lispjam-autumn-2024/mode-intro.fnl
2024-10-29 19:44:41 -04:00

114 lines
3.9 KiB
Fennel

(local overlay (require :overlay))
(local state (require :state))
(local mapper (require :mapper))
(love.graphics.setNewFont 10)
(local pi math.pi)
(var map (mapper.generate 10 10))
; This sets the wall texture data
(var walls [])
(var wall-textures (love.filesystem.getDirectoryItems "textures/walls"))
(each [_ v (ipairs wall-textures)]
(local wall {})
(tset wall :t (love.graphics.newImage (.. "textures/walls/" v)))
(tset wall :w (love.graphics.getWidth (. wall :t)))
(tset wall :h (love.graphics.getHeight (. wall :t)))
(table.insert walls wall))
; Map size
(var map-height (length map))
(var map-width (length (. map 1)))
; Player position and direction
(var player (state.getPlayer))
; Screen size
(var (screen-width screen-height) (love.window.getMode))
; (var screen-width 1280)
; (var screen-height 720)
(var texel-width 64)
(var texel-height 64)
; Ray-casting function
(fn cast-ray [ray-angle]
(local dx (math.cos ray-angle))
(local dy (math.sin ray-angle))
(var rays [])
(var (distance tex done hit-pos) (values 0 1 false {}))
(while (not done)
(var ray-x (+ player.x (* dx distance)))
(var ray-y (+ player.y (* dy distance)))
(set rays [ray-x ray-y])
; Check if ray hits a wall (>= 1) on the map
(if (or (>= (math.floor ray-x) map-width)
(>= (math.floor ray-y) map-height)
(<= ray-x 0)
(<= ray-y 0)
(>= (. map (math.floor ray-y) (math.floor ray-x)) 1))
(do
(set done true)
(set tex (. map (math.floor ray-y) (math.floor ray-x)))
(set hit-pos {:x (- ray-x (math.floor ray-x)) :y (- ray-y (math.floor ray-y))}))
; Increment distance
(set distance (+ distance 0.01))))
(values distance hit-pos tex rays))
; Function to handle player movement
(fn move-player [move-speed]
(let [new-x (+ player.x (* (math.cos player.d) move-speed))
new-y (+ player.y (* (math.sin player.d) move-speed))]
; Check for collisions with walls
(when (= (. map (math.floor new-y) (math.floor new-x)) 0)
(state.modO -1) (state.setX new-x) (state.setY new-y))))
; Draw function for rendering
{:draw (fn love.draw []
(love.graphics.clear)
; For each vertical slice of the screen
(var (last-x last-y) (values 0 0))
(for [i 0 (- screen-width 1)]
; Calculate angle of ray relative to player direction
(local ray-angle (+ player.d (- (* (/ i screen-width) player.f) (/ player.f 2))))
; Cast the ray to find distance to the nearest wall
(local (distance hit-pos tex rays) (values (cast-ray ray-angle)))
; Calculate height of the wall slice
(local wall-height (math.floor (/ screen-height distance)))
(local start-y (/ (- screen-height wall-height) 2))
(local end-y (/ (+ screen-height wall-height) 2))
; Draw a textured wall
(local wall-texture (. walls tex))
(var texture-x 0)
(if (> (/ (- (. rays 1) last-x) (- (. rays 2) last-y)) (/ (- (. rays 2) last-y) (- (. rays 1) last-x)))
(set texture-x (math.floor (* (. hit-pos :y) (. wall-texture :w))))
(set texture-x (math.floor (* (. hit-pos :x) (. wall-texture :w)))))
(love.graphics.draw (. wall-texture :t)
(love.graphics.newQuad texture-x 0 1 (. wall-texture :h) (. wall-texture :w) (. wall-texture :h))
i start-y 0 1 (/ wall-height (. wall-texture :h)))
(when (= 0 (% i 200))
(love.graphics.print (.. "r: " ray-angle) i 10)
(love.graphics.print (.. "h-x: " (. rays 1)) i 20)
(love.graphics.print (.. "h-y: " (. rays 2)) i 30)
)
(set (last-x last-y) (values (. rays 1) (. rays 2)))
)
(overlay.overlay)
(set player (state.getPlayer))
)
:keypressed (fn keypressed [key set-mode]
(when (= key "j") (state.setD (- player.d (/ pi 2))))
(when (= key "l") (state.setD (+ player.d (/ pi 2))))
(when (= key "i") (move-player 1))
(when (= key "k") (move-player -1))
(when (= key "x") (love.event.quit)))}