241 lines
7.7 KiB
Fennel
241 lines
7.7 KiB
Fennel
;; deps
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(local levels (. (require "levels.fnl") :levels))
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(local bump (require "bump"))
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;; colors
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(lambda color [full-r full-g full-b]
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(let [(r g b) (love.math.colorFromBytes full-r full-g full-b)]
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[r g b]
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))
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(local color-pallet {
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:cream (color 255 238 204)
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:dark-purple (color 70 66 94)
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:dark-pink (color 255 105 115)
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:dark-blue (color 21 120 140)
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:light-blue (color 0 185 190)
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:light-pink (color 255 176 163)
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:black [0 0 0]
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:black-half-tone [0 0 0 0.25]
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})
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(fn reset-color []
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"reset color to white (no tinting)"
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(love.graphics.setColor 1 1 1))
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(lambda set-color [color]
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"set color to the given color from the color pallet"
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(love.graphics.setColor (unpack (. color-pallet color))))
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;; global vars
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(var player-art nil) ; 25x50 pixels each player is 25x25
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(var dust-sprite nil) ; 35x35 pixels
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(var ui-bg nil)
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(var walls-sprite nil)
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(var walls-batch nil)
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(var wall-quads nil)
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(local screen
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(let [scale 2 canvas-w 800 canvas-h 450]
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{ :screen-w (* canvas-w scale)
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:screen-h (* canvas-h scale)
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:canvas-w canvas-w
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:canvas-h canvas-h
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:scale scale
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:canvas nil}))
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(local camera {:x 0 :y 0})
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(local debug false)
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(local collider-debug-boxes [])
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(local bump-world (bump.newWorld 25))
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(local player { :x 50 :y 50 :w 25 :h 25 :speed 80 :battery 100 :rot 0 })
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; 16:9 (Modern Widescreen - Recommended)**
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; - **640x360** ← Best middle ground
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; - 800x450
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; - 1024x576
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; - 1280x720
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; **4:3 (Classic/Arcade Feel)**
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; - **320x240** (very retro, but small)
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; - **800x600** (spacious, classic 4:3)
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; - 1024x768
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(fn love.load []
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(love.window.setMode screen.screen-w screen.screen-h)
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(tset screen :canvas (love.graphics.newCanvas screen.canvas-w screen.canvas-h))
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(bump-world:add player player.x player.y player.w player.h)
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;; load world images
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(set walls-sprite (love.graphics.newImage "assets/walls.png"))
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(set walls-batch (love.graphics.newSpriteBatch walls-sprite 2500))
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(set ui-bg (love.graphics.newImage "assets/ui.png"))
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;; load wall quads
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(set wall-quads [])
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(let [(w h) (: walls-sprite :getDimensions)]
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(for [i 0 19 1]
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(table.insert wall-quads (love.graphics.newQuad (* i 25) 0 25 25 w h))))
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;; load tiles
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(each [_ row (pairs (. levels :level01 :tiles))]
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(each [_ tile (pairs row)]
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(let [
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x (. tile :x)
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y (. tile :y)
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id (. tile :tile-id)
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colliders (or (. levels.level01.wall-colliders (- id 1)) [])]
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(walls-batch:add (. wall-quads id) x y)
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; (print (fennel.view colliders))
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(each [_ collider (pairs colliders)]
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(bump-world:add {: x : y :type "wall"} (+ x collider.x) (+ y collider.y) collider.width collider.height)
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(table.insert
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collider-debug-boxes
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{:x (+ x collider.x) :y (+ y collider.y) :width collider.width :height collider.height})
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))))
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(set player-art
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(let [
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player-sprite (love.graphics.newImage "assets/player.png")
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(w h) (player-sprite:getDimensions)]
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{
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:player-sprite player-sprite
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:player1 {
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:quads {
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:n (love.graphics.newQuad 0 0 25 25 w h)
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:s (love.graphics.newQuad 25 0 25 25 w h)
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:ne (love.graphics.newQuad 50 0 25 25 w h)
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:e (love.graphics.newQuad 75 0 25 25 w h)
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:se (love.graphics.newQuad 100 0 25 25 w h)
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:sw (love.graphics.newQuad 125 0 25 25 w h)
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:w (love.graphics.newQuad 150 0 25 25 w h)
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:nw (love.graphics.newQuad 175 0 25 25 w h)
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}
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}
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}
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))
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(set dust-sprite (love.graphics.newImage "assets/dust_001.png"))
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; (print (fennel.view game-state))
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;; start a thread listening on stdin
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(: (love.thread.newThread "require('love.event')
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while 1 do love.event.push('stdin', io.read('*line')) end") :start))
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(fn love.handlers.stdin [line]
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;; evaluate lines read from stdin as fennel code
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(let [(ok val) (pcall fennel.eval line)]
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(print (if ok (fennel.view val) val))))
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;; drawing
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(fn draw-world []
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(reset-color)
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(love.graphics.draw walls-batch)
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;; draw collider debug boxes
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(when debug
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(set-color :black)
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(each [_ collider (pairs collider-debug-boxes)]
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(love.graphics.rectangle "line" collider.x collider.y collider.width collider.height))))
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(fn love.update [dt]
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; move / rotate player
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(let [
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d (love.keyboard.isDown :d)
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a (love.keyboard.isDown :a)
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e (love.keyboard.isDown :e)
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q (love.keyboard.isDown :q)]
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(case [d a e q]
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[true false false false] (tset player :rot (+ player.rot (* dt 2)))
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[false true false false] (tset player :rot (- player.rot (* dt 2)))
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[false false true false] (tset player :rot (- player.rot (* dt 2)))
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[false false false true] (tset player :rot (+ player.rot (* dt 2)))
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)
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(if (or d a e q)
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(let [
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dir-fn (if (or d a) #(+ $1 $2) #(- $1 $2))
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new-x (dir-fn player.x (* player.speed dt (math.cos player.rot)))
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new-y (dir-fn player.y (* player.speed dt (math.sin player.rot)))
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(x y) (bump-world:move player new-x new-y)]
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(tset player :x x)
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(tset player :y y))))
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;; Update camera to follow player (keep player centered on screen)
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(tset camera :x (- player.x (/ screen.canvas-w 2)))
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(tset camera :y (- player.y (/ screen.canvas-h 2)))
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)
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(fn draw-ui []
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(love.graphics.push)
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(love.graphics.translate 0 400)
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(let [font (love.graphics.newFont 10) font-small (love.graphics.newFont 6)]
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(set-color :cream)
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(love.graphics.rectangle "fill" 0 0 screen.canvas-w 100)
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(reset-color)
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(love.graphics.draw ui-bg 0 0)
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(set-color :dark-purple)
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(love.graphics.setFont font)
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(love.graphics.print "Battery:" 20 6)
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(set-color :light-blue)
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(love.graphics.rectangle "fill" 72 12 (* 152 (/ player.battery 100)) 4)
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(love.graphics.setFont font-small)
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(set-color :dark-purple)
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(love.graphics.print "100%" 229 2)
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(set-color :light-pink)
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(love.graphics.print "125%" 267 2)
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(love.graphics.print "125%" 306 2)
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(love.graphics.print "150%" 345 2)
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(love.graphics.print "200%" 382 2)
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(set-color :dark-purple)
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(love.graphics.line 0 0 screen.canvas-w 0)
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)
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(love.graphics.pop)
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)
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(lambda angle-to-direction [angle]
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"Convert angle (radians) to compass direction keyword"
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(local tau (* 2 math.pi))
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; Normalize angle to 0-2π range
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(local normalized (% (+ angle tau) tau))
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; Offset by 22.5° (π/8) so section boundaries align with directions
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(local offset (+ normalized (/ math.pi 8)))
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; Find which 45° section (π/4) it falls into
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(local section (math.floor (/ offset (/ math.pi 4))))
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; Map to compass directions
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(local directions [:e :se :s :sw :w :nw :n :ne])
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(. directions (+ (% section 8) 1)))
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(fn draw-player []
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"draw player sprite and hitbox"
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(reset-color)
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(love.graphics.draw
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player-art.player-sprite
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(. player-art.player1.quads (angle-to-direction player.rot))
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player.x player.y)
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;; draw player hitbox and direction line
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(when debug
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(set-color :black)
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(love.graphics.rectangle "line" player.x player.y player.w player.h)
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(love.graphics.push)
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(let [ox (+ player.x (/ 25 2)) oy (+ player.y (/ 25 2))]
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(love.graphics.translate ox oy)
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(love.graphics.rotate player.rot)
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(love.graphics.line 0 0 35 0))
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(love.graphics.pop)
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))
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(fn love.draw []
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(love.graphics.setCanvas screen.canvas)
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(love.graphics.clear)
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(set-color :cream)
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(love.graphics.rectangle "fill" 0 0 screen.canvas-w screen.canvas-h)
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(love.graphics.push) ; stores the default coordinate system
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(love.graphics.translate (* -1 camera.x) (* -1 camera.y))
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(draw-world)
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(draw-player)
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(love.graphics.pop)
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(draw-ui)
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(love.graphics.setCanvas)
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(reset-color)
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(love.graphics.draw screen.canvas 0 0 0 screen.scale screen.scale))
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; (love.graphics.print "Hello from Fennel!\nPress any key to quit" 10 10))
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(fn love.keypressed [key] nil )
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