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;;;; -*- Mode: Lisp -*-
(defpackage #:clobber
(:use #:cl)
(:shadow #:block)
(:export #:start))
(in-package #:clobber)
(declaim (optimize (safety 1) (space 1) (speed 3) (debug 3)))
(defparameter *screen-width* 640)
(defparameter *screen-height* 480)
(defvar *board*)
(defvar *mode* 'opening)
(defvar *font*)
(defvar *rect*)
(defparameter *font-file* (sdl-data:data-file "bboron" "ttf"))
(defparameter *font-size* 18)
(defparameter *block-count* 16)
(defparameter *gravity-acceleration* 512)
(defparameter *player-speed* 1/4)
(defstruct block
type r g b (prev-move 0) (speed 1) (y-position 0))
(defun init-sdl (&key (title "Clobber!"))
(sdl:init (logior sdl:+init-video+ sdl:+init-noparachute+))
(let ((surface (set-video-mode)))
(when (sgum:null-pointer-p surface)
(error "Unable to set video mode"))
(sdl:wm-set-caption title nil)
surface))
(defmacro def-game-vars (ig1 ig2 &rest vars)
(declare (ignore ig1 ig2)) ;;reserved
`(progn
,@ (loop for var in vars collect
(let ((var (intern (format nil "*~A*"
(if (consp var)
(first var)
var))))
(val (when (consp var)
`(,(second var)))))
`(defvar ,var ,@val)))))
(def-game-vars () ()
left right top bottom board-width board-height
block-size (block-speed 25)
board-r board-g board-b
block-r block-g block-b
stand-r stand-g stand-b
(prev-block-release 0)
(block-release-interval 1000)
(player-sprite nil)
player-x% player-y%
player-vx% player-vy%
(prev-game-loop 0)
player-status)
(defmacro with-game-vars ((&rest names) &body body)
`(symbol-macrolet ,(loop for name in names collect
`(,name ,(intern (format nil "*~A*" name))))
,@body))
(defun set-video-mode ()
(with-game-vars (left right top bottom board-width board-height
block-size
board-r board-g board-b
block-r block-g block-b
stand-r stand-g stand-b
player-sprite)
(let ((w (* 9 (truncate *screen-width* 10)))
(h (* 9 (truncate *screen-height* 10))))
(decf w (rem w *block-count*))
(decf h (rem h *block-count*))
(setf w (min w h)
h w)
(setf left (- (truncate *screen-width* 2)
(truncate w 2))
right (+ (truncate *screen-width* 2)
(truncate w 2))
top (- (truncate *screen-height* 2)
(truncate h 2))
bottom (+ (truncate *screen-height* 2)
(truncate h 2))
board-width (- right left)
board-height (- bottom top))
(setf block-size (/ w *block-count*)))
(setf board-r 255
board-g 255
board-b 255
block-r 255
block-g 0
block-b 0
stand-r 0
stand-g 255
stand-b 0)
(when player-sprite
(sdl:free-surface player-sprite))
(setf player-sprite
(sdl:create-rgb-surface sdl:+swsurface+
block-size block-size 16 0 0 0 0))
(sdl:set-color-key player-sprite sdl:+srccolorkey+ 0)
(render-sprite player-sprite))
(sdl:set-video-mode *screen-width*
*screen-height*
16
(logior sdl:+resizable+
sdl:+swsurface+
sdl:+doublebuf+)))
(defun run-sdl-event-loop (surface update-fn mouse-fn key-down-fn key-up-fn)
(sdl:event-loop
(:key-down (scan-code key mod unicode)
(format t "Key down: ~A~%"
(if (< key 256)
(code-char key)
key))
(funcall key-down-fn
scan-code key mod unicode))
(:key-up (scan-code key mod unicode)
(format t "Key up: ~A~%"
(if (< key 256)
(code-char key)
key))
(funcall key-up-fn
scan-code key mod unicode))
(:mouse-button-up (button x y)
(format t "Mouse button up: ~A (~A, ~A)~%" button x y)
(funcall mouse-fn button x y :up))
(:mouse-button-down (button x y)
(format t "Mouse button dn: ~A (~A, ~A)~%" button x y))
(:quit ()
(throw 'quit-game t))
(:resize (width height)
(setf *screen-width* width
*screen-height* height
surface (set-video-mode))
(format t "Resized width = ~A height = ~A~%" width height))
(:idle ()
(funcall update-fn surface))))
(defun default-key-down-handler (scan-code key mod unicode)
(declare (ignorable scan-code key mod unicode))
(with-game-vars (player-vx% player-vy% board-height player-status)
(cond ((eq *mode* 'opening)
(setf *mode* 'playing))
(t
(case key
((#.(char-code #\q))
(throw 'quit-game t))
((#.(char-code #\space))
(when (eq player-status 'standing)
(decf player-vy% (/ *gravity-acceleration*
board-height
2))
(setf player-status 'jumping)))
(273 ;; up
(when (eq player-status 'standing)
(decf player-vy% (/ *gravity-acceleration*
board-height
2))
(setf player-status 'jumping)))
(274 ;; down
)
(275 ;; right
(incf player-vx% *player-speed*))
(276 ;; left
(decf player-vx% *player-speed*)))))))
(defun default-key-up-handler (scan-code key mod unicode)
(declare (ignorable scan-code key mod unicode))
(with-game-vars (player-vx% player-vy%)
(case key
(275
(decf player-vx% *player-speed*))
(276
(incf player-vx% *player-speed*)))))
(defun default-mouse-handler (button x y up-or-down)
(declare (ignorable button x y up-or-down))
nil)
(defun display-opening (surface)
(cl-sdl-ttf:with-solid-text (title-text *font* "Clobber!" 255 255 255)
(sgum:with-foreign-objects ((rect sdl:rect))
(setf (sdl:rect-x rect) (truncate *screen-width* 2)
(sdl:rect-y rect) (truncate *screen-height* 2))
(sdl:blit-surface title-text sgum:+null-pointer+
surface rect))))
(defun update (surface)
(update-game)
(update-screen surface))
(defun release-new-block (i)
(with-game-vars (block-size block-speed block-r block-g block-b)
(let ((j 0))
(loop while (block-p (aref *board* i j))
do (incf j)
when (>= j *block-count*)
do (return-from release-new-block nil))
(unless (zerop j)
;; check for collision with possible block in that place
(when (> block-size
(block-y-position (aref *board* i (1- j))))
(return-from release-new-block nil)))
(setf (aref *board* i j)
(make-block :type 'falling
:r block-r :g block-g :b block-b
:speed block-speed)))))
(defun grounded-block (block)
(with-game-vars (stand-r stand-g stand-b)
(setf (block-type block) 'standing
(block-r block) stand-r
(block-g block) stand-g
(block-b block) stand-b)))
(defun sprite-collision-check (x1 y1 w1 h1 sprite x2 y2 w2 h2)
(let ((top1 y1)
(bottom1 (+ y1 h1))
(left1 x1)
(right1 (+ x1 w1))
(top2 y2)
(bottom2 (+ y2 h2))
(left2 x2)
(right2 (+ x2 w2))
over-bottom
over-top
over-right
over-left)
(when (or (< bottom1 top2)
(> top1 bottom2)
(< right1 left2)
(> left1 right2))
(return-from sprite-collision-check
(values 0 0)))
(setf over-bottom (- (if (> bottom1 bottom2)
bottom2
bottom1)
y2)
over-top (- (if (< top1 top2)
top2
top1)
y2)
over-right (- (if (> right1 right2)
right2
right1)
x2)
over-left (- (if (< left1 left2)
left2
left1)
x2))
(sdl:with-locked-surface (sprite)
(loop for x from (truncate over-left) below (truncate over-right) do
(loop for y from (truncate over-top) below (truncate over-bottom)
when (plusp (sdl:get-pixel sprite x y))
do (return-from sprite-collision-check
(let ((x-diff (- over-right over-left))
(y-diff (- over-bottom over-top)))
(if (< x-diff y-diff)
(if (< x1 x2)
(values 1 0)
(values (- 1) 0))
(if (< y1 y2)
(values 0 1)
(values 0 (- 1)))))))))
(values 0 0)))
(defun update-game ()
(with-game-vars (left top bottom
block-size prev-block-release block-release-interval
prev-game-loop
player-x% player-y%
player-vx% player-vy%
board-width board-height
player-sprite player-status)
(dotimes (i *block-count*)
(dotimes (j *block-count*)
(let ((block (aref *board* i j)))
(when (block-p block)
;; update each block
(when (eq (block-type block) 'falling)
(unless (zerop (block-prev-move block))
(let ((seconds-passed
(/ (- (sdl:get-ticks)
(block-prev-move block))
1000)))
;; change in position
(incf (block-y-position block)
(* (block-speed block)
seconds-passed))
;; change in velocity
(incf (block-speed block)
(* *gravity-acceleration*
seconds-passed))))
(setf (block-prev-move block)
(sdl:get-ticks)))
(if (zerop j)
;; check for collision with bottom
(when (>= (block-y-position block)
(- bottom block-size))
(grounded-block block)
(setf (block-y-position block)
(- bottom block-size)))
;; check for collision with previous block
(let ((prev-block-top
(block-y-position (aref *board* i (1- j))))
(block-bottom
(+ (block-y-position block)
block-size)))
(when (>= block-bottom prev-block-top)
(decf (block-y-position block)
(- block-bottom prev-block-top))
(when (eq 'standing
(block-type (aref *board* i (1- j))))
(grounded-block block)))))))))
;; randomly drop new blocks
(when (>= (- (sdl:get-ticks)
prev-block-release)
block-release-interval)
(when (release-new-block (random *block-count*))
(setf prev-block-release (sdl:get-ticks))))
(unless (zerop prev-game-loop)
(let ((msec-passed (- (sdl:get-ticks)
prev-game-loop)))
;; player movement
(setf player-vy% (if (= 1 player-y%)
(min 0 player-vy%)
(+ player-vy%
(* (/ msec-passed 1000)
(/ *gravity-acceleration*
board-height))))
player-x% (min 1 (max 0 (+ player-x%
(* player-vx%
(/ msec-passed 1000)))))
player-y% (min 1 (max 0 (+ player-y%
(* player-vy%
(/ msec-passed 1000))))))
(when (and (= 1 player-y%)
(zerop player-vy%))
(setf player-status 'standing))
(when (zerop player-y%)
(write-line "Reached top!")
(finish-output))
;; player collision detection
(let* ((player-x-range (- board-width block-size))
(player-y-range (- board-height block-size))
(block-num (truncate (* *block-count*
player-x%)))
(start (max 0 (1- block-num)))
(end (min (1- *block-count*)
(1+ block-num))))
(loop for i from start to end do
(dotimes (j *block-count*)
(let ((block (aref *board* i j)))
(when (block-p block)
(multiple-value-bind (x-offset y-offset)
(sprite-collision-check (+ left (* i block-size))
(truncate
(block-y-position block))
block-size
block-size
player-sprite
(truncate
(+ left
(* player-x%
player-x-range)))
(truncate
(+ top
(* player-y%
player-y-range)))
block-size
block-size)
(when (plusp y-offset)
(write-line "Clobbered!")
(finish-output))
(when (minusp y-offset)
(setf player-vy% 0
player-status 'standing))
(setf player-x%
(min 1 (max 0 (+ player-x%
(/ x-offset
player-x-range)))))
(setf player-y%
(min 1 (max 0 (+ player-y%
(/ y-offset
player-y-range)))))))))))))
(setf prev-game-loop (sdl:get-ticks))))
(defun update-screen (surface)
(sdl:draw-filled-rectangle surface
0 0 *screen-width* *screen-height*
0 0 0)
(case *mode*
(opening (display-opening surface))
(playing (draw-board surface)
(draw-player surface)))
(sdl:flip surface))
(defun draw-board (surface)
(with-game-vars (left right top bottom board-r board-g board-b block-size)
(dotimes (i *block-count*)
(dotimes (j *block-count*)
(let ((block (aref *board* i j)))
(when (block-p block)
(sdl:draw-filled-rectangle surface
(+ left (* block-size i))
(truncate (block-y-position block))
block-size
block-size
(block-r block)
(block-g block)
(block-b block))))))
(sdl:draw-line surface
left top
left bottom
board-r board-g board-b)
(sdl:draw-line surface
right top
right bottom
board-r board-g board-b)
(sdl:draw-line surface
left bottom
right bottom
board-r board-g board-b)))
(defun draw-player (surface)
(with-game-vars (player-sprite player-x% player-y%
board-width board-height left top
block-size)
(setf (sdl:rect-x *rect*) (truncate
(+ (* player-x%
(- board-width block-size))
left))
(sdl:rect-y *rect*) (truncate
(+ (* player-y%
(- board-height block-size))
top)))
(sdl:blit-surface player-sprite sgum:+null-pointer+
surface *rect*)))
(defun render-sprite (surface)
(with-game-vars (block-size)
(sdl:draw-filled-rectangle surface
(truncate block-size 4)
0
(truncate block-size 2)
block-size
0 0 255)))
(defun start (&key (width 640) (height 480) (title "Clobber!"))
(let ((*screen-width* width)
(*screen-height* height)
(surface nil))
(with-game-vars (player-x% player-y% player-vx% player-vy% player-status)
(setf *mode* 'playing
*board* (make-array (list *block-count* *block-count*)
:initial-element nil)
player-x% 1/2 player-y% 1
player-vx% 0 player-vy% 0
player-status 'standing))
#+nil
(setf (aref *board* 0 0)
(make-block :type 'falling :speed 25
:r 255 :g 0 :b 0
:y-position 40)
(aref *board* 0 1)
(make-block :type 'falling :speed 30
:r 0 :g 255 :b 0))
(catch 'quit-game
(unwind-protect
(progn
(setf surface (init-sdl :title title))
(when surface
(sdl-ttf:init)
(unwind-protect
(progn
(setf *font* (sdl-ttf:open-font *font-file* *font-size*))
(setf *rect* (sgum:allocate-foreign-object 'sdl:rect))
(when *font*
(run-sdl-event-loop surface
'update
'default-mouse-handler
'default-key-down-handler
'default-key-up-handler)))
(progn
(when *font*
(sdl-ttf:close-font *font*))
(when *rect*
(sgum:free-foreign-object *rect*))))))
(sdl:quit)))))
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