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(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)))
      (.ground entity))))

;; 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 MiniSprite [pygame.sprite.Sprite]
  (defn __init__ [self tile x y]
    (.__init__ (super))
    (setv self.surf (pygame.Surface #(TILE_SIZE TILE_SIZE)))
    (.blit self.surf tile #(0 0))
    (setv self.rect (.get_rect self.surf :left (* x TILE_SIZE) :top (* y TILE_SIZE)))))

(defclass Player [pygame.sprite.Sprite]
  (setv fixed False)
  (setv SPEED 3)
  (setv JUMP_IMPULSE 10)
  (setv MAX_JUMPING 100)

  (defn __init__ [self tile initial-x initial-y]
    (.__init__ (super))
    (setv self.id 1)
    (setv self.surf (pygame.Surface #(TILE_SIZE TILE_SIZE)))
    (setv self.jumping False)
    (setv self.jump_move 0)
    (.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 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 (* -1 self.JUMP_IMPULSE)))))

  (defn ground [self]
    (setv self.jump_move 0))

  (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"))
(setv macro-input-mode False)
(setv macro-commands [None None None])

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

(setv ongoing_inputs [])

(defn draw-tile [target tile-id x y]
  (let [tile (MiniSprite (get tiles.tiles tile-id) x y)]
    (.blit target tile.surf tile.rect)))

(while running
  (.flush player)

  (for [event (pygame.event.get)]
    (case event.type
          pygame.QUIT (setv running False)
          pygame.KEYDOWN (if (= event.key pygame.K_ESCAPE)
                             (setv running False)
                             (if macro-input-mode
                                 (when (in event.key [pygame.K_a pygame.K_w pygame.K_a pygame.K_s pygame.K_d])
                                   (print event.key)
                                   (setv (get macro-commands (.index macro-commands None)) event.key))
                                 (case event.key
                                       pygame.K_SPACE (setv macro-input-mode True)
                                       else (.append ongoing_inputs event.key))))
          pygame.KEYUP (when (in event.key ongoing_inputs)
                         (.remove ongoing_inputs event.key))))

  (.fill screen "#472d3c")

  (if macro-input-mode
      ;; If the commands list is full
      (if (all macro-commands)
          ;; Process commands
          (do
            (for [command macro-commands]
              (print command)
              (case command
                    pygame.K_a (.move player #((* -1 player.SPEED) 0))
                    pygame.K_s (.move player #(0 1))
                    pygame.K_w (.move player #(0 player.MAX_JUMPING))
                    pygame.K_d (.move player #(player.SPEED 0))))
            (setv macro-commands [None None None])
            (setv macro-input-mode False))

          (do (draw-tile screen 757 3 1)
              (for [#(num command) (enumerate macro-commands)]
                (let [x-pos (+ 4 num)]
                  (case command
                        pygame.K_w (draw-tile screen 700 x-pos 1)
                        pygame.K_d (draw-tile screen 701 x-pos 1)
                        pygame.K_s (draw-tile screen 702 x-pos 1)
                        pygame.K_a (draw-tile screen 703 x-pos 1))))))

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

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

          ;; 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)