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;;; Copyright (C) 2025 Gene Pasquet
;;;
;;; This program is free software: you can redistribute it and/or modify
;;; it under the terms of the GNU General Public License as published by
;;; the Free Software Foundation, either version 3 of the License, or
;;; (at your option) any later version.
;;;
;;; This program is distributed in the hope that it will be useful,
;;; but WITHOUT ANY WARRANTY; without even the implied warranty of
;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
;;; GNU General Public License for more details.
;;;
;;; You should have received a copy of the GNU General Public License
;;; along with this program. If not, see <https://www.gnu.org/licenses/>.
(require hyrule [case])
(import pygame.sprite [Sprite]
pygame [Surface]
pygame
utils [neg merge-moves Direction]
enum [Enum])
(defclass PlayerKilled [Exception])
(defclass Physics []
(defn __init__ [self body shape]
(setv self.body body)
(setv self.shape shape)))
(defclass Entity [Sprite]
;;; Game entity
(setv _fixed False)
(setv _managed False)
(setv _type "none")
(defn __init__ [self id tile physics tile-size x y]
(.__init__ (super))
(setv self.id id)
(setv self.tile-size tile-size)
(setv self._surf (Surface #(tile-size tile-size)))
(setv self._physics physics)
(.blit self._surf tile #(0 0))
(setv self._rect (.get_rect self._surf
:left (* x tile-size)
:top (* y tile-size))))
(defn [property] fixed [self]
self._fixed)
(defn [property] managed [self]
self._managed)
(defn [property] rect [self]
self._rect)
(defn [property] surf [self]
self._surf)
(defn [property] type [self]
self._type)
(defn [property] pos [self]
#((/ self.rect.x self.tile-size)
(/ self.rect.y self.tile-size))))
(defclass LevelTile [Entity]
(setv _fixed True)
(setv _type "level")
(defn __init__ [self id tile physics tile-size x y scaling]
(let [tile-width (* (.get_width tile) scaling)
tile-height (* (.get_height tile) scaling)
tile_ (if (!= scaling 1)
(pygame.transform.scale tile #(tile-width tile-height))
tile)]
(.__init__ (super) id tile_ physics tile-size x y))))
(defclass Goal [Entity]
(setv _type "goal")
(setv _fixed True))
(defclass Character [Entity]
(setv _type "enemy")
(defn __init__ [self id tiles physics tile-size x y]
(.__init__ (super) id (get tiles 0) physics tile-size x y)
(setv self.tiles tiles)
(setv self.facing Direction.RIGHT)
(setv self.attacking False)
(setv self.animate-end 0)
(.flush self)
(setv self._disp_surf (.copy self._surf)))
(defn move [self move]
(.append self.moves move)
(.move_ip self._rect (get move 0) (get move 1))
(when (!= (get move 0) 0)
(setv self.facing
(.x-from-move Direction move))))
(defn attack [self]
(setv self.attacking True))
(defn flush [self]
(setv self.moves []))
(defn ground [self]
(setv self.jump-move 0))
(defn animate [self ticks]
;; Attack animation
(when (and self.attacking (= self.animate-end 0))
(setv self.animate-end (+ ticks 200))
(.blit self._surf (get self.tiles 1) #(0 0)))
(when (and self.attacking (> ticks self.animate-end))
(setv self.animate-end 0)
(setv self.attacking False)
(raise PlayerKilled)
(.blit self._surf (get self.tiles 0) #(0 0)))
(setv self._disp_surf
(case self.facing
Direction.LEFT (pygame.transform.flip self._surf True False)
Direction.RIGHT (.copy self._surf)))
(.flush self))
(defn [property] total-move [self]
(merge-moves self.moves))
(defn [property] surf [self]
self._disp_surf))
(defclass Player [Character]
(setv _type "player")
(setv _managed True)
(setv SPEED 100)
(setv JUMP_IMPULSE 10)
(setv MAX_JUMPING 100)
(defn __init__ [self id tiles physics tile-size x y]
(.__init__ (super) id tiles physics tile-size x y)
(setv self.jumping False)
(setv self.jump-move 0))
(defn [property] total-move [self]
(merge-moves self.moves))
(defn move [self move]
;; (.append self.moves move)
;; (.move_ip self._rect (get move 0) (get move 1))
;; ;; (setv self._physics.body.velocity move)
;; (when (!= (get move 0) 0)
;; (setv self.facing
;; (.x-from-move Direction move)))
)
(defn jump [self]
(setv self.jumping True)
(when (< self.jump-move self.MAX_JUMPING)
(setv self.jump-move (+ self.jump-move self.JUMP_IMPULSE))
(.move self #(0 (neg self.JUMP_IMPULSE)))))
(defn [property] rect [self]
(setv self._rect.x self._physics.body.position.x)
(setv self._rect.y self._physics.body.position.y)
self._rect))
(defclass Enemy [Character]
(setv _type "Enemy"))
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