aboutsummaryrefslogtreecommitdiff
path: root/src/macroknight/game.hy
blob: d019a0f81aefde07626d2dd56ca4a784edc8754b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
(require hy)
(require hyrule *)
(import pygame
        pytmx.util_pygame [load_pygame]
        pprint [pprint])

(pygame.init)


(setv TILE_SCALING 1)
(setv TILE_SIZE (* TILE_SCALING 16))
(setv GRAVITY 5)

(defn invert [move]
  #((* -1 (get move 0))
     (* -1 (get move 1))))

(defclass TileSet []
  (defn __init__ [self image tile-w tile-h [padding 0]]

    (setv self.sheet
          (let [surf (pygame.image.load "assets/tileset_legacy.png")]
            (if (!= TILE_SCALING 1)
                (pygame.transform.scale
                  surf
                  #((* (.get_width surf) TILE_SCALING)
                     (* (.get_height surf) TILE_SCALING)))
                surf)))

    (setv self.tiles
          (lfor y (range 0 (.get_height self.sheet) (+ tile-h (* padding TILE_SCALING)))
                x (range 0 (.get_width self.sheet) (+ tile-w (* padding TILE_SCALING)))
                (let [tile (pygame.Surface #(tile-w tile-h))]
                  (.blit tile self.sheet #(0 0) #(x y tile-w tile-h))
                  tile)))))

;; Define systems here
(defn apply-gravity [entity entities]
  (when (not entity.fixed)
    (.move entity #(0 GRAVITY))))

(defn apply-collisions [entity entities]
  (for [ent entities]
    (when (and (!= ent.id entity.id)
               (.colliderect entity.rect ent.rect)
               (not entity.fixed))
      (.move entity
             (invert (get entity.moves -1))))))

;; Define entities here
(defclass LevelTile []
  (setv fixed True)

  (defn __init__ [self id x y surf]
    (setv self.id id)
    (setv self.surf
          (if (!= TILE_SCALING 1)
              (pygame.transform.scale
                surf
                #((* (.get_width surf) TILE_SCALING)
                   (* (.get_height surf) TILE_SCALING)))
              surf))

    (setv self.rect (.get_rect surf :left (* x TILE_SIZE) :top (* y TILE_SIZE)))))

(defclass Player [pygame.sprite.Sprite]
  (setv fixed False)
  (setv SPEED 5)
  (setv JUMP_IMPULSE 100)

  (defn __init__ [self tile initial-x initial-y]
    (.__init__ (super))
    (setv self.id 1)
    (setv self.surf (pygame.Surface #(TILE_SIZE TILE_SIZE)))
    (.blit self.surf tile #(0 0))
    (setv self.rect (.get_rect self.surf :left (* 5 TILE_SIZE))))

  (defn move [self move]
    (.append self.moves move)
    (.move_ip self.rect (get move 0) (get move 1)))

  (defn flush [self]
    (setv self.moves [])))

(setv screen (pygame.display.set_mode #((* TILE_SCALING 640) (* TILE_SCALING 480))))
(setv clock (pygame.time.Clock))
(setv running True)

(setv tiles (TileSet "assets/tileset_legacy.png" TILE_SIZE TILE_SIZE 1))

(setv player (Player (get tiles.tiles 28) 0 0))
(setv sprites-group [])
(.append sprites-group player)
(setv level (load_pygame "assets/level-1.tmx"))

(for [tiledef (enumerate (.tiles (get level.layers 1)))]
  (.append sprites-group (LevelTile (get tiledef 0) #* (get tiledef 1))))


(setv ongoing_inputs [])

(while running
  (.flush player)

  (for [event (pygame.event.get)]
    (case event.type
          pygame.QUIT (setv running False)
          pygame.KEYDOWN (case event.key
                               pygame.K_ESCAPE (setv running False)
                               pygame.K_w (.move player #(0 (* -1 player.JUMP_IMPULSE)))
                               else (.append ongoing_inputs event.key))
          pygame.KEYUP (when (in event.key ongoing_inputs)
                         (.remove ongoing_inputs event.key))))

  (for [inp ongoing_inputs]
    (case inp
          pygame.K_a (.move player #((* -1 player.SPEED) 0))
          pygame.K_s (.move player #(0 1))
          pygame.K_d (.move player #(player.SPEED 0))))

  (for [sprite sprites-group]
    (apply-collisions sprite sprites-group))

  (.fill screen "#472d3c")

  ;; Apply systems
  (for [sprite sprites-group]
    (apply-gravity sprite sprites-group)
    (apply-collisions sprite sprites-group))

  (for [sprite sprites-group]
    (.blit screen sprite.surf sprite.rect))

  (pygame.display.flip)
  (.tick clock 60)
  )

(pygame.quit)