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(load "math")
(load "common")
(load "rect")
(load "spatial")
(load "sparrow")
(declare
(standard-bindings)
(extended-bindings))
(define-structure game-particle particle atlas img-name extra)
(define (game-particle-make particle atlas img-name #!optional (extra #f))
(let* ((gp (make-game-particle particle atlas img-name extra)))
gp))
(define (game-particle-w particle)
(sparrow-width (game-particle-atlas particle) (game-particle-img-name particle)))
(define (game-particle-h particle)
(sparrow-height (game-particle-atlas particle) (game-particle-img-name particle)))
(define (game-particle-width gp)
(* (particle-s (game-particle-particle gp)) (game-particle-w gp)))
(define (game-particle-height gp)
(* (particle-s (game-particle-particle gp)) (game-particle-h gp)))
(define (game-particle-r gp)
(particle-r (game-particle-particle gp)))
(define (game-particle-dr gp)
(particle-dr (game-particle-particle gp)))
(define (game-particle-x gp)
(particle-x (game-particle-particle gp)))
(define (game-particle-y gp)
(particle-y (game-particle-particle gp)))
(define (game-particle-cx gp)
(/ (game-particle-w gp) 2.))
(define (game-particle-cy gp)
(/ (game-particle-h gp) 2.))
(define (game-particle-t gp)
(particle-t (game-particle-particle gp)))
(define (game-particle-dr-set! gp dr)
(particle-dr-set! (game-particle-particle gp) dr))
(define (game-particle-s gp)
(particle-s (game-particle-particle gp)))
(define (game-particle-rect-scaled gp s)
(let* ((hw (* s (/ (game-particle-width gp) 2.)))
(hh (* s (/ (game-particle-width gp) 2.)))
(cx (* s (game-particle-x gp)))
(cy (* s (game-particle-y gp))))
(rect-make (- cx hw) (- cy hh) (+ cx hw) (+ cy hh))))
(define (game-particle-rect gp)
(game-particle-rect-scaled gp 1))
(define (game-particle->sprite gp ocx ocy)
(let ((sprite (frame/make-sprite))
(w (game-particle-width gp))
(h (game-particle-height gp)))
(sprite-parms-set! sprite (sparrow-image (game-particle-atlas gp))
(game-particle-x gp) (game-particle-y gp)
(+ ocx 0.5)
(+ ocy 0.5)
(game-particle-t gp)
(* w (game-particle-s gp))
(* h (game-particle-s gp)))
(sprite-sparrow-coords-set! sprite (game-particle-atlas gp)
(game-particle-img-name gp))
sprite))
(define (game-particles->sprite-list gps #!optional (ocx 0) (ocy 0))
(reduce (lambda (sprite-list gp)
(frame/spritelist-append
sprite-list
(game-particle->sprite gp ocx ocy)))
#f
gps))
(define (game-particle-integrate gp dt)
(particle-integrate (game-particle-particle gp) dt)
gp)
(define *base-volume* 1000)
(define *player* '())
(define *player-bullets* '())
(define *enemy-bullets* '())
(define *enemies* '())
(define *particles* '())
(define *enemy-speed* 50)
(define *player-speed* 600)
(define *player-bullet-speed* 1200)
(define *enemy-bullet-speed* 400)
(define *initial-enemies* 1)
(define *max-enemies* 10)
(define *texture-atlas* #f)
(define (step-pretty-particles dt)
(set! *particles*
(mapcat (lambda (p)
(filter not-null? (integrate-game-particle p dt)))
*particles*)))
(define (spawn-smoke-particle source)
(let* ((r (vect-copy (game-particle-r source)))
(dr (vect-copy (game-particle-dr source)))
(dr (vect-add-into! dr dr (random-vector 50 100)))
(death-time (+ (seconds->cycles (/ (rand-in-range 500 3500) 1000.))
(clock-time *game-clock*))))
(game-particle-make
(particle-make
r dr
(rand-in-range 0 360) (rand-in-range -20 20)
0.01 (* 0.5 (rand-in-range 1 4)))
*texture-atlas*
"smoke.png"
(lambda (gp dt)
(if (> (clock-time *game-clock*) death-time)
'()
(list (game-particle-integrate gp dt)))))))
(define (spawn-hulk-particle source img)
(let* ((r (vect-copy (game-particle-r source)))
(dr (vect-copy (game-particle-dr source)))
(dr (vect-add-into! dr dr (random-vector 300 600)))
(death-time (+ (seconds->cycles (/ (rand-in-range 500 6500) 1000.))
(clock-time *game-clock*))))
(game-particle-make
(particle-make
r dr
180 (rand-in-range -360 360)
1 -1)
*texture-atlas*
img
(lambda (gp dt)
(if (> (clock-time *game-clock*) death-time)
'()
(list (game-particle-integrate gp dt)))))))
(define (add-pretty-particles! p)
(if (list? p)
(set! *particles* (append p *particles*))
(set! *particles* (cons p *particles*))))
(define (spawn-enemy)
(let* ((img-name "ship-right.png")
(img-height (sparrow-height *texture-atlas* img-name))
(img-width (sparrow-width *texture-atlas* img-name))
(nrows (ceiling (/ *screen-height* img-height)))
(shot-period (seconds->cycles (rand-in-range 1 5)))
(next-shot (+ shot-period (clock-time *game-clock*))))
(game-particle-make
(particle-make (vect-make
(+ *screen-width* (/ (sparrow-width *texture-atlas* img-name) 2.))
(+ (/ img-height 2.)
(* img-height (rand-in-range 0 nrows))))
(vect-make (- (rand-in-range *enemy-speed*
(* 2 *enemy-speed*)))
0)
180 0 1 0)
*texture-atlas*
img-name
(lambda (gp dt)
(if (> (clock-time *game-clock*) next-shot)
(begin
(set! *enemy-bullets*
(cons (spawn-bullet gp "enemy-bullet.png"
*enemy-bullet-speed*)
*enemy-bullets*))
(set! next-shot (+ (clock-time *game-clock*) shot-period))
(audio-enqueue (tone-make 600 (/ *base-volume* 2.) 0.05))))
(game-particle-integrate gp dt)))))
(define (spawn-enemies n)
(repeatedly spawn-enemy n))
(define (spawn-player)
(let* ((img-name "hero.png"))
(game-particle-make
(particle-make (vect-make (sparrow-width *texture-atlas* img-name)
(/ *screen-height* 2.))
(vect-make 0 0)
0 0 1 0)
*texture-atlas*
img-name)))
(define (spawn-bullet shooter img speed)
(let* ((sx (game-particle-x shooter))
(sy (game-particle-y shooter))
(ang (game-particle-t shooter))
(dx (cos (degrees->radians ang)))
(dy (sin (degrees->radians ang))))
(game-particle-make
(particle-make (vect-make sx sy)
(vect-make (* dx speed)
(* dy speed))
(rand-in-range 0 360) 500
0.25 0.5)
*texture-atlas*
img)))
(define (player-fire)
(set! *player-bullets* (cons (spawn-bullet *player* "plasma.png"
*player-bullet-speed*)
*player-bullets*)))
(define-structure repeating-latch period latch-value last-state last-time)
(define (repeating-latch-make period latch-value)
(make-repeating-latch period latch-value 0 0))
(define (repeating-latch-state latch input-state)
(if (not (eq? (repeating-latch-last-state latch) input-state))
(begin
(repeating-latch-last-state-set! latch input-state)
(repeating-latch-last-time-set! latch (clock-time *game-clock*))
input-state)
(if (> (cycles->seconds (- (clock-time *game-clock*)
(repeating-latch-last-time latch)))
(repeating-latch-period latch))
(begin
(repeating-latch-last-time-set! latch (clock-time *game-clock*))
input-state)
(repeating-latch-latch-value latch))))
(define *font-table* (make-table))
(define (build-font-table atlas)
(let ((index 1))
(for-each
(lambda (char)
(let* ((name (string-append (number->string index) ".png"))
(rec (sparrow-record atlas name)))
(table-set! *font-table* char rec)
(set! index (+ index 1))))
(string->list "abcdefghijklmnopqrstuvwxyz"))))
(define (char-rec char)
(table-ref *font-table* (char-downcase char)))
(define (char->sprite char)
(let ((sprite (frame/make-sprite))
(rec (char-rec char)))
(sprite-sparrow-record-set! sprite *texture-atlas* rec)
sprite))
(define (char-width char)
(%sparrow-entry-width (char-rec char)))
(define (char-height char)
(%sparrow-entry-height (char-rec char)))
(define (string->spritelist string x y)
(reduce
(lambda (spritelist char)
(if (eq? char #\space)
(begin
(set! x (+ x (char-width #\m)))
spritelist)
(let ((sprite (char->sprite char)))
(sprite-x-set! sprite x)
(sprite-y-set! sprite y)
(set! x (+ x (char-width char)))
(frame/spritelist-append spritelist sprite))))
#f
(string->list string)))
(define (ensure-resources)
(set! *texture-atlas* (sparrow-load "spacer/images_default"))
(build-font-table *texture-atlas*)
(set! *player* (spawn-player))
(set! *enemies* (spawn-enemies *initial-enemies*))
(thread-start! (make-thread music)))
(define (integrate-game-particle gp dt)
(let ((extra (game-particle-extra gp)))
(if extra
(extra gp dt)
(game-particle-integrate gp dt))))
(define (integrate-objects dt)
(let ((integrate (lambda (item) (integrate-game-particle item dt))))
(step-pretty-particles dt)
(for-each integrate (list *player*))
(for-each integrate *player-bullets*)
(for-each integrate *enemy-bullets*)
(for-each integrate *enemies*)
(for-each integrate *enemy-bullets*)))
(define (with-collisions as bs fn)
(for-each (lambda (a)
(for-each (lambda (b)
(if (rect-intersect (game-particle-rect a)
(game-particle-rect b))
(fn a b)))
bs))
as))
(define *spatial-scale-factor* (/ 256.))
(define (game-particle-spatial-rect g)
(game-particle-rect-scaled g *spatial-scale-factor*))
(define (with-spatial-collisions spatial bs fn)
(for-each (lambda (b)
(let* ((rect (game-particle-spatial-rect b))
(as (spatial-rect spatial rect)))
(if (not (null? as))
(with-collisions as (list b) fn))))
bs))
(define (game-objects->spatial gs)
(reduce (lambda (spatial g)
(spatial-update! spatial g (game-particle-spatial-rect g))
spatial)
(spatial-make (* *screen-width* *spatial-scale-factor*))
gs))
(define (tone-make freq amp duration)
(sinsampler-make (audio-current-sample) (seconds->samples duration)
freq amp 0))
(define (explosion-sound duration)
(saw-samplers *base-volume* '(100 40) duration))
(define (handle-collisions)
(if (or (null? *player-bullets*)
(null? *enemies*))
'()
(with-spatial-collisions
(game-objects->spatial *player-bullets*)
*enemies*
(lambda (bullet enemy)
(set! *player-bullets* (delete bullet *player-bullets*))
(set! *enemies* (delete enemy *enemies*))
(add-pretty-particles! (spawn-smoke-particle enemy))
(add-pretty-particles! (spawn-hulk-particle
bullet
"ship-right.png")))))
(if (null? *enemy-bullets*)
'()
(with-collisions
(list *player*) *enemy-bullets*
(lambda (player bullet)
(set! *enemy-bullets* (delete bullet *enemy-bullets*))
(enqueue-all (explosion-sound 0.15))
(add-pretty-particles! (spawn-hulk-particle
player
"hero.png"))))))
(define (random-spawn? num max-num prob)
(let ((rand (rand-in-range 0 max-num))
(thresh (* prob (- max-num num))))
(< rand thresh)))
(define (spawn-and-terminate dt)
;; remove bullets that go off the right
(for-each
(lambda (bullet)
(if (> (game-particle-x bullet) (+ (/ (game-particle-width bullet) 2.)
*screen-width*))
(set! *player-bullets* (delete bullet *player-bullets*))))
*player-bullets*)
;; remove bullets that go off the left
(for-each
(lambda (bullet)
(if (< (game-particle-x bullet) (- (/ (game-particle-width bullet) 2.)))
(set! *enemy-bullets* (delete bullet *enemy-bullets*))))
*enemy-bullets*)
;; remove enemies that go off the left
(for-each
(lambda (enemy)
(if (< (game-particle-x enemy) (- (/ (game-particle-width enemy) 2.)))
(set! *enemies* (delete enemy *enemies*))))
*enemies*)
;; spawn new enemies
(if (random-spawn? (length *enemies*) *max-enemies* 0.1)
(set! *enemies* (cons (spawn-enemy) *enemies*))))
(define (stars-spritelist)
(let ((stars (image-load "spacer/night-sky-stars.jpg"))
(sprite (frame/make-sprite)))
(sprite-resource-set! sprite stars)
(sprite-x-set! sprite 0)
(sprite-y-set! sprite 0)
(sprite-width-set! sprite *screen-width*)
(sprite-height-set! sprite *screen-height*)
(frame/spritelist-append #f sprite)))
(define (render input)
(spritelist-enqueue-for-screen!
(stars-spritelist))
(spritelist-enqueue-for-screen!
(game-particles->sprite-list *particles*))
(spritelist-enqueue-for-screen!
(game-particles->sprite-list *enemies*))
(spritelist-enqueue-for-screen!
(game-particles->sprite-list *enemy-bullets*))
(if (and (= 0 (input-leftright input))
(= 0 (input-updown input)))
(game-particle-img-name-set! *player* "hero.png")
(game-particle-img-name-set! *player* "hero-engines.png"))
(spritelist-enqueue-for-screen!
(game-particles->sprite-list (cons *player* *player-bullets*)))
;; draw a letter
(spritelist-enqueue-for-screen! (string->spritelist "Hello World" 100 100)))
(define *player-fire-repeater* (repeating-latch-make 0.2 #f))
(define (update-view dt input)
'())
;;; tools for playing with audio
(define (disable-game)
(set! update-view (lambda (dt input) '()))
(set! music (lambda () '())))
(define (enqueue-all samplers)
(for-each audio-enqueue samplers))
(define (samplers constructor amp freqs duration mix start-sample)
(let* ((duration (if mix duration (/ duration (length freqs)))))
(map
(lambda (f)
(let ((sampler (constructor start-sample
(seconds->samples duration)
f amp 0)))
(if (not mix)
(set! start-sample (+ start-sample (seconds->samples duration))))
sampler))
freqs)))
(define (sin-samplers amp freqs duration #!key (mix #t) (start (audio-current-sample)))
(samplers sinsampler-make amp freqs duration mix start))
(define (saw-samplers amp freqs duration #!key (mix #t) (start (audio-current-sample)))
(samplers sawsampler-make amp freqs duration mix start))
(define +c+ 261.6)
(define +c#+ 277.2)
(define +d+ 293.7)
(define +eb+ 311.1)
(define +e+ 329.6)
(define +f+ 349.2)
(define +f#+ 370.0)
(define +g+ 392.0)
(define +g#+ 415.3)
(define +a+ 440.0)
(define +bb+ 466.2)
(define +b+ 493.9)
(define +notes+ (list +c+ +c#+ +d+ +eb+ +e+ +f+ +f#+ +g+ +g#+ +a+ +bb+ +b+))
;;; scales (derived from notes)
(define +ionian+ (list 2 2 1 2 2 2 1))
(define +locrian+ (list 1 2 2 1 2 2 2))
(define +aeolian+ (list 2 1 2 2 1 2 2))
(define (index-sequentially offsets lst)
(let ((idx 0)
(lst-len (length lst)))
(map
(lambda (offset)
(set! idx (+ idx offset))
(* (ceiling (/ (+ 1 idx) lst-len))
(list-ref lst (modulo idx lst-len))))
offsets)))
(define (scale type center)
(let ((idx (index-of center +notes+))
(notes (length +notes+)))
(index-sequentially (cons idx type)
+notes+)))
(define +c-major-scale+ (scale +ionian+ +c+))
;;; chord forms (derived from scales)
(define +triad+ (list 0 2 2))
(define +diminished-triad+ (list 0 1 2))
(define +7th+ (list 0 2 2 2))
(define +6th+ (list 0 2 2 1))
(define +sus2+ (list 0 1 3))
(define +sus4+ (list 0 3 1))
(define (chord scale-type chord-type center)
(let ((scale-notes (scale scale-type center)))
(index-sequentially chord-type scale-notes)))
(define +c-major+ (chord +ionian+ +triad+ +c+))
(define (enqueue-chord-sequence scale-type chord-type amp freqs duration
#!optional (sampler sin-samplers))
(thread-start!
(make-thread
(lambda ()
(for-each
(lambda (note)
(enqueue-all
(sampler amp (chord scale-type chord-type note) duration))
(thread-sleep! duration))
freqs)))))
(define (enqueue-arpeggio-sequence scale-type chord-type amp freqs duration
#!optional (sampler sin-samplers))
(thread-start!
(make-thread
(lambda ()
(for-each
(lambda (note)
(enqueue-all
(sampler amp (chord scale-type chord-type note) duration mix: #f))
(thread-sleep! duration))
freqs)))))
(define +last-silent-sample+ #f)
(define (play freqs duration)
(if (not +last-silent-sample+) (set! +last-silent-sample+ (audio-current-sample)))
(if (and (> +last-silent-sample+ 0)
(< (audio-current-sample) 0))
;; this is an integer wraparound situation. we'll get an audio mishap
(set! +last-silent-sample+ (audio-current-sample)))
;; wait till the next silence is two durations
(let loop ((delta (- +last-silent-sample+ (audio-current-sample))))
(if (> delta (seconds->samples 10))
(begin
(thread-sleep! 0.1)
(loop (- +last-silent-sample+ (audio-current-sample))))))
(enqueue-all (sin-samplers 1000 freqs duration start: +last-silent-sample+))
(set! +last-silent-sample+ (+ +last-silent-sample+ (seconds->samples duration))))
(define (bpm->seconds n notes-per-beat)
(/ n (* notes-per-beat 60.)))
(define (progression base)
(let ((duration (bpm->seconds 120 4)))
(play (list (* base 4/3) base) duration)
(play (list (* base 3/3) (* 2 base)) duration)
(play (list (* base 4/3) (* 2 base)) (/ duration 2.))
(play (list (* base 4/3) base) (/ duration 2.))
(play (list (* base 1/3) (* 1 base)) duration)
(play (list (* 1/3 base) (* 1 base)) (/ duration 2.))
(play (list (* 1/3 base) (* 2 base)) (/ duration 2.))
(play (list (* base 1/3) base) duration)
(play (list (* 1/3 base) (* 2 base)) (/ duration 3.))
(play (list (* 2/3 base) (* 1 base)) (/ duration 3.))
(play (list (* 2/3 base) (* 2 base)) (/ duration 3.))
(play (list (* base 2/3) base) duration)
(play (list (* 1/3 base) (* 2 base)) (/ duration 3.))
(play (list (* 1/3 base) (* 1 base)) (/ duration 3.))
(play (list (* 2/3 base) (* 1 base)) (/ duration 3.))
(play (list (* base 4/3) (* 2 base)) duration)
(play (list (* 1/3 base) (* 2 base)) (/ duration 2.))
(play (list (* 1/3 base) (* 1 base)) (/ duration 2.))))
(define (music)
(progression 100.)
(progression 150.)
(progression 75.)
(progression 50.)
(music))
#|
(define (music) '())
(thread-start! (make-thread music))
|#
;;; examples
#|
(enqueue-all (saw-samplers 6000 '(200 50) 2))
(enqueue-all (saw-samplers 6000 '(180 50) 2))
(enqueue-all (saw-samplers 6000 '(200 150) 2))
(enqueue-all (saw-samplers 10000 '(200 150) 1 mix: #f))
(enqueue-all (sin-samplers 10000
(list +c+ +d+ +e+
+c+ +d+ +e+
+c+ +d+ +e+ +d+ +c+ +d+ +c+)
2 mix: #f))
(enqueue-arpeggio-sequence +ionian+ +sus2+ 10000
(list +c+ +d+ +e+
+c+ +d+ +e+
+c+ +d+ +e+ +d+ +c+ +d+ +c+)
0.6)
|#