;; deps (local levels (. (require "levels.fnl") :levels)) (local bump (require "bump")) (local network (require "network.fnl")) ;; colors (lambda color [full-r full-g full-b] (let [(r g b) (love.math.colorFromBytes full-r full-g full-b)] [r g b] )) (local color-pallet { :cream (color 255 238 204) :dark-purple (color 70 66 94) :dark-pink (color 255 105 115) :dark-blue (color 21 120 140) :light-blue (color 0 185 190) :light-pink (color 255 176 163) :black [0 0 0] :black-half-tone [0 0 0 0.25] }) (fn reset-color [] "reset color to white (no tinting)" (love.graphics.setColor 1 1 1)) (lambda set-color [color] "set color to the given color from the color pallet" (love.graphics.setColor (unpack (. color-pallet color)))) ;; global vars (var level-key "tutorial") (var player-art nil) ; 25x50 pixels each player is 25x25 (var dust-sprite nil) ; 35x35 pixels (var battery-bar-sprite nil) (local walls { :sprite nil :quads [] :batch nil }) (local objects { :sprite nil :quads {} :list [] }) (local screen (let [scale 2 canvas-w 800 canvas-h 450] { :screen-w (* canvas-w scale) :screen-h (* canvas-h scale) :canvas-w canvas-w :canvas-h canvas-h :scale scale :canvas nil})) (local camera {:x 0 :y 0}) (local debug false) (lambda debug-print [obj] (print (fennel.view obj))) (local collider-debug-boxes []) (lambda add-collider-debug-box [x y w h] (table.insert collider-debug-boxes {: x : y :width w :height h})) (var bump-world nil) (local player { :x 50 :y 50 :w 25 :h 25 :speed 80 :battery 100 :rot 0 }) (fn load-walls [] (set walls.batch (love.graphics.newSpriteBatch walls.sprite 2500)) ;; load quads (let [(w h) (walls.sprite:getDimensions)] (for [i 0 19 1] (table.insert walls.quads (love.graphics.newQuad (* i 25) 0 25 25 w h)))) ;; fill batch ;; (each [_ row (pairs (. levels :levels level-key :tiles))] (each [_ tile (pairs row)] (let [ x tile.x y tile.y id tile.tile-id colliders tile.colliders] (if (and (> id 0) (< id 21)) ;; 1-20 are wall tiles (do ; (print (fennel.view {:quad (. walls.quads id) : x : y : id})) (walls.batch:add (. walls.quads id) x y) (each [_ collider (pairs colliders)] (bump-world:add {: x : y :name :wall :behavior :block} (+ x collider.x) (+ y collider.y) collider.width collider.height) (table.insert collider-debug-boxes {:x (+ x collider.x) :y (+ y collider.y) :width collider.width :height collider.height})) )))))) (lambda create-charging-station [x y] (let [ station {: x : y :type :charging-station :active-pads {1 false 2 false 3 false}} pads { 1 {:x (- x 25) :y y :width 25 :height 25 :light-x (+ x 5)} 3 {:x (+ x 25) :y y :width 25 :height 25 :light-x (+ x 5 6 6)} 2 {:x x :y (+ y 25) :width 25 :height 25 :light-x (+ x 5 6)} }] (bump-world:add {: x : y :name :charging-station :behavior :block} x y 25 25) (add-collider-debug-box x y 25 25) (fn station.draw [self] (reset-color) (love.graphics.draw objects.sprite objects.quads.charging-station self.x self.y) (for [i 1 3 1] (let [pad (. pads i)] (if (. self.active-pads i) (do (love.graphics.draw objects.sprite objects.quads.charging-pad-active pad.x pad.y) (set-color :light-pink) (love.graphics.rectangle "fill" pad.light-x (+ y 18) 2 2) (reset-color)) (love.graphics.draw objects.sprite objects.quads.charging-pad pad.x pad.y)))) ) (lambda pad-hover-cb [self dt] (tset station.active-pads self.id true) (when (< player.battery 100) (set player.battery (+ player.battery (* dt 6))))) (lambda station.update [self _dt] (set self.active-pads {1 false 2 false 3 false})) (for [i 1 3 1] (let [pad (. pads i)] (bump-world:add {:name :charging-pad :behavior :hover :hover-cb pad-hover-cb :id i} pad.x pad.y 25 25) (add-collider-debug-box pad.x pad.y 25 25))) (table.insert objects.list station))) (fn load-objects [] (let [(w h) (objects.sprite:getDimensions)] (set objects.quads.charging-pad (love.graphics.newQuad 0 0 25 25 w h)) (set objects.quads.charging-pad-active (love.graphics.newQuad 50 0 25 25 w h)) (set objects.quads.charging-station (love.graphics.newQuad 25 0 25 25 w h))) (each [_ row (pairs (. levels :levels level-key :tiles))] (each [_ tile (pairs row)] (let [ x tile.x y tile.y id tile.tile-id] (when (> id 20) ;; 21+ are object tiles (when (= id 22) (create-charging-station x y))))))) (fn load-player [] (set player.battery 100) (set player.x (. levels :levels level-key :spawns :player-1 :x)) (set player.y (. levels :levels level-key :spawns :player-1 :y)) (bump-world:add player player.x player.y player.w player.h)) (lambda load-level [lvl-name] (set bump-world (bump.newWorld 25)) (set level-key :tutorial) ;; set player 1 location (load-player) (load-walls) (load-objects)) (fn load-assets [] (set objects.sprite (love.graphics.newImage "assets/objects.png")) (set walls.sprite (love.graphics.newImage "assets/walls.png")) (set battery-bar-sprite (love.graphics.newImage "assets/battery_bar.png")) (set player-art (let [ player-sprite (love.graphics.newImage "assets/player.png") (w h) (player-sprite:getDimensions)] { :player-sprite player-sprite :player1 { :quads { :n (love.graphics.newQuad 0 0 25 25 w h) :s (love.graphics.newQuad 25 0 25 25 w h) :ne (love.graphics.newQuad 50 0 25 25 w h) :e (love.graphics.newQuad 75 0 25 25 w h) :se (love.graphics.newQuad 100 0 25 25 w h) :sw (love.graphics.newQuad 125 0 25 25 w h) :w (love.graphics.newQuad 150 0 25 25 w h) :nw (love.graphics.newQuad 175 0 25 25 w h) } } } )) ) (fn love.load [] (love.window.setMode screen.screen-w screen.screen-h) (tset screen :canvas (love.graphics.newCanvas screen.canvas-w screen.canvas-h)) (load-assets) (load-level :tutorial) ;; Initialize network (network.init) (network.send-msg "REGISTER") ;; start a thread listening on stdin (: (love.thread.newThread "require('love.event') while 1 do love.event.push('stdin', io.read('*line')) end") :start)) (fn love.handlers.stdin [line] ;; evaluate lines read from stdin as fennel code (let [(ok val) (pcall fennel.eval line)] (print (if ok (fennel.view val) val)))) ;; drawing (fn draw-world [] (reset-color) (love.graphics.draw walls.batch) ;; draw collider debug boxes (when debug (set-color :black) (each [_ collider (pairs collider-debug-boxes)] (love.graphics.rectangle "line" collider.x collider.y collider.width collider.height)))) (fn love.update [dt] (each [_ obj (pairs objects.list)] (obj:update dt)) ; move / rotate player (let [ d-key (love.keyboard.isDown :d) a-key (love.keyboard.isDown :a) e-key (love.keyboard.isDown :e) q-key (love.keyboard.isDown :q)] ; (print (fennel.view {: d-key : a-key : e-key : q-key})) (match {:d-key d-key :a-key a-key :e-key e-key :q-key q-key} {:d-key true :a-key false :e-key false :q-key false} (tset player :rot (+ player.rot (* dt 2))) {:d-key false :a-key true :e-key false :q-key false} (tset player :rot (- player.rot (* dt 2))) {:d-key false :a-key false :e-key true :q-key false} (tset player :rot (- player.rot (* dt 2))) {:d-key false :a-key false :e-key false :q-key true} (tset player :rot (+ player.rot (* dt 2))) ) (when (and (> player.battery 0) (or d-key a-key e-key q-key)) (let [ dir-fn (if (or d-key a-key) #(+ $1 $2) #(- $1 $2)) new-x (dir-fn player.x (* player.speed dt (math.cos player.rot))) new-y (dir-fn player.y (* player.speed dt (math.sin player.rot))) col-filter-fn (lambda [item other] (if (= other.behavior "block") :slide :cross)) (x y cols len) (bump-world:move player new-x new-y col-filter-fn)] (tset player :x x) (tset player :y y)) (if (> player.battery 0) (set player.battery (- player.battery (* dt 2)))))) ;; Update camera to follow player (keep player centered on screen) (tset camera :x (- player.x (/ screen.canvas-w 2))) (tset camera :y (- player.y (/ screen.canvas-h 2))) (let [(items len) (bump-world:queryRect player.x player.y 25 25 #(= $1.behavior "hover"))] (each [_ item (pairs items)] (item:hover-cb dt))) ;; Network updates (network.update dt)) ; (set net-state.net-update-timer (+ net-state.net-update-timer dt)) ; (when (>= net-state.net-update-timer net-state.net-update-interval) ; (when net-state.connected ; (network.send-update player.x player.y player.rot player.battery)) ; (set net-state.net-update-timer 0))) (fn draw-ui [] (love.graphics.push) (love.graphics.translate 0 400) (let [font (love.graphics.newFont 10) font-small (love.graphics.newFont 6)] (set-color :cream) (love.graphics.rectangle "fill" 0 0 screen.canvas-w 100) (reset-color) (love.graphics.draw battery-bar-sprite 78 8) (set-color :dark-purple) (love.graphics.setFont font) (love.graphics.print (.. "Battery: " (string.format "%d" player.battery) "%") 6 7) (set-color :light-blue) (love.graphics.rectangle "fill" 80 12 (* 152 (/ player.battery 100)) 4) (love.graphics.setFont font-small) (set-color :dark-purple) (love.graphics.print "100%" 229 2) (set-color :light-pink) (love.graphics.print "125%" 267 2) (love.graphics.print "125%" 306 2) (love.graphics.print "150%" 345 2) (love.graphics.print "200%" 382 2) (set-color :dark-purple) (love.graphics.line 0 0 screen.canvas-w 0) ) (love.graphics.pop) ) (lambda angle-to-direction [angle] "Convert angle (radians) to compass direction keyword" (local tau (* 2 math.pi)) ; Normalize angle to 0-2π range (local normalized (% (+ angle tau) tau)) ; Offset by 22.5° (π/8) so section boundaries align with directions (local offset (+ normalized (/ math.pi 8))) ; Find which 45° section (π/4) it falls into (local section (math.floor (/ offset (/ math.pi 4)))) ; Map to compass directions (local directions [:e :se :s :sw :w :nw :n :ne]) (. directions (+ (% section 8) 1))) (fn draw-player [] "draw player sprite and hitbox" (reset-color) (love.graphics.draw player-art.player-sprite (. player-art.player1.quads (angle-to-direction player.rot)) player.x player.y) ;; draw player hitbox and direction line (when debug (set-color :black) (love.graphics.rectangle "line" player.x player.y player.w player.h) (love.graphics.push) (let [ox (+ player.x (/ 25 2)) oy (+ player.y (/ 25 2))] (love.graphics.translate ox oy) (love.graphics.rotate player.rot) (love.graphics.line 0 0 35 0)) (love.graphics.pop) )) (fn draw-objects [] (each [_ obj (pairs objects.list)] ; (print (fennel.view obj)) (obj:draw))) (fn love.draw [] (love.graphics.setCanvas screen.canvas) (love.graphics.clear) (set-color :cream) (love.graphics.rectangle "fill" 0 0 screen.canvas-w screen.canvas-h) (love.graphics.push) ; stores the default coordinate system (love.graphics.translate (* -1 camera.x) (* -1 camera.y)) (draw-world) (draw-objects) (draw-player) (love.graphics.pop) (draw-ui) (love.graphics.setCanvas) (reset-color) (love.graphics.draw screen.canvas 0 0 0 screen.scale screen.scale)) ; (love.graphics.print "Hello from Fennel!\nPress any key to quit" 10 10)) (fn love.keypressed [key] nil ) (fn love.quit [] "Clean up before game closes" (network.close) false)