player is not on a surface. +;; +;; Player -> Physics: (jump 'player) +;; note right of Physics: Considers the request. +;; note right of Physics: Accepted. +;; note right of Physics: Updates velocity, position +;; Physics -> Subscribers: (vel 'player ...) +;; Physics -> Subscribers: (pos 'player ...) +;; +;; +;; ================================================================================ +;; +;; title Display Control Updates +;; +;; Physics -> DisplayCtl: (pos 'player ...) +;; note right of DisplayCtl: Compares player pos to level size +;; DisplayCtl -> Subscribers: (inbound (inbound (scroll-offset ...))) +;; +;; ================================================================================ +;; +;; title Movement Sequence +;; +;; Moveable -> Physics: (mobile ID Boolean) +;; Moveable -> Physics: (attr ID ...) +;; Moveable -> Physics: (impulse ID vec) +;; note right of Physics: Processes simulation normally +;; Physics -> Subscribers: (pos ID ...) +;; Physics -> Subscribers: (vel ID ...) +;; +;; ================================================================================ +;; +;; title Keyboard Interpretation +;; +;; Keyboard -> Player: (press right-arrow) +;; Player -->> Physics: assert (impulse ID (vec DX 0)) +;; +;; note right of Physics: Processes simulation normally +;; +;; Keyboard -> Player: (press left-arrow) +;; Player -->> Physics: assert (impulse ID (vec 0 0)) +;; +;; Keyboard -> Player: (release right-arrow) +;; Player -->> Physics: assert (impulse ID (vec -DX 0)) +;; +;; Keyboard -> Player: (press space) +;; Player -> Physics: (jump) + +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; +;; Icon + +(struct icon (pict scale hitbox-width-fraction hitbox-height-fraction baseline-fraction) + #:transparent) + +(define (icon-width i) (* (image-width (icon-pict i)) (icon-scale i))) +(define (icon-height i) (* (image-height (icon-pict i)) (icon-scale i))) +(define (icon-hitbox-width i) (* (icon-width i) (icon-hitbox-width-fraction i))) +(define (icon-hitbox-height i) (* (icon-height i) (icon-hitbox-height-fraction i))) +(define (icon-hitbox-size i) (vector (icon-hitbox-width i) (icon-hitbox-height i))) + +(define (focus->top-left i x y) + (vector (- x (/ (icon-hitbox-width i) 2)) + (- y (icon-hitbox-height i)))) + +(define (icon-sprite i layer pos) + (match-define (vector x y) pos) + (simple-sprite layer + (- x (/ (- (icon-width i) (icon-hitbox-width i)) 2)) + (- y (- (* (icon-baseline-fraction i) (icon-height i)) (icon-hitbox-height i))) + (icon-width i) + (icon-height i) + (icon-pict i))) + +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; +;; SceneManager + +(define (spawn-scene-manager) + (actor #:name 'scene-manager + (define backdrop (rectangle 1 1 "solid" "white")) + + (react + (define/query-value size (vector 0 0) (inbound (window $x $y)) (vector x y)) + (define/query-set osds ($ o (on-screen-display _ _ _)) o) + (define/query-value offset (vector 0 0) (scroll-offset $v) v) + + (field [fullscreen? #f]) + (assert #:when (fullscreen?) (outbound 'fullscreen)) + (on (message (inbound (key-event #\f #t _))) + (fullscreen? (not (fullscreen?)))) + + (define (compute-backdrop) + (match-define (vector width height) (size)) + (match-define (vector ofs-x ofs-y) (offset)) + (define osd-blocks + (for/list [(osd (in-set (osds)))] + (match-define (on-screen-display raw-x raw-y (seal i)) osd) + (define x (if (negative? raw-x) (+ width raw-x) raw-x)) + (define y (if (negative? raw-y) (+ height raw-y) raw-y)) + `(push-matrix (translate ,x ,y) + (scale ,(image-width i) ,(image-height i)) + (texture ,i)))) + (scene (seal `((push-matrix + (scale ,width ,height) + (texture ,backdrop)) + (translate ,(- ofs-x) ,(- ofs-y)))) + (seal `((translate ,ofs-x ,ofs-y) + ,@osd-blocks)))) + (assert (outbound (compute-backdrop)))))) + +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; +;; ScoreKeeper + +(define (spawn-score-keeper) + (actor #:name 'score-keeper + (react + (field [score 0]) + (assert (current-score (score))) + (assert (outbound + (on-screen-display -150 10 + (seal (text (format "Score: ~a" (score)) 24 "white"))))) + (on (message (add-to-score $delta)) + (score (+ (score) delta)) + (log-info "Score increased by ~a to ~a" delta (score)) + (play-sound-sequence 270304))))) + +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; +;; PhysicsEngine + +(define impulse-multiplier 0.360) ;; 360 pixels per second +(define jump-vel (vector 0 -2)) +(define gravity 0.004) + +(define (spawn-physics-engine) + (actor #:name 'physics-engine + (react + (field [configs (hash)] + [previous-positions (hash)] + [previous-velocities (hash)] + [positions (hash)] + [velocities (hash)]) + + (during (game-piece-configuration $id $initial-position $size $attrs) + (on-start (configs + (hash-set (configs) id + (game-piece-configuration id initial-position size attrs)))) + (on-stop (configs (hash-remove (configs) id)) + (positions (hash-remove (positions) id)) + (velocities (hash-remove (velocities) id))) + (assert (position id (hash-ref (positions) id initial-position) size))) + + (define/query-hash impulses (impulse $id $vec) id vec) + + (define (piece-cfg id) (hash-ref (configs) id)) + (define (piece-pos which id) + (hash-ref (which) id (lambda () (game-piece-configuration-initial-position (piece-cfg id))))) + (define (piece-vel which id) (hash-ref (which) id (lambda () (vector 0 0)))) + (define (piece-imp id) (hash-ref (impulses) id (lambda () (vector 0 0)))) + + (define (update-piece! g new-pos new-vel) + (positions (hash-set (positions) (game-piece-configuration-id g) new-pos)) + (velocities (hash-set (velocities) (game-piece-configuration-id g) new-vel))) + + (define (find-support p size which-pos) + (match-define (vector p-left p-top) p) + (match-define (vector p-w p-h) size) + (define p-right (+ p-left p-w)) + (define p-bottom (+ p-top p-h)) + (for/or [((id g) (in-hash (configs))) #:when (game-piece-has-attribute? g 'solid)] + (match-define (vector left top) (piece-pos which-pos id)) + (and (< (abs (- top p-bottom)) 0.5) + (<= left p-right) + (match (game-piece-configuration-size g) + [(vector w h) + (<= p-left (+ left w))]) + g))) + + (define (segment-intersection-time p0 r q0 q1) + ;; See http://stackoverflow.com/a/565282/169231 + ;; Enhanced to consider the direction of impact with the segment, + ;; too: only returns an intersection when the vector of motion is + ;; at an obtuse angle to the normal of the segment. + (define s (v- q1 q0)) + (define rxs (vcross2 r s)) + (cond [(< (abs rxs) 0.005) #f] ;; zeroish; lines are parallel (and maybe collinear) + [else + (define q-p (v- q0 p0)) + (define q-pxs (vcross2 q-p s)) + (define t (/ q-pxs rxs)) + (and (<= 0 t 1) + (let* ((q-pxr (vcross2 q-p r)) + (u (/ q-pxr rxs))) + (and (< 0 u 1) + (let* ((q-norm + (vnormalize (vector (vector-ref s 1) (- (vector-ref s 0)))))) + (and (not (positive? (vdot r q-norm))) + (- t 0.001))))))])) + + (define (three-corners top-left size) + (match-define (vector w h) size) + (values (v+ top-left (vector w 0)) + (v+ top-left size) + (v+ top-left (vector 0 h)))) + + (define (clip-movement-by top-left moved-top-left size solid-top-left solid-size) + (define-values (solid-top-right solid-bottom-right solid-bottom-left) + (three-corners solid-top-left solid-size)) + (define-values (top-right bottom-right bottom-left) + (three-corners top-left size)) + (define r (v- moved-top-left top-left)) + (define t + (apply min + (for/list [(p (in-list (list #;top-left #;top-right bottom-right bottom-left)))] + (min (or (segment-intersection-time p r solid-top-left solid-top-right) 1) + ;; TODO: some means of specifying *which edges* should appear solid. + #;(or (segment-intersection-time p r solid-top-right solid-bottom-right) 1) + #;(or (segment-intersection-time p r solid-bottom-right solid-bottom-left) 1) + #;(or (segment-intersection-time p r solid-bottom-left solid-top-left) 1))))) + (v+ top-left (v* r t))) + + (define (clip-movement-by-solids p0 p1 size) + (for/fold [(p1 p1)] + [((id g) (in-hash (configs))) #:when (game-piece-has-attribute? g 'solid)] + (clip-movement-by p0 p1 size + (piece-pos previous-positions id) + (game-piece-configuration-size g)))) + + (define (touched-during-movement? TL moved-TL size touchable-TL touchable-size) + (define r (v- moved-TL TL)) + (if (positive? (vmag^2 r)) ;; r is nonzero, in other words + (let () + (define-values (touchable-TR touchable-BR touchable-BL) + (three-corners touchable-TL touchable-size)) + (define-values (TR BR BL) + (three-corners TL size)) + (for/or [(p (in-list (list TL TR BR BL)))] + (or + (and (segment-intersection-time p r touchable-TR touchable-BR) 'right) + (and (segment-intersection-time p r touchable-BR touchable-BL) 'bottom) + (and (segment-intersection-time p r touchable-BL touchable-TL) 'left) + (and (segment-intersection-time p r touchable-TL touchable-TR) 'top)))) + (let () + (match-define (vector left top) TL) + (match-define (vector touchable-left touchable-top) touchable-TL) + (match-define (vector width height) size) + (match-define (vector touchable-width touchable-height) touchable-size) + (and (<= left (+ touchable-left touchable-width)) + (<= top (+ touchable-top touchable-height)) + (<= touchable-left (+ left width)) + (<= touchable-top (+ top height)) + 'mid)))) + + (define (touchables-touched-during-movement p0 p1 size) + (for/fold [(ts '())] + [((id g) (in-hash (configs))) #:when (game-piece-has-attribute? g 'touchable)] + (define side (touched-during-movement? p0 p1 size + (piece-pos previous-positions id) + (game-piece-configuration-size g))) + (if side (cons (cons side g) ts) ts))) + + (define (update-game-piece! elapsed-ms id) + (define g (piece-cfg id)) + (define size (game-piece-configuration-size g)) + (define pos0 (piece-pos previous-positions id)) + (define support (find-support pos0 size previous-positions)) + + (define vel0 (piece-vel previous-velocities id)) + (define imp0 (piece-imp id)) + + (define vel1 (cond + [(and support (not (negative? (vector-ref vel0 1)))) + (piece-vel previous-velocities (game-piece-configuration-id support))] + [(game-piece-has-attribute? g 'massive) + (v+ vel0 (vector 0 (* gravity elapsed-ms)))] + [else + vel0])) + + (define pos1 (v+ pos0 (v* (v+ vel1 imp0) (* impulse-multiplier elapsed-ms)))) + (define final-pos (clip-movement-by-solids pos0 pos1 size)) + ;; TODO: figure out how to cancel just the component of velocity blocked by the obstacle(s) + ;; - which will avoid the "sticking to the wall" artifact + (define final-vel (if (v= pos1 final-pos) vel1 (vector 0 0))) ;; stop at collision + (define touchables (touchables-touched-during-movement pos0 final-pos size)) + + (retract! (touching id ? ?)) + (for [(t touchables)] + (match-define (cons side tg) t) + (assert! (touching id (game-piece-configuration-id tg) side))) + (update-piece! g final-pos final-vel)) + + (on (message (jump-request $id)) + (define g (piece-cfg id)) + (define pos (piece-pos positions id)) + (when (find-support pos (game-piece-configuration-size g) positions) + (play-sound-sequence 270318) + (update-piece! g pos jump-vel))) + + (on (message (inbound* game-level (frame-event $counter _ $elapsed-ms _))) + (when (zero? (modulo counter 10)) + (log-info "Instantaneous frame rate at frame ~a: ~a Hz" + counter + (/ 1000.0 elapsed-ms))) + (previous-positions (positions)) + (previous-velocities (velocities)) + (for [((id g) (in-hash (configs))) #:when (game-piece-has-attribute? g 'mobile)] + (update-game-piece! elapsed-ms id)))))) + +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; +;; Player + +(define player-id 'player) +(define planetcute-scale 1/2) + +(define (spawn-player-avatar initial-focus-x initial-focus-y) + (actor #:name 'player-avatar + (react + (define i (icon character-cat-girl planetcute-scale 2/6 3/10 13/16)) + (define initial-top-left (focus->top-left i initial-focus-x initial-focus-y)) + + (assert (game-piece-configuration player-id + initial-top-left + (icon-hitbox-size i) + (set 'player 'mobile 'massive))) + + (define/query-value pos initial-top-left (position player-id $hitbox-top-left _) + hitbox-top-left) + (assert (outbound* game-level (icon-sprite i 0 (pos)))) + + (field [hit-points 1]) + (assert (health player-id (hit-points))) + (stop-when (rising-edge (<= (hit-points) 0))) + (on (message (damage player-id $amount)) + (hit-points (- (hit-points) amount))) + + (on (asserted (inbound* 2 (key-pressed #\space))) (send! (jump-request player-id))) + (on (asserted (inbound* 2 (key-pressed #\.))) (send! (jump-request player-id))) + + (define/query-set keys-down (inbound* 2 (key-pressed $k)) k) + (define (any-key-down? . ks) (for/or [(k ks)] (set-member? (keys-down) k))) + (assert (impulse player-id (vector (+ (if (any-key-down? 'left 'prior) -1 0) + (if (any-key-down? 'right 'next) 1 0)) + 0)))))) + +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; +;; Ground Block + +(define (spawn-ground-block top-left size #:color [color "purple"]) + (actor #:name (list 'ground-block top-left size color) + (match-define (vector x y) top-left) + (match-define (vector w h) size) + (define block-id (gensym 'ground-block)) + (define block-pict (rectangle w h "solid" color)) + (react + (assert (outbound* game-level (simple-sprite 0 x y w h block-pict))) + (assert (game-piece-configuration block-id + top-left + size + (set 'solid)))))) + +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; +;; Goal piece +;; +;; When the player touches a goal, sends LevelCompleted one layer out. + +(define (spawn-goal-piece initial-focus-x initial-focus-y) + (define goal-id (gensym 'goal)) + + (define i (icon key planetcute-scale 1/3 2/5 4/5)) + (define initial-top-left (focus->top-left i initial-focus-x initial-focus-y)) + + (actor #:name (list 'goal-piece initial-focus-x initial-focus-y) + (react + (on (asserted (touching player-id goal-id _)) + (send! (outbound (level-completed)))) + (assert (game-piece-configuration goal-id + initial-top-left + (icon-hitbox-size i) + (set 'touchable))) + (assert (outbound* game-level (icon-sprite i -1 initial-top-left)))))) + +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; +;; Enemy + +(define (spawn-enemy initial-x initial-y range-lo range-hi + #:speed [speed 0.2] + #:facing [initial-facing 'right]) + (actor #:name (list 'enemy initial-x initial-y initial-facing) + (react + (define enemy-id (gensym 'enemy)) + (define i (icon enemy-bug planetcute-scale 9/10 1/3 5/6)) + (define i-flipped (struct-copy icon i [pict (flip-horizontal (icon-pict i))])) + (define initial-top-left (focus->top-left i initial-x initial-y)) + (match-define (vector width height) (icon-hitbox-size i)) + + (assert (game-piece-configuration enemy-id + initial-top-left + (icon-hitbox-size i) + (set 'mobile 'massive 'touchable))) + + (define/query-value current-level-size #f (level-size $v) v) + + (define/query-value pos initial-top-left (position enemy-id $top-left _) top-left + #:on-add (match-let (((vector left top) top-left)) + (facing (cond [(< left range-lo) 'right] + [(> (+ left width) range-hi) 'left] + [else (facing)])))) + + (stop-when (rising-edge (and (current-level-size) + (> (vector-ref (pos) 1) + (vector-ref (current-level-size) 1))))) + + (field [facing initial-facing]) + (assert (outbound* game-level + (icon-sprite (match (facing) ['right i] ['left i-flipped]) -1 (pos)))) + + (assert (impulse enemy-id (vector (* speed (match (facing) ['right 1] ['left -1])) 0))) + + (stop-when (asserted (touching player-id enemy-id 'top)) + (play-sound-sequence 270325) + (send! (outbound (add-to-score 1)))) + + (on (asserted (touching player-id enemy-id $side)) + (when (not (eq? side 'top)) (send! (damage player-id 1))))))) + +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; +;; DisplayControl + +(define (spawn-display-controller level-size-vec) + (match-define (vector level-width level-height) level-size-vec) + + (actor #:name 'display-controller + (react + (field [offset-pos (vector 0 0)]) + (assert (outbound* 2 (scroll-offset (offset-pos)))) + (assert (level-size level-size-vec)) + + (define/query-value window-size-vec #f (inbound* game-level (window $w $h)) (vector w h)) + + (define (compute-offset pos viewport limit) + (min (max 0 (- pos (/ viewport 2))) (- limit viewport))) + + (on (asserted (position player-id (vector $px $py) _)) + (when (window-size-vec) + (match-define (vector ww wh) (window-size-vec)) + (when (> py level-height) (send! (damage player-id +inf.0))) + (offset-pos (vector (compute-offset px ww level-width) + (compute-offset py wh level-height)))))))) + +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; +;; LevelTerminationMonitor +;; +;; When the player vanishes from the board, or LevelCompleted is seen, +;; kills the dataspace. + +(define (wait-for-level-termination) + (react/suspend (done) + (assert (outbound (level-running))) + (stop-when (retracted (game-piece-configuration player-id _ _ _)) + (log-info "Player died! Terminating level.") + (play-sound-sequence 270328) + (done)) + (stop-when (message (inbound (level-completed))) + (log-info "Level completed! Terminating level.") + (play-sound-sequence 270330) + (send! (outbound (add-to-score 100))) + (done)))) + +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; +;; LevelSpawner + +(define (spawn-standalone-assertions . patches) + (actor (patch! (patch-seq* patches)))) + +(define (spawn-background-image level-size scene) + (match-define (vector level-width level-height) level-size) + (define scene-width (image-width scene)) + (define scene-height (image-height scene)) + (define level-aspect (/ level-width level-height)) + (define scene-aspect (/ scene-width scene-height)) + (define scale (if (> level-aspect scene-aspect) ;; level is wider, proportionally, than scene + (/ level-width scene-width) + (/ level-height scene-height))) + (spawn-standalone-assertions + (update-sprites #:meta-level game-level + (sprite 10 + `((scale ,(* scene-width scale) + ,(* scene-height scale)) + (texture ,scene)))))) + +;; http://www.travelization.net/wp-content/uploads/2012/07/beautiful-grassland-wallpapers-1920x1080.jpg +(define grassland-backdrop (bitmap "beautiful-grassland-wallpapers-1920x1080.jpg")) + +(define (spawn-level #:initial-player-x [initial-player-x 50] + #:initial-player-y [initial-player-y 50] + #:level-size [level-size-vec (vector 4000 2000)] + #:scene [scene grassland-backdrop] + actions-thunk) + (lambda () + (dataspace (when scene (spawn-background-image level-size-vec scene)) + (spawn-display-controller level-size-vec) + (spawn-physics-engine) + (spawn-player-avatar initial-player-x initial-player-y) + (actions-thunk) + (wait-for-level-termination)))) + +(define standard-ground-height 50) + +(define (slab left top width #:color [color "purple"]) + (spawn-ground-block (vector left top) (vector width standard-ground-height) #:color color)) + +(define levels + (list + (spawn-level (lambda () + (slab 25 125 100) + (slab 50 300 500) + (spawn-enemy 100 300 50 550) + (spawn-enemy 300 300 50 550 #:facing 'left) + (spawn-goal-piece 570 150) + (slab 850 300 50) + (slab 925 400 50) + (slab 975 500 50) + (slab 975 600 50) + (slab 500 600 150 #:color "orange"))) + (spawn-level (lambda () + (slab 25 300 500) + (slab 500 400 500) + (slab 1000 500 400) + (spawn-goal-piece 1380 500))) + (spawn-level (lambda () + (slab 25 300 1000) + (spawn-enemy 600 300 25 1025 #:facing 'left) + (spawn-goal-piece 980 300))) + (spawn-level (lambda () + (spawn-goal-piece 250 280) + (spawn-enemy 530 200 400 600) + (spawn-enemy 500 200 -100 1000 #:facing 'left) + (slab 400 200 200) + (spawn-ground-block (vector 200 280) (vector 200 200) #:color "orange") + (slab 25 300 500) + (slab 600 1300 600) + (slab 1150 1200 25 #:color "red") + (for/list ((n 10)) + (slab 900 (+ 200 (* n 100)) 50))) + ) + )) + +(define (spawn-numbered-level level-number) + (send! (outbound* 2 (request-gc))) + (if (< level-number (length levels)) + ((list-ref levels level-number)) + (spawn-standalone-assertions + (update-sprites #:meta-level 2 + (let ((message (text "You won!" 72 "red"))) + (simple-sprite 0 + 10 + 100 + (image-width message) + (image-height message) + message)))))) + +(define (spawn-level-spawner starting-level) + (actor #:name 'level-spawner + (react (field [current-level starting-level] + [level-complete? #f]) + + (on (message (level-completed)) (level-complete? #t)) + + (on (retracted (level-running)) + (current-level (if (level-complete?) (+ (current-level) 1) (current-level))) + (level-complete? #f) + (spawn-numbered-level (current-level))) + + (on-start (spawn-numbered-level starting-level))))) + +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; +;; Sounds + +(define (lookup-sound-file sound-number) + (define sought-prefix (format "sounds/~a__" sound-number)) + (for/or [(filename (in-directory "sounds"))] + (and (string-prefix? (path->string filename) sought-prefix) + filename))) + +;; TODO: make this a sound driver... +;; TODO: ...and make sound triggering based on assertions of game +;; state, not hardcoding in game logic +(define (play-sound-sequence . sound-numbers) + (thread (lambda () + (for [(sound-number (in-list sound-numbers))] + (define sound-file (lookup-sound-file sound-number)) + (play-sound sound-file #f))))) + +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; + +(define game-level 3) ;; used to specify meta-level to reach external I/O + +(spawn-keyboard-integrator) +(spawn-scene-manager) +(dataspace (spawn-score-keeper) + (spawn-level-spawner 0) + (forever))