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12 changed files with 245 additions and 14 deletions

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@ -2,6 +2,12 @@
A two-player cooperative cleaning game built with [Fennel](https://fennel-lang.org/) and [Löve 2D](https://www.love2d.org/).
The Löve2d Fennel setup is based on https://git.sr.ht/~benthor/absolutely-minimal-love2d-fennel/tree/master/item/README.md
Color pallet is ["curiosities", Created by sukinapan](https://lospec.com/palette-list/curiosities).
And though this is a git repo I use [Jujutsu](https://docs.jj-vcs.dev/latest/) for version control.
## Setup
1. Install LÖVE 2D following the [Getting Started guide](https://love2d.org/wiki/Getting_Started)

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@ -13,7 +13,7 @@
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2147483651,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,3,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2147483651,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,0,0,0,0,
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@ -13,6 +13,7 @@
(var pool nil)
(love.graphics.setDefaultFilter :nearest :nearest)
(local screen
(let [scale 2 canvas-w 800 canvas-h 450]
{ :screen-w (* canvas-w scale)
@ -77,7 +78,6 @@
(fn love.load []
(love.window.setMode screen.screen-w screen.screen-h)
; (tset screen :canvas (love.graphics.newCanvas screen.canvas-w screen.canvas-h))
(set pool (level.load screen))
(pool:flush)
(pool:emit :load)

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@ -14,6 +14,7 @@
:light-blue (color 0 185 190)
:light-pink (color 255 176 163)
:black [0 0 0]
:white [255 255 255]
:black-half-tone [0 0 0 0.25]
})

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@ -10,6 +10,9 @@
(lambda bump-filter [item other]
(if (= other.behavior "block") :slide :cross))
(lambda vision-bump-filter [other]
(= other.behavior "block"))
(lambda angle-to-direction [angle]
"Convert angle (radians) to compass direction keyword"
(local tau (* 2 math.pi))
@ -28,6 +31,7 @@
(local height 15)
(local player {
:x 50 :y 50 :w 25 :h 25 :speed 80 :battery 100 :rot 0
:vision-pts []
:hitbox [50 50 width height]
:init-move false ; nudge the player at start of game to trigger starting collisions
})
@ -38,6 +42,54 @@
(when col.other.on-hit (col.other:on-hit))
(beholder.trigger "PLAYER.HIT" col.other)))
(lambda origin-pt [x y]
(values (+ x (/ width 2)) (+ y (/ height 2))))
(lambda player.cal-vision-points [self]
(let [
(ox oy) (origin-pt self.x self.y)
pts []]
(lambda add-pt [x y] (table.insert pts [x y]))
(for [i 1 5]
(add-pt (- ox (* i 5) 50) (- oy (- 50 (* i 5) ))))
(for [i 1 10]
(add-pt (- ox (* i 5)) (- oy 50)))
(add-pt ox (- oy 50)) ; middle pt
(for [i 1 10]
(add-pt (+ ox (* i 5)) (- oy 50)))
(for [i 1 5]
(add-pt (+ ox (* i 5) 50) (- oy (- 50 (* i 5) ))))
(table.sort pts (lambda [a b] (let [x1 (. a 1) x2 (. b 1)]
(> x1 x2))))
(icollect [_ pt (ipairs pts)]
(let [
[x y] pt
(rx ry) (utils.rotate-pt x y ox oy self.rot)]
[rx ry]))
)
)
(lambda player.cal-vision-poly [self]
(let [pts (self:cal-vision-points)
(ox oy) (origin-pt self.x self.y)
poly-pts [ox oy]
]
(each [_ pt (ipairs pts)]
(let [
items (bump-world:querySegmentWithCoords ox oy (. pt 1) (. pt 2) vision-bump-filter)
first-item (. items 1)]
(if first-item
(do
(table.insert poly-pts (. first-item :x1))
(table.insert poly-pts (. first-item :y1)))
(do
(table.insert poly-pts (. pt 1))
(table.insert poly-pts (. pt 2))))))
(set self.vision-pts poly-pts)
))
(fn player.update [self dt]
(when (= self.init-move false)
(set self.init-move true)
@ -62,10 +114,12 @@
(x y cols len) (bump-world:move self new-x new-y bump-filter)]
(handle-collisions cols)
(set self.x x)
(set self.y y))
(set self.y y)
(self:cal-vision-poly))
(if (> self.battery 0)
(set self.battery (- self.battery (* dt 2))))))
(beholder.trigger "PLAYER.POS" self.x self.y)
(beholder.trigger "PLAYER.VISION" self.vision-pts)
(beholder.trigger "PLAYER.BATTERY" self.battery))
(fn player.load [self]
@ -98,11 +152,19 @@
(. self.quads (angle-to-direction player.rot))
(- self.x 3) (- self.y 7)))
(lambda player.draw-vision-debug [self]
"draw debug lines and points for player vision"
(color.set-color :black)
(when (> (length self.vision-pts) 2) (love.graphics.polygon "line" self.vision-pts))
)
(fn player.draw-debug [self]
"draw player hitbox and direction line"
(color.set-color :black)
(self:draw-vision-debug)
(love.graphics.rectangle "line" self.x self.y width height)
(love.graphics.rectangle "line" self.x self.y 1 1)
; (love.graphics.rectangle "line" self.x self.y 1 1)
(love.graphics.push)
(let [ox (+ self.x (/ width 2)) oy (+ self.y (/ height 2))]
(love.graphics.translate ox oy)

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@ -8,8 +8,11 @@
(local walls (require "src/systems/walls.fnl"))
(local hud (require "src/systems/hud.fnl"))
(local levels (require "levels.fnl"))
(local fog-of-war (require "src/systems/fog_of_war.fnl"))
(local radar (require "src/systems/radar.fnl"))
(local info-pad (require "src/entities/info-pad.fnl"))
; TODO: refactor the args away. create a load method and get them from self.pool
(lambda load-objects [level-key pool]
(each [_ object (pairs (. levels :levels level-key :objects))]
; (debug-print object)
@ -18,13 +21,10 @@
))
)
(lambda collider-manager [bump-world]
(local collider-manager {})
(lambda collider-manager.addToGroup [self group-name entity]
(when (= group-name :hitbox)
; (utils.debug-print {:adding entity})
(bump-world:add entity (unpack entity.hitbox))))
collider-manager)
(self.pool.data.bump-world:add entity (unpack entity.hitbox))))
; (lambda register-notifications []
; (beholder.observe "PLAYER.HIT" (lambda [other]
@ -57,9 +57,11 @@
}
:systems [
(nata:oop)
(collider-manager bump-world)
collider-manager
camera
walls
fog-of-war
radar
(hud {: screen})
]
})]

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@ -5,8 +5,8 @@
(local camera {:x 0 :y 0})
(fn camera.draw2 [self]
(love.graphics.push)
(fn camera.draw10 [self]
(love.graphics.origin)
(love.graphics.translate (* -1 self.x) (* -1 self.y)))
(fn camera.load [self]
@ -17,7 +17,7 @@
(set self.y (- y (/ screen.canvas-h 2)))))))
(fn camera.draw89 [self]
(love.graphics.pop)) ; undo camera translation
(love.graphics.origin)) ; reset camera translation
(fn camera.draw99 [self]
(let [screen self.pool.data.screen canvas self.pool.data.canvas]
@ -29,6 +29,7 @@
(let [screen self.pool.data.screen canvas self.pool.data.canvas]
; use canvas
(love.graphics.setCanvas canvas)
; (love.graphics.setCanvas {: canvas :stencil true})
; clear the screen
(love.graphics.clear)
(color.set-color :cream)

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@ -0,0 +1,57 @@
(local color (require "src/colors.fnl"))
(local utils (require "src/utils.fnl"))
(local beholder (require "libs/beholder"))
(local levels (require "levels.fnl"))
(local assets (require "src/assets.fnl"))
(local fow
{
:player-vision-pts []
:player-pos [0 0]
:player-quad nil
:font nil
:canvas nil })
(lambda fow.load [self]
(let [(w h) (assets.player-sprite:getDimensions)]
(set self.player-quad (love.graphics.newQuad 0 0 25 25 w h)))
(set self.font (love.graphics.newFont 10))
(set self.canvas (love.graphics.newCanvas 1000 1000))
(beholder.observe "PLAYER.VISION" (lambda [pts]
(set self.player-vision-pts pts)))
(beholder.observe "PLAYER.POS" (lambda [x y]
(set self.player-pos [x y])))
(let [previousCanvas (love.graphics.getCanvas)]
(love.graphics.setCanvas self.canvas)
(color.set-color :dark-purple)
(love.graphics.rectangle "fill" 0 0 1000 1000)
(love.graphics.setCanvas previousCanvas)
))
(lambda fow.draw9 [self]
(let [
previousCanvas (love.graphics.getCanvas)
previousBlendMode (love.graphics.getBlendMode)
[x y] self.player-pos]
(love.graphics.setCanvas self.canvas)
(love.graphics.clear)
(color.set-color :dark-purple)
(love.graphics.rectangle "fill" 0 0 1000 1000)
(love.graphics.setBlendMode "replace")
(love.graphics.setColor 0 0 0 0) ; transparent
; draw player quad to uncover the player
(love.graphics.push)
(love.graphics.translate (- x 3) (- y 7))
(love.graphics.polygon "fill" 3 11 3 17 7 21 17 21 21 17 21 11 17 7 7 7)
(love.graphics.pop)
; draw the vision cone
(when (> (length self.player-vision-pts) 2)
(love.graphics.polygon "fill" self.player-vision-pts))
(love.graphics.setBlendMode previousBlendMode)
(love.graphics.setCanvas previousCanvas)))
(lambda fow.draw80 [self]
(color.reset-color)
(love.graphics.draw self.canvas 0 0))
fow

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@ -0,0 +1,36 @@
(local color (require "src/colors.fnl"))
(local utils (require "src/utils.fnl"))
(local beholder (require "libs/beholder"))
(local levels (require "levels.fnl"))
(local assets (require "src/assets.fnl"))
(local radar
{ :player-pos [0 0]
:rot 0
:speed 4 })
(lambda radar.load [self]
(beholder.observe "PLAYER.POS" (lambda [x y]
(set self.player-pos [x y]))))
(lambda radar.update [self dt]
(set self.rot (+ self.rot (* (/ dt self.speed)))))
(lambda radar.draw81 [self]
(let [
w 19 h 15
[x y] self.player-pos
ox (+ x (/ w 2))
oy (+ y (/ h 2))
]
(color.set-color :dark-pink)
(love.graphics.push)
(love.graphics.translate ox oy)
(love.graphics.rotate self.rot)
(love.graphics.setPointSize 2)
(love.graphics.points 0 0)
(love.graphics.circle "line" 0 0 150)
(love.graphics.line 0 0 0 150)
(love.graphics.pop)))
radar

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@ -6,6 +6,7 @@
:quads []
:batch nil
:collider-debug-boxes []
:debug-grid-canvas nil
})
(lambda mirror-collider [collider]
@ -18,6 +19,17 @@
:height collider.height
})
(fn draw-debug-grid []
(let [f (love.graphics.newFont 6)]
(love.graphics.setFont f)
(for [x 0 100 1]
(for [y 0 100 1]
(let [x1 (* x 100)
y1 (* y 100)]
(love.graphics.line x1 y1 (+ x1 1000) y1)
(love.graphics.line x1 y1 x1 (+ y1 1000))
(love.graphics.print (.. (string.format "%d" x1) "," (string.format "%d" y1)) (+ x1 3) (+ y1 3)))))))
(fn walls.load [self]
(set self.batch (love.graphics.newSpriteBatch assets.walls-sprite 2500))
;; load quads
@ -43,15 +55,26 @@
(self.pool.data.bump-world:add {: x : y :name :wall :behavior :block} collider-x collider-y mirrored-collider.width mirrored-collider.height)
(table.insert
self.collider-debug-boxes
{:x collider-x :y collider-y :width mirrored-collider.width :height mirrored-collider.height})))))))))
{:x collider-x :y collider-y :width mirrored-collider.width :height mirrored-collider.height}))))))))
(set self.debug-grid-canvas (love.graphics.newCanvas 1000 1000))
(love.graphics.setCanvas self.debug-grid-canvas)
(draw-debug-grid)
(love.graphics.setCanvas)
)
(fn walls.draw49 [self]
(color.reset-color)
(love.graphics.draw self.batch))
(fn walls.draw-debug [self]
"draw collider debug boxes"
(color.set-color :black)
; (draw-debug-grid)
(love.graphics.draw self.debug-grid-canvas 0 0)
(each [_ collider (pairs self.collider-debug-boxes)]
(love.graphics.rectangle "line" collider.x collider.y collider.width collider.height)))

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@ -1,6 +1,49 @@
; Radian constants at 30-degree increments
(local deg-0 0)
(local deg-30 (/ math.pi 6))
(local deg-60 (/ math.pi 3))
(local deg-90 (/ math.pi 2))
(local deg-120 (* 2 (/ math.pi 3)))
(local deg-150 (* 5 (/ math.pi 6)))
(local deg-180 math.pi)
(local deg-210 (* 7 (/ math.pi 6)))
(local deg-240 (* 4 (/ math.pi 3)))
(local deg-270 (* 3 (/ math.pi 2)))
(local deg-300 (* 5 (/ math.pi 3)))
(local deg-330 (* 11 (/ math.pi 6)))
(local deg-360 (* 2 math.pi))
(lambda debug-print [obj]
(print (fennel.view obj)))
(lambda rotate-pt [x y ox oy theta]
(let [
fix-theta (+ theta deg-90)
cos-theta (math.cos fix-theta)
sin-theta (math.sin fix-theta)
translated-x (- x ox)
translated-y (- y oy)
rotated-x (- (* translated-x cos-theta) (* translated-y sin-theta))
rotated-y (+ (* translated-x sin-theta) (* translated-y cos-theta))]
(values (+ ox rotated-x) (+ oy rotated-y))))
{
: debug-print
: rotate-pt
: deg-0
: deg-30
: deg-60
: deg-90
: deg-120
: deg-150
: deg-180
: deg-210
: deg-240
: deg-270
: deg-300
: deg-330
: deg-360
}