fennel_love2d_experiments/two_player_cleaning_game/main.fnl

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11 KiB
Fennel

;; 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) (if tile.h-flip (+ x 25) x) y 0 (if tile.h-flip -1 1) 1)
(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))))
(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)