robot_cleaning_game/two_player_cleaning_game/main.fnl

233 lines
7.5 KiB
Fennel

;; deps
(local levels (. (require "levels.fnl") :levels))
(local bump (require "bump"))
;; 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 player-art nil) ; 25x50 pixels each player is 25x25
(var dust-sprite nil) ; 35x35 pixels
(var ui-bg nil)
(var walls-sprite nil)
(var walls-batch nil)
(var wall-quads nil)
(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)
(local collider-debug-boxes [])
(local bump-world (bump.newWorld 25))
(local player { :x 50 :y 50 :w 25 :h 25 :speed 80 :battery 100 :rot 0 })
; 16:9 (Modern Widescreen - Recommended)**
; - **640x360** ← Best middle ground
; - 800x450
; - 1024x576
; - 1280x720
; **4:3 (Classic/Arcade Feel)**
; - **320x240** (very retro, but small)
; - **800x600** (spacious, classic 4:3)
; - 1024x768
(fn love.load []
(love.window.setMode screen.screen-w screen.screen-h)
(tset screen :canvas (love.graphics.newCanvas screen.canvas-w screen.canvas-h))
(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))
(set ui-bg (love.graphics.newImage "assets/ui.png"))
;; load wall quads
(set wall-quads [])
(let [(w h) (: walls-sprite :getDimensions)]
(for [i 0 19 1]
(table.insert wall-quads (love.graphics.newQuad (* i 25) 0 25 25 w h))))
;; 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
(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)
}
}
}
))
(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
(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]
; rotate player
(if (and (love.keyboard.isDown :d) (not (love.keyboard.isDown :a)))
(tset player :rot (+ player.rot (* dt 2))))
(if (and (love.keyboard.isDown :a) (not (love.keyboard.isDown :d)))
(tset player :rot (- player.rot (* dt 2))))
(if (or (love.keyboard.isDown :a) (love.keyboard.isDown :d))
(let [
new-x (+ player.x (* player.speed dt (math.cos player.rot)))
new-y (+ player.y (* player.speed dt (math.sin player.rot)))
(x y) (bump-world:move player new-x new-y)]
(tset player :x x)
(tset player :y y)))
;; 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)))
)
(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 ui-bg 0 0)
(set-color :dark-purple)
(love.graphics.setFont font)
(love.graphics.print "Battery:" 20 6)
(set-color :light-blue)
(love.graphics.rectangle "fill" 72 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 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-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 )