;; deps (local levels (. (require "levels.fnl") :levels)) (local bump (require "bump")) ;; global vars (var player-art nil) ; 25x50 pixels each player is 25x25 (var dust-sprite nil) ; 35x35 pixels (var walls-sprite nil) (var walls-batch nil) (var wall-quads nil) (local debug true) (local collider-debug-boxes []) (local bump-world (bump.newWorld 25)) (local player { :x 50 :y 50 :w 25 :h 25 :speed 80 }) (fn love.load [] (love.window.setMode 600 640) (bump-world:add player player.x player.y player.w player.h) ;; load world images (set walls-sprite (love.graphics.newImage "assets/walls.png")) (set walls-batch (love.graphics.newSpriteBatch walls-sprite 2500)) ;; load wall quads (set wall-quads []) (let [(h w) (: walls-sprite :getDimensions)] (for [i 0 19 1] (table.insert wall-quads (love.graphics.newQuad (* i 25) 0 25 25 h w)))) ;; load tiles (each [_ row (pairs (. levels :level01 :tiles))] (each [_ tile (pairs row)] (let [ x (. tile :x) y (. tile :y) id (. tile :tile-id) colliders (or (. levels.level01.wall-colliders (- id 1)) [])] (walls-batch:add (. wall-quads id) x y) ; (print (fennel.view colliders)) (each [_ collider (pairs colliders)] (bump-world:add {: x : y :type "wall"} (+ 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}) )))) (set player-art { :player-sprite (love.graphics.newImage "assets/player.png") :player1-quad (love.graphics.newQuad 0 0 25 25 50 25) :player2-quad (love.graphics.newQuad 25 0 25 25 50 25) }) (set dust-sprite (love.graphics.newImage "assets/dust_001.png")) ; (print (fennel.view game-state)) ;; 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 (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 off-white (color 237 230 200)) (local black [0 0 0]) (local black-half-tone [0 0 0 0.25]) (fn draw-world [] (love.graphics.setColor 1 1 1) ; reset color to white (no tinting) (love.graphics.draw walls-batch) ) (fn love.update [dt] (let [deltas { :dx 0 :dy 0}] (if (love.keyboard.isDown :right) (tset deltas :dx (* player.speed dt)) (if (love.keyboard.isDown :left) (tset deltas :dx (* (* -1 player.speed) dt)))) (if (love.keyboard.isDown :down) (tset deltas :dy (* player.speed dt)) (if (love.keyboard.isDown :up) (tset deltas :dy (* (* -1 player.speed) dt)))) (if (or (not= 0 deltas.dx) (not= 0 deltas.dy)) (let [(x y) (bump-world:move player (+ player.x deltas.dx) (+ player.y deltas.dy))] ; (print (fennel.view { :msg "Moving player" :x x :y y})) (tset player :x x) (tset player :y y))))) (fn love.draw [] ;; clear the screen and set bg to off white (love.graphics.clear) (draw-world) ;; draw player (love.graphics.draw (. player-art :player-sprite) (. player-art :player1-quad) player.x player.y) ;; draw player hitbox (when debug (love.graphics.setColor (unpack black)) ; reset color to white (no tinting) (love.graphics.rectangle "line" player.x player.y player.w player.h)) ;; draw collider debug boxes (when debug (love.graphics.setColor (unpack black)) ; reset color to white (no tinting) (each [_ collider (pairs collider-debug-boxes)] (love.graphics.rectangle "line" collider.x collider.y collider.width collider.height))) ) ; (love.graphics.print "Hello from Fennel!\nPress any key to quit" 10 10)) (fn love.keypressed [key] nil )