main.scm 7.88 KB
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(add-to-load-path "/usr/local/share/guile/site/2.2/")
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(add-to-load-path (dirname (current-filename)))
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(define (media str)
  (string-append (dirname (current-filename)) str))

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(use-modules (srfi srfi-1)

             (sdl2)
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             (sdl2 ttf)
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             (sdl2 video)
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             (sdl2 image)
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             (sdl2 rect)
             (sdl2 render)
             (sdl2 surface)
             (sdl2 events)
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             (util)
             (map)
             (class)
             (draw)
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             )

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(define brick-texture #f)
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(define (get-t)
  (define t (gettimeofday))
  (+ (cdr t) (* 1000000 (car t))))

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(define player (make-player 1 1 0))
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(define ray-count 64)
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(define current-font (make-parameter #f))

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(define cached-rays #f)

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(define update
  (let ((keys-down '()))
    (lambda (dt)
      (let ((ev (poll-event)))
        (cond #; [(keyboard-event-repeat? ev) #f] ;; TODO implement in bindings
         [(and (keyboard-down-event? ev)
               (not (memv (keyboard-event-scancode ev)
                          keys-down)))
          (set! keys-down (cons (keyboard-event-scancode ev)
                                keys-down))]
         [(keyboard-up-event? ev)
          (set! keys-down (delv (keyboard-event-scancode ev)
                                keys-down))]))


      (let ((ret
             (fold (lambda (key ret)
                     (case key
                       ((x q) 'game-end)
                       ((w) (set! (p player) = (+ (* dt 0.000003
                                                     (v3 (cos (a player))
                                                         (sin (a player)))))
                                  cached-rays #f)
                        ret)
                       ((s) (set! (p player) = (+ (* dt 0.000003 -1
                                                     (v3 (cos (a player))
                                                         (sin (a player)))))
                                  cached-rays #f) ret)
                       ;; ((a) (set! (p player) = (+ (* dt 0.000003 -1
                       ;;                               (v3 (sin (a player))
                       ;;                                   (cos (a player)))))) ret)
                       ;; ((d) (set! (p player) = (+ (* dt 0.000003
                       ;;                               (v3 (sin (a player))
                       ;;                                   (cos (a player)))))) ret)
                       ((j) (set! (a player) = (- (* dt 0.000003))
                                  cached-rays #f) ret)
                       ((p) (set! (a player) = (+ (* dt 0.000003))
                                  cached-rays #f) ret)
                       (else ret)
                       ))
                   #f (keys-down))))

        (unless cached-rays
          (set! cached-rays (ray-trace player (1+ ray-count))))
        ret)))
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  )

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(define (ray-trace player ray-count)
  (let ((x (x (p player)))
        (y (y (p player))))
    (map
     (lambda (a)
       (let loop ((dx 0)
                  (dy 0))
         (let ((nx (+ x dx))
               (ny (+ y dy)))
           (let ((ix (int nx))
                 (iy (int ny)))
             (if (or (not (and (<= 0 nx board-width)
                               (<= 0 ny board-height)))
                     (eq? 'wall (array-ref game-map iy ix)))
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                 (make-ray #:a a
                           #:v (v3 dx dy)
                           #:hit (v3 ix iy))
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                 (loop (+ dx (* 0.1 (cos a))) (+ dy (* 0.1 (sin a)))))))))
     (iota ray-count (- (a player) (/ (fov player) 2))
           (/ (fov player) ray-count)))))
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(define fps-time (get-t))
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(define (draw-map)
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  ;;(set-draw-color #xFF #xFF #xFF)
  (set-draw-color #x88 #x88 #x88 0 )
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  (clear)

  (set-draw-color 0 0 #xFF)

  (fill-rects
   (filter-map
    (lambda (pt)
      (if (eq? 'wall (array-ref game-map (y pt) (x pt)))
          (make-rect* (x pt) (y pt)
                      1 1)
          #f))
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    (map (lambda (p) (apply v3 p))
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         (cross-product (iota board-width) (iota board-height)))))

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  ;; (set-draw-color 0 0 0)
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  ;; (for-each (lambda (i) (draw-line
  ;;                   0 i
  ;;                   board-width i))
  ;;           (iota board-height))
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  ;; (for-each (lambda (i) (draw-line
  ;;                   i 0
  ;;                   i board-height))
  ;;           (iota board-width))
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  (set-draw-color #xFF 0 0)

  (fill-rect
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   (- (x (p player)) 0.1)
   (- (y (p player)) 0.1)
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   0.2 0.2)

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  (let ((pp (p player)))
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   (for-each (lambda (ray)
               (let ((v (+ pp (vec ray))))
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                 (draw-line (x pp) (y pp)
                            (x v)  (y v))))
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             cached-rays
             ))
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  (set-draw-color 0 #xFF 0)

  (draw-line
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   (x (p player)) (y (p player))
   (+ (cos (a player)) (x (p player)))
   (+ (sin (a player)) (y (p player))))
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  ;; (present)
  )
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(define (draw-first-person-perspective)
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  (set-draw-color #xBB #xBB #xFF)
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  (clear)

  (set-draw-color #x33 #x33 #x33)
  (render-fill-rect (current-renderer)
                    (make-rect 0 240 640 240))

  (set-draw-color 0 #xEE #xEE)

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  (for-each (lambda (i r r+)
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              (let* ((l (length r))
                     (segment-height (- 480 (* 70 l))))
                (render-copy
                 (current-renderer)
                 brick-texture
                 #:dstrect (list (int (* i (/ 640 ray-count)))
                                 (int (/ (- 480 segment-height) 2))
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                                 (int (+ 0 (/ 640 ray-count)))
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                                 (int segment-height))
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                 #:srcrect
                 (list (int (* 16 (pos-on-wall r))) 0
                       1 16))))
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            (iota ray-count)
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            cached-rays
            (cdr cached-rays)
            )
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  )

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(define texture #f)

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(define (draw window rend)
  (parameterize ((current-renderer rend))
    (set-draw-color #xFF #xFF #xFF)
    (clear)

    (let ((texture (make-texture rend 'rgba8888 'target
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                                   (* board-width  (current-tile-size))
                                   (* board-height (current-tile-size)))))
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      (set-render-target! rend texture)
      (set-draw-color #xFF #xFF #xFF)
      (draw-map)
      (set-render-target! rend #f)
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      ;; Camera
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      (draw-first-person-perspective)

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      ;; minimap
      (render-copy rend texture
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                   #:dstrect (list 0 (- 480 100)
                                   100 100))
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      (delete-texture! texture))
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    ;; FPS counter
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    (let ((nt (get-t)))
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      (let ((surf (render-font-solid
                   (current-font)
                   (format #f "FPS: ~,2f" (/ 1000000 (- nt fps-time)))
                   (make-color 0 0 0 #xFF))))
        (render-copy (current-renderer)
                     (surface->texture (current-renderer) surf)
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                     #:dstrect (list 1 1
                                     (surface-width surf)
                                     (surface-height surf))))

      (set! fps-time nt))

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    (present)
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    ))
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(define (main-loop window)
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  (define rend (make-renderer window '(accelerated #; vsync texture)))
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  (define last-t (get-t))
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  (set! brick-texture (surface->texture rend (load-image (media "/polished_andesite.png"))))
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  (let loop ((counter 0))
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    ;; (usleep (int (/ 1000000 (* 60 60))))
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    (sigaction SIGINT (lambda (sig) (set! looping #f)))
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    (if (= counter 1)
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        (begin (draw window rend) (loop 0))
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        (let ((dt (let ((t (get-t)))
                    (let ((dt (- t last-t)))
                      (set! last-t t)
                      dt))))
          (if (update dt)
              'return
              (begin
                (usleep (int (/ (- 1000000 dt) 100)))
                (loop (1+ counter))))))))
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(sdl-init)
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(ttf-init)

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(current-font (load-font (media "/font.otf") 12))
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(format #t "Loaded font ~a~%" (current-font))
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(call-with-window
    (make-window
     #:title "Wolf 3D"
     #:size '(640 480))
  main-loop)

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(ttf-quit)
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(sdl-quit)