syndicate-2017/examples/platformer/game.rkt

637 lines
26 KiB
Racket

#lang racket/base
(require 2htdp/image)
(require 2htdp/planetcute)
(require racket/set)
(require racket/match)
(require plot/utils) ;; for vector utilities
(require prospect)
(require prospect/drivers/timer)
(require prospect-gl/2d)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Layers:
;;
;; - External I/O
;; as arranged by prospect-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
;; - 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)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; ## 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: Massive
;; - assertion: Attributes
;; - assertion: GamePieceConfiguration
;; - 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.
;; Takes Impulses as the baseline for moving GamePieces around.
;; For Massive GamePieces, applies gravitational acceleration.
;; Computes collisions between GamePieces.
;; Uses Attributed Aspects of GamePieces to decide what to do in response.
;; Sometimes, this involves sending Damage.
;; Responds to JumpRequest by checking whether the named piece is in a
;; jumpable location, and sets its upward velocity negative if so.
;; Consumer of LevelSize to figure out regions where, if a GamePiece
;; crosses into them, Damage should be dealt to the piece.
;; When the player touches a goal, sends LevelCompleted one layer out and
;; then kills the world. When the player vanishes from the board, kills
;; the world.
;; - role: GamePiece
;; Maintains private state. Asserts Impulse to move around, asserts Massive
;; and Attributes as required, asserts 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), an assertion describing the current actual
;; position of the named gamepiece.
(struct position (id point) #:transparent)
;;
;; A Massive is a (massive ID), an assertion noting that the named gamepiece
;; should be subject to the effects of gravity.
(struct massive (id) #:transparent)
;;
;; An Attributes is an (attributes ID (Setof Aspect)), an assertion
;; describing some aspect of the named gamepiece
(struct attributes (id aspects) #:transparent)
;;
;; An Aspect is either
;; - 'player - the named piece is a player avatar
;; - 'enemy - the named piece is an enemy
;; - 'solid - the named piece can be stood on / jumped from
;; - 'goal - the named piece, if touched, causes the level to
;; End The Game In Victory
;;
;; A GamePieceConfiguration is a
;; - (game-piece-configuration ID Point Point Point)
;; an assertion specifying not only the *existence* of the named
;; gamepiece but also its initial position, size and hotspot (in World
;; coordinates).
(struct game-piece-configuration (id initial-position size hotspot) #:transparent)
;;-------------------------------------------------------------------------
;; ### 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.
;;
;; 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: (at-meta (at-meta (scroll-offset ...)))
;;
;; ================================================================================
;;
;; title Movement Sequence
;;
;; Moveable -> Physics: (massive ID)
;; 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)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Various projections
(define window-projection1 (compile-projection (at-meta (?! (window ? ?)))))
(define window-projection3 (compile-projection (at-meta (at-meta (at-meta (?! (window ? ?)))))))
(define scroll-offset-projection (compile-projection (scroll-offset (?!))))
(define position-projection (compile-projection (position ? (?!))))
(define key-pressed-projection (compile-projection (at-meta (at-meta (key-pressed (?!))))))
(define impulse-projection (compile-projection (?! (impulse ? ?))))
(define massive-projection (compile-projection (massive (?!))))
(define attributes-projection (compile-projection (?! (attributes ? ?))))
(define game-piece-configuration-projection
(compile-projection (?! (game-piece-configuration ? ? ? ?))))
(define (update-set-from-patch orig p projection)
(define-values (added removed) (patch-project/set/single p projection))
(set-subtract (set-union orig added) removed))
(define (update-hash-from-patch orig p projection key-f val-f)
(define-values (added removed) (patch-project/set/single p projection))
(define h (for/fold [(h orig)] [(e removed)] (hash-remove h (key-f e))))
(for/fold [(h h)] [(e added)] (hash-set h (key-f e) (val-f e))))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; SceneManager
(define (spawn-scene-manager)
(struct scene-manager-state (size offset) #:prefab)
(define (update-window-size s p)
(define added (matcher-project/set/single (patch-added p) window-projection1))
(for/fold [(s s)] [(w added)]
(match-define (window width height) w)
(struct-copy scene-manager-state s [size (vector width height)])))
(define (update-scroll-offset s p)
(define-values (added removed) (patch-project/set/single p scroll-offset-projection))
(for/fold [(s s)] [(o added)]
(match-define (scroll-offset vec) o)
(struct-copy scene-manager-state s [offset vec])))
(spawn (lambda (e s)
(match e
[(? patch? p)
(let* ((s (update-window-size s p))
(s (update-scroll-offset s p)))
(match-define (vector width height) (scene-manager-state-size s))
(match-define (vector ofs-x ofs-y) (scene-manager-state-offset s))
(transition s
(update-scene `((push-matrix
(scale ,width ,height)
(texture ,(rectangle 1 1 "solid" "white")))
(translate ,(- ofs-x) ,(- ofs-y)))
`())))]
[_ #f]))
(scene-manager-state (vector 0 0) (vector 0 0))
(sub (window ? ?) #:meta-level 1)))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; ScoreKeeper
(define (spawn-score-keeper)
(spawn (lambda (e s)
(match e
[(message (add-to-score delta))
(transition (+ s delta)
(retract (current-score ?))
(assert (current-score delta)))]
[_ #f]))
0
(sub (add-to-score ?))))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; PhysicsEngine
(define (spawn-physics-engine)
(struct physics-state (configs positions velocities impulses massives attributes) #:prefab)
(define ((remove-game-piece-configurations p) s)
(define removed (matcher-project/set/single (patch-removed p)
game-piece-configuration-projection))
(transition
(for/fold [(s s)] [(g removed)]
(define id (game-piece-configuration-id g))
(struct-copy physics-state s
[configs (hash-remove (physics-state-configs s) id)]
[positions (hash-remove (physics-state-positions s) id)]
[velocities (hash-remove (physics-state-velocities s) id)]))
(for/list [(g removed)]
(define id (game-piece-configuration-id g))
(retract (position id ?)))))
(define ((add-game-piece-configurations p) s)
(define added (matcher-project/set/single (patch-added p)
game-piece-configuration-projection))
(transition
(for/fold [(s s)] [(g added)]
(match-define (game-piece-configuration id initial-position _ _) g)
(struct-copy physics-state s
[configs (hash-set (physics-state-configs s) id g)]
[positions (hash-set (physics-state-positions s) id initial-position)]
[velocities (hash-set (physics-state-velocities s) id (vector 0 0))]))
(for/list [(g added)]
(define id (game-piece-configuration-id g))
(assert (position id (game-piece-configuration-initial-position g))))))
(define ((update-impulses p) s)
(transition
(struct-copy physics-state s
[impulses (update-hash-from-patch (physics-state-impulses s)
p
impulse-projection
impulse-id
impulse-vec)])
'()))
(define ((update-massives p) s)
(transition
(struct-copy physics-state s
[massives (update-set-from-patch (physics-state-massives s)
p
massive-projection)])
'()))
(define ((update-attributes p) s)
(transition
(struct-copy physics-state s
[attributes (update-hash-from-patch (physics-state-attributes s)
p
attributes-projection
attributes-id
attributes-aspects)])
'()))
(define (evaluate-jump-request id s)
;; TODO
#f)
(define ((update-game-piece elapsed-ms id state-at-beginning-of-frame) s)
(define-values (pos0 vel0 imp0 massive? attributes)
(match state-at-beginning-of-frame
[(physics-state _ ps vs is ms as)
(values (hash-ref ps id (lambda () (vector 0 0)))
(hash-ref vs id (lambda () (vector 0 0)))
(hash-ref is id (lambda () (vector 0 0)))
(set-member? ms id)
(hash-ref as id (lambda () (set))))]))
(define vel1 (if massive? (v+ vel0 (vector 0 (* 0.001 elapsed-ms))) vel0))
(define pos1 (v+ pos0 (v* (v+ vel1 imp0) (* 0.360 elapsed-ms)))) ;; 360 pixels per second
(if (and (v= pos0 pos1)
(v= vel0 vel1))
(transition s '())
(transition (struct-copy physics-state s
[positions (hash-set (physics-state-positions s) id pos1)]
[velocities (hash-set (physics-state-velocities s) id vel1)])
(patch-seq (retract (position id ?))
(assert (position id pos1))))))
(spawn (lambda (e s)
(match e
[(? patch? p)
(sequence-transitions (transition s '())
(remove-game-piece-configurations p)
(add-game-piece-configurations p)
(update-impulses p)
(update-massives p)
(update-attributes p))]
[(message (jump-request id))
(evaluate-jump-request id s)]
[(message (at-meta (at-meta (at-meta (frame-event _ _ elapsed-ms _)))))
(for/fold [(t (transition s '()))]
[(id (in-hash-keys (physics-state-configs s)))]
(transition-bind (update-game-piece elapsed-ms id s) t))]
[_ #f]))
(physics-state (hash)
(hash)
(hash)
(hash)
(set)
(hash))
(sub (impulse ? ?))
(sub (massive ?))
(sub (attributes ? ?))
(sub (game-piece-configuration ? ? ? ?))
(sub (jump-request ?))
(sub (frame-event ? ? ? ?) #:meta-level game-level)))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Player
(define player-id 'player)
(define (spawn-player-avatar)
(struct player-state (x y hit-points keys-down) #:prefab)
(define initial-x 50)
(define initial-y 50)
(define initial-player-state (player-state initial-x initial-y 1 (set)))
(define icon character-cat-girl)
(define icon-width (/ (image-width icon) 2))
(define icon-height (/ (image-height icon) 2))
(define icon-hotspot-width (/ icon-width 2))
(define icon-hotspot-height (* 13/16 icon-height))
(define (sprite-update s)
(update-sprites #:meta-level game-level
(simple-sprite 0
(- (player-state-x s) icon-hotspot-width)
(- (player-state-y s) icon-hotspot-height)
icon-width
icon-height
icon)))
(define ((monitor-position-change p) s)
(define s1
(for/fold [(s s)] [(pos (matcher-project/set/single (patch-added p) position-projection))]
(match-define (vector nx ny) pos)
(struct-copy player-state s [x nx] [y ny])))
(transition s1 (sprite-update s1)))
(define ((integrate-keypresses p) s)
(transition
(struct-copy player-state s
[keys-down (update-set-from-patch (player-state-keys-down s)
p
key-pressed-projection)])
'()))
(define ((maybe-jump s0) s)
(transition s
(and (not (set-member? (player-state-keys-down s0) #\space))
(set-member? (player-state-keys-down s) #\space)
(message (jump-request player-id)))))
(define (update-impulse s)
(let* ((h-impulse 0)
(h-impulse (+ h-impulse (if (set-member? (player-state-keys-down s) 'left) -1 0)))
(h-impulse (+ h-impulse (if (set-member? (player-state-keys-down s) 'right) 1 0))))
(transition s
(patch-seq (retract (impulse player-id ?))
(assert (impulse player-id (vector h-impulse 0)))))))
(spawn (lambda (e s)
(match-define (player-state x y hit-points keys-down) s)
(match e
[(? patch? p)
(sequence-transitions (transition s '())
(monitor-position-change p)
(integrate-keypresses p)
(maybe-jump s)
update-impulse)]
[(message (damage _ amount))
(define new-hit-points (- hit-points amount))
(if (positive? new-hit-points)
(transition (struct-copy player-state s
[hit-points (- hit-points amount)])
'())
(quit))]
[_ #f]))
initial-player-state
(sub (damage player-id ?))
(assert (health player-id (player-state-hit-points initial-player-state)))
(assert (level-running) #:meta-level 1)
(assert (game-piece-configuration player-id
(vector initial-x initial-y)
(vector icon-width icon-height)
(vector icon-hotspot-width icon-hotspot-height)))
(assert (massive player-id))
(assert (attributes player-id (set 'player)))
(sub (position player-id ?))
(sub (key-pressed 'left) #:meta-level 2)
(sub (key-pressed 'right) #:meta-level 2)
(sub (key-pressed #\space) #:meta-level 2)
(sprite-update initial-player-state)
))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; DisplayControl
(define (spawn-display-controller level-size-vec)
(struct display-controller-state (window-size player-pos offset-pos) #:prefab)
(define ((update-window-size p) s)
(define added (matcher-project/set/single (patch-added p) window-projection3))
(transition
(for/fold [(s s)] [(w added)]
(match-define (window width height) w)
(struct-copy display-controller-state s [window-size (vector width height)]))
'()))
(define (compute-offset pos viewport limit)
(define half-viewport (/ viewport 2))
(min (max 0 (- pos half-viewport)) (- limit half-viewport)))
(define ((update-scroll-offset-from-player-position p) s)
(define s1
(for/fold [(s s)] [(pos (matcher-project/set/single (patch-added p)
position-projection))]
(match-define (vector ww wh) (display-controller-state-window-size s))
(match-define (vector px py) pos)
(struct-copy display-controller-state s
[offset-pos (vector (compute-offset px ww (vector-ref level-size-vec 0))
(compute-offset py wh (vector-ref level-size-vec 1)))])))
(transition s1
(if (equal? (display-controller-state-offset-pos s)
(display-controller-state-offset-pos s1))
'()
(list (retract (scroll-offset ?))
(assert (scroll-offset (display-controller-state-offset-pos s1)))))))
(spawn (lambda (e s)
(match e
[(? patch? p)
(sequence-transitions (transition s '())
(update-window-size p)
(update-scroll-offset-from-player-position p))]
[_ #f]))
(display-controller-state (vector 0 0) (vector 0 0) (vector 0 0))
(sub (window ? ?) #:meta-level game-level)
(sub (position player-id ?))
(assert (level-size level-size-vec))))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; LevelSpawner
(define (spawn-standalone-assertions . patches)
(<spawn> (lambda ()
(list (patch-seq* patches)
(lambda (e s) #f)
(void)))))
(define (spawn-level level-size-vec . actions)
(spawn-world
(spawn-display-controller level-size-vec)
(spawn-physics-engine)
(spawn-player-avatar)
actions))
(define (spawn-numbered-level level-number)
(match level-number
[0 (spawn-level (vector 4000 800)
(spawn (lambda (e s) #f)
(void)
(update-sprites #:meta-level game-level
(simple-sprite 0 50 50 50 50
(rectangle 50 50 "solid" "purple")))))]))
(define (spawn-level-spawner)
(struct level-spawner-state (current-level level-complete?) #:prefab)
(list (spawn (lambda (e s)
(match-define (level-spawner-state current-level level-complete?) s)
(match e
[(? patch/removed?)
(define next-level (if level-complete? (+ current-level 1) current-level))
(transition (level-spawner-state next-level #f)
(spawn-numbered-level next-level))]
[(message (level-completed))
(transition (struct-copy level-spawner-state s [level-complete? #t]) '())]
[_ #f]))
(level-spawner-state 0 #f)
(sub (level-running))
(sub (level-completed)))
(spawn-numbered-level 0)))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
(define game-level 3) ;; used to specify meta-level to reach external I/O
(2d-world #:width 600 #:height 400
(spawn-keyboard-integrator)
(spawn-scene-manager)
(spawn-world (spawn-score-keeper)
(spawn-level-spawner)
)
)