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(import scheme
(chicken base)
(chicken random)
(only srfi-1 drop iota take)
(prefix sdl2 "sdl2:")
(prefix sdl2-ttf "ttf:")
(prefix sdl2-image "img:")
downstroke-engine
downstroke-world
downstroke-tilemap
downstroke-physics
downstroke-assets
downstroke-entity
downstroke-scene-loader)
(define *demo-t* 0.0)
;; Programmatic level: same geometry as the old static-tile floor + mid shelf,
;; but as a real tile layer so tile collisions and detect-on-solid work.
(define (make-sandbox-tilemap ts tw th gw gh)
(let* ((ncols (inexact->exact (ceiling (/ gw tw))))
(nrows (inexact->exact (ceiling (/ gh th))))
(floor-tile 20)
(shelf-tile 20)
(air (map (lambda (_) (map (lambda (_) 0) (iota ncols))) (iota nrows)))
(floor-row (map (lambda (_) floor-tile) (iota ncols)))
(with-floor (append (take air (- nrows 1)) (list floor-row)))
;; Shelf top at same Y as before: gh - 6*th pixels from top
(shelf-r (inexact->exact (floor (/ (- gh (* 6 th)) th))))
(shelf-c0 10)
(shelf-n 10)
(row-before (list-ref with-floor shelf-r))
(shelf-row
(map (lambda (c)
(if (and (>= c shelf-c0) (< c (+ shelf-c0 shelf-n)))
shelf-tile
(list-ref row-before c)))
(iota ncols)))
(map-data (append (take with-floor shelf-r)
(list shelf-row)
(drop with-floor (+ shelf-r 1))))
(layer (make-layer name: "ground"
width: ncols height: nrows
map: map-data)))
(make-tilemap width: ncols height: nrows
tilewidth: tw tileheight: th
tileset-source: ""
tileset: ts
layers: (list layer)
objects: '())))
(define (spawn-boxes tw th)
(map (lambda (i)
(list #:type 'box
#:x (+ 30 (* i 55)) #:y (+ 10 (* (pseudo-random-integer 4) 20))
#:width tw #:height th
#:vx 0 #:vy 0
#:gravity? #t #:on-ground? #f
#:solid? #t #:immovable? #f
#:tile-id 29))
(iota 8)))
;; #:demo-id offsets phase; #:demo-since-jump accumulates ms for jump cadence.
(define (make-demo-bot x y tw th id)
(list #:type 'demo-bot
#:x x #:y y
#:width tw #:height th
#:vx 0 #:vy 0
#:gravity? #t #:on-ground? #f
#:solid? #t #:immovable? #f
#:tile-id 1
#:demo-id id
#:demo-since-jump 0))
(define (update-demo-bot e dt tm)
(let* ((id (entity-ref e #:demo-id 0))
(cycle 2600.0)
(phase (modulo (+ *demo-t* (* id 400.0)) cycle))
(vx (if (< phase (/ cycle 2.0)) 3.0 -3.0))
(e (entity-set e #:vx vx))
;; Set last frame by final pass: detect-on-solid after entity–entity resolve.
(ground? (entity-ref e #:on-ground? #f))
(since (+ (entity-ref e #:demo-since-jump 0) dt))
(jump-every 720.0)
(do-jump? (and ground? (>= since jump-every)))
(since (if do-jump? 0 since))
(e (entity-set e #:demo-since-jump since))
(e (apply-jump e do-jump?))
(e (apply-acceleration e))
(e (apply-gravity e))
(e (apply-velocity-x e))
(e (resolve-tile-collisions-x e tm))
(e (apply-velocity-y e))
(e (resolve-tile-collisions-y e tm)))
e))
(define (update-box e tm)
(let* ((e (apply-gravity e))
(e (apply-velocity-x e))
(e (resolve-tile-collisions-x e tm))
(e (apply-velocity-y e))
(e (resolve-tile-collisions-y e tm)))
e))
(define *game*
(make-game
title: "Demo: Physics Sandbox" width: 600 height: 400
create: (lambda (game)
(let* ((ts (game-load-tileset! game 'tileset
"demo/assets/monochrome_transparent.tsx"))
(tw (tileset-tilewidth ts))
(th (tileset-tileheight ts))
(tex (create-texture-from-tileset (game-renderer game) ts))
(gw (game-width game))
(gh (game-height game))
(tm (make-sandbox-tilemap ts tw th gw gh))
(bots
(list (make-demo-bot 80 80 tw th 0)
(make-demo-bot 220 60 tw th 1)
(make-demo-bot 380 100 tw th 2)))
(entities (append (spawn-boxes tw th) bots))
(scene (make-scene
entities: entities
tilemap: tm
tileset: #f
camera: (make-camera x: 0 y: 0)
tileset-texture: tex
camera-target: #f
background: '(32 34 40))))
(game-scene-set! game scene)))
update: (lambda (game dt)
(set! *demo-t* (+ *demo-t* dt))
(let* ((scene (game-scene game))
(tm (scene-tilemap scene)))
(scene-update-entities scene
(lambda (e)
(cond
((eq? (entity-type e) 'demo-bot)
(update-demo-bot e dt tm))
((eq? (entity-type e) 'box)
(update-box e tm))
(else e))))
(scene-resolve-collisions scene)
(let ((post (scene-entities scene)))
(scene-update-entities scene
(lambda (e)
(if (entity-ref e #:gravity? #f)
(detect-on-solid e tm post)
e))))))))
(game-run! *game*)
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