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(use-modules (chickadee graphics sprite)
(chickadee)
(chickadee graphics viewport)
(chickadee audio)
(ice-9 pretty-print)
(ice-9 format)
(turbo vehicles)
(srfi srfi-1))
;;;; Constants and variables
(define the-font (load-bitmap-font "thick_8x8.xml"))
(define lane-height 65)
(define lane-length 192)
(define road-start-y 80)
(define road-section-position 0)
(define road (load-tileset "road.png" lane-length lane-height))
(define road-num-lanes 5)
(define road-end-y (+ road-start-y (* road-num-lanes lane-height)))
(define road-top (texture-atlas-ref road 2))
(define road-bottom (texture-atlas-ref road 0))
(define road-lane (texture-atlas-ref road 1))
(define grass (load-image "grass.png"))
(define grass-height 96)
(define vehicles-sprites (load-tileset "vehicles.png" vehicle-length vehicle-height))
(define player-velocity (vec2 0 0))
(define player-min-speed 250)
(define player-max-speed 1072)
(define player-rotation 0)
;; 2px/s/s acceleration
(define player-car-acceleration 100)
;; 4px/s/s deceleration
(define player-car-deceleration -500)
(define player-current-acceleration 0)
(define level-difficulty 1)
(define music-res (load-audio "music.ogg"))
(define music (make-source #:audio music-res #:loop? #t))
(define engine-res (load-audio "engine-loop-1.ogg"))
(define engine-sound (make-source #:audio engine-res #:loop? #t))
(define (calculate-vehicle-position lane)
(vec2 (window-width (current-window))
(+ road-start-y
(* 65 (- lane 1))
(/ (- lane-height vehicle-height) 2))))
(define (random-lane-start-pos)
(calculate-vehicle-position (+ 1 (random road-num-lanes))))
(define (make-vehicle-list vehicle-list tile-ref)
(if (< tile-ref (texture-atlas-size vehicles-sprites))
(cons (make-inactive-vehicle (* 2 tile-ref)
(texture-atlas-ref vehicles-sprites tile-ref)
(random-lane-start-pos))
(cons (make-inactive-vehicle (+ 1 (* 2 tile-ref))
(texture-atlas-ref vehicles-sprites tile-ref)
(random-lane-start-pos))
(make-vehicle-list vehicle-list (+ tile-ref 1))))
vehicle-list))
(define (vehicle-reset-ahead veh)
(let ((lane-num (random road-num-lanes)))
(set-vehicle-position! veh (calculate-vehicle-position
(+ 1 lane-num)))
(set-vehicle-speed! veh (+ player-min-speed (* 75 lane-num)) )
(set-vehicle-active! veh #f)))
(define vehicles (make-vehicle-list (list) 0))
(for-each vehicle-reset-ahead vehicles)
;; Important: set one vehicle active to bootstrap the game ????
;; TODO: nope, bug here somewhere!
(set-vehicle-active! (car vehicles) #t)
(define game-over #f)
(define (vehicle-has-spawn-space? vehicle)
(define (vehicle-in-the-way? v)
(and (not (vehicle= vehicle v))
(vehicle-active? v)
(not (vehicle-safety-distance? v vehicle))))
(not (any vehicle-in-the-way? vehicles)))
;;;; Game functions
(define (draw-lanes x y num-lanes)
(when (> num-lanes 0)
(draw-sprite road-lane (vec2 x y))
(draw-lanes x (+ lane-height y) (- num-lanes 1))))
(define (draw-road-section startx starty num-lanes)
(draw-sprite road-bottom (vec2 startx starty))
(draw-lanes startx (+ lane-height starty) (- num-lanes 2))
(draw-sprite road-top (vec2 startx (+ starty (* lane-height (- num-lanes 1))))))
(define (draw-grass-down x y)
(draw-sprite grass (vec2 x (- y grass-height))))
(define (draw-grass-up x y)
(draw-sprite grass (vec2 x y)))
(define (draw-road startx starty num-lanes)
(when (< startx (window-width (current-window)))
(draw-grass-down startx starty)
(draw-road-section startx starty num-lanes)
(draw-road (+ startx lane-length) starty num-lanes)
(draw-grass-up startx (+ starty (* lane-height num-lanes)))))
(define (lane-y num-lane)
(+ road-start-y
(* lane-height (- num-lane 1))))
(define initial-player-position
(vec2 (/ (- (window-width (current-window)) vehicle-length) 4)
(+ (lane-y 3)
(/ (- lane-height vehicle-height) 2))))
(define player-car (make-vehicle
0
(texture-atlas-ref vehicles-sprites 0)
initial-player-position
(+ 1 player-min-speed)
#t))
(define (level-min-speed)
(+ player-min-speed (* (- level-difficulty 1) 18)))
(define (set-player-speed! new-speed)
(let* ((min-speed (level-min-speed))
(player-speed (max (min new-speed player-max-speed) min-speed))
(pitch-factor (* 0.10 (- player-speed min-speed))))
(set-vehicle-speed! player-car player-speed)
(set-source-pitch! engine-sound (+ 1 pitch-factor))))
(define (player-on-road?)
(and (> (vec2-y (vehicle-position player-car)) road-start-y)
(< (+ (vec2-y (vehicle-position player-car)) vehicle-height) road-end-y)))
(define (crash-player top?)
(set! player-rotation (if top? 1 -1))
(set-vehicle-position! player-car (vec2+ (vehicle-position player-car) (vec2 0 (if top? 30 10))))
(set-vehicle-speed! player-car 0)
(source-stop engine-sound))
(define (off-road-player-top)
(crash-player #t))
(define (off-road-player-bottom)
(crash-player #f))
(define (off-road-player)
"Moves the player off-road"
(if (> (vec2-y (vehicle-position player-car)) road-start-y)
(off-road-player-top)
(off-road-player-bottom)))
(define (player-collides?)
(let ((player-hitbox (vehicle-hitbox player-car)))
(any (lambda (vehicle)
(rect-intersects? player-hitbox (vehicle-hitbox vehicle)))
vehicles)))
(define (vehicle-off-screen? veh)
(and vehicle-active?
(>= (- vehicle-length) (vec2-x (vehicle-position veh)))))
;;;; Chickadee hooks
(set-source-volume! music 0.5)
(source-play music)
(source-play engine-sound)
(define (update interval)
(unless game-over
(unless (player-on-road?)
(off-road-player)
(set! game-over #t))
(let ((new-speed (+ (vehicle-speed player-car)
(* player-current-acceleration interval))))
(set-vehicle-speed! player-car (min player-max-speed
(max (level-min-speed)
new-speed))))
(when (player-collides?)
(off-road-player)
;; TODO: Think of different animation for this game over
(set! game-over #t))
(set! road-section-position
(if (< road-section-position (- lane-length))
(- (+ road-section-position lane-length) (* interval (vehicle-speed player-car)))
(- road-section-position (* interval (vehicle-speed player-car)))))
(set-vehicle-position! player-car (vec2+ (vehicle-position player-car)
player-velocity))
(for-each (lambda (veh)
(vehicle-move! veh (vec2 (- (* interval (vehicle-speed- player-car veh))) 0)))
(filter vehicle-active? vehicles))
;; Reset vehicles that have gone off screen
(for-each vehicle-reset-ahead (filter vehicle-off-screen? vehicles))
;; Randomly respawn vehicles based on level difficulty
(let ((challenge (- (/ 200 level-difficulty) 9)))
(when (= 0 (random challenge))
(let* ((inactive-vehicles (filter vehicle-inactive? vehicles))
(spawnable-vehicles (filter vehicle-has-spawn-space? inactive-vehicles)))
(if (not (null? spawnable-vehicles))
(set-vehicle-active! (list-ref
spawnable-vehicles
(random (length spawnable-vehicles)))
#t)))))
;; End (unless game-over)
))
(define (draw alpha)
(draw-road road-section-position road-start-y road-num-lanes)
(draw-text "Turbo Racer 3000!"
(vec2 170.0 (- (window-height (current-window)) 25))
#:font the-font
#:scale (vec2 2 2))
(draw-sprite (vehicle-sprite player-car) (vehicle-position player-car) #:rotation player-rotation)
(for-each (lambda (veh)
(draw-sprite (vehicle-sprite veh) (vehicle-position veh)))
(filter vehicle-active? vehicles))
(draw-text (format #f "Speed: ~smph" (round (* (vehicle-speed player-car) 0.11187)))
(vec2 400.0 20.0)
#:font the-font
#:scale (vec2 2 2))
(draw-text (format #f "Level: ~s" level-difficulty)
(vec2 30.0 20.0)
#:font the-font
#:scale (vec2 2 2))
(if game-over
(draw-text "GAME OVER" (vec2 260 (/ (window-width (current-window)) 2))
#:font the-font
#:scale (vec2 2 2))))
(define (key-press key modifiers repeat?)
(cond
((eq? key 'w)
(set! player-velocity (vec2 0 vehicle-steering-speed)))
((eq? key 's)
(set! player-velocity (vec2 0 (- vehicle-steering-speed))))
((eq? key 'd)
(set! player-current-acceleration player-car-acceleration))
((eq? key 'a)
(set! player-current-acceleration player-car-deceleration))
((eq? key 'escape)
(abort-game))
((and (eq? key 'return) game-over)
(set-vehicle-position! player-car initial-player-position)
(set-player-speed! (level-min-speed))
(set! player-rotation 0)
(source-play engine-sound)
(for-each vehicle-reset-ahead vehicles)
;; Reset all vehicles
(set! game-over #f))))
(define (key-release key modifiers)
(cond
((or (eq? key 'a) (eq? key 'd))
(set! player-current-acceleration 0)))
(if (or (eq? key 'w) (eq? key 's))
(set! player-velocity (vec2 0 0))))
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