Add support for more objects to map editor.

This commit is contained in:
David Thompson 2024-05-20 12:15:39 -04:00
parent 3f24b3bd89
commit 111f4d37f1
9 changed files with 151 additions and 107 deletions

View file

@ -1,8 +1,12 @@
(define-module (game actors)
#:use-module (goblins core)
#:use-module (hoot bytevectors)
#:use-module (ice-9 match)
#:export (^cell
^exit
^wall
^block
^clock-emitter
^player
^level))
(define* (^cell bcom #:optional val)
@ -17,7 +21,7 @@
(('wire-state) #f)
(('set-wire-state) #f)
(('describe) '(exit))
(('collide) 'goal)))
(('collide) 'exit)))
(define (^wall bcom type)
(match-lambda*
@ -68,8 +72,9 @@
(('wire-state) #f)
(('describe) '(player))))
(define (^level bcom width height objects)
(define (^level bcom width height)
(define player (spawn ^player))
;; TODO: Move this into the player actor.
(define player-coords (spawn ^cell))
(define (make-grid)
(make-vector (* width height)))
@ -108,7 +113,11 @@
(occupant
(match ($ occupant 'collide)
('bump 'bump)
('goal (pk 'GOAL))
('exit
($ old-cell #f)
($ cell player)
($ player-coords (vector x y))
'exit)
('push
(let ((next-cell (grid-ref grid (wrap-x (+ x dx)) (wrap-y (+ y dy)))))
(match ($ next-cell)
@ -174,42 +183,6 @@
(lambda (x y)
(grid-set! grid x y (spawn ^cell))))
;; TODO: actually write levels
(warp-player 10 8)
;; Parsed packed object data and spawn objects.
(let ((len (bytevector-length objects)))
(let lp ((i 0))
(when (< i len)
(let ((x (bytevector-u8-ref objects i))
(y (bytevector-u8-ref objects (+ i 1)))
(obj (match (bytevector-u8-ref objects (+ i 2))
(1 (spawn ^wall 'brick))
(id (error "invalid level object" id)))))
($ (grid-ref grid x y) obj))
(lp (+ i 3)))))
($ (grid-ref grid 3 7) (spawn ^exit))
($ (grid-ref grid 4 3) (spawn ^clock-emitter 3))
($ (grid-ref grid 5 3) (spawn ^wall 'copper))
($ (grid-ref grid 6 5) (spawn ^block 'copper))
($ (grid-ref grid 7 3) (spawn ^wall 'copper))
($ (grid-ref grid 8 3) (spawn ^wall 'copper))
($ (grid-ref grid 9 3) (spawn ^wall 'copper))
($ (grid-ref grid 10 3) (spawn ^wall 'copper))
($ (grid-ref grid 11 3) (spawn ^wall 'copper))
($ (grid-ref grid 12 3) (spawn ^wall 'copper))
($ (grid-ref grid 13 2) (spawn ^wall 'copper))
($ (grid-ref grid 13 3) (spawn ^wall 'copper))
($ (grid-ref grid 13 4) (spawn ^wall 'copper))
($ (grid-ref grid 14 2) (spawn ^wall 'copper))
($ (grid-ref grid 14 4) (spawn ^wall 'copper))
($ (grid-ref grid 15 3) (spawn ^wall 'copper))
($ (grid-ref grid 16 3) (spawn ^wall 'copper))
($ (grid-ref grid 17 3) (spawn ^wall 'copper))
($ (grid-ref grid 18 3) (spawn ^wall 'copper))
(match-lambda*
(('describe)
(let ((grid* (make-grid)))
@ -220,6 +193,11 @@
(#f #f)
(refr ($ refr 'describe))))))
grid*))
(('set-object x y obj)
($ (grid-ref grid x y) obj))
;; TODO: Move to player actor
(('warp-player x y)
(warp-player x y))
(('move-player dir)
(define result
(match dir

40
modules/game/level.scm Normal file
View file

@ -0,0 +1,40 @@
(define-module (game level)
#:use-module (game actors)
#:use-module (goblins core)
#:use-module (hoot bytevectors)
#:use-module (ice-9 match)
#:use-module (srfi srfi-9)
#:export (make-level
level?
level-background
level-actor))
;; Client-side rendering info coupled with level actor that contains
;; game state.
(define-record-type <level>
(%make-level background actor)
level?
(background level-background)
(actor level-actor))
(define (make-level width height background objects)
(let ((level* (spawn ^level width height)))
;; Parsed packed object data and spawn objects.
(let ((len (bytevector-length objects)))
(let lp ((i 0))
(when (< i len)
(let ((x (bytevector-u8-ref objects i))
(y (bytevector-u8-ref objects (+ i 1)))
(id (bytevector-u8-ref objects (+ i 2))))
(if (= id 3) ; player-spawn
($ level* 'warp-player x y)
(let ((obj (match id
(1 (spawn ^wall 'brick))
(2 (spawn ^wall 'copper))
(4 (spawn ^exit))
(5 (spawn ^block 'copper))
(6 (spawn ^clock-emitter 4))
(id (error "invalid level object" id)))))
($ level* 'set-object x y obj))))
(lp (+ i 3)))))
(%make-level background level*)))

View file

@ -1,14 +1,14 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.8" tiledversion="1.8.6" orientation="orthogonal" renderorder="right-down" width="20" height="15" tilewidth="16" tileheight="16" infinite="0" nextlayerid="2" nextobjectid="1">
<map version="1.8" tiledversion="1.8.6" orientation="orthogonal" renderorder="right-down" width="20" height="15" tilewidth="16" tileheight="16" infinite="0" nextlayerid="3" nextobjectid="5">
<tileset firstgid="1" source="tiles.tsx"/>
<layer id="1" name="background" width="20" height="15">
<data encoding="csv">
23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,
23,23,23,24,24,24,24,24,24,24,24,24,24,24,24,24,24,23,23,23,
23,23,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,23,23,
23,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,23,
23,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,23,
23,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,23,
23,23,24,24,24,24,24,24,24,28,24,24,24,24,24,24,24,24,23,23,
23,24,24,24,24,24,24,24,24,24,24,24,3,3,24,24,24,24,24,23,
23,49,3,3,3,3,24,3,3,3,3,3,3,24,3,3,3,3,3,23,
23,24,24,24,24,24,24,24,24,24,24,24,3,3,24,24,24,24,24,23,
23,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,23,
23,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,23,
23,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,23,
@ -20,4 +20,12 @@
23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23
</data>
</layer>
<objectgroup id="2" name="objects">
<object id="1" type="player-spawn" gid="1" x="128" y="144" width="16" height="16"/>
<object id="4" type="block" gid="4" x="96" y="80" width="16" height="16">
<properties>
<property name="kind" value="copper"/>
</properties>
</object>
</objectgroup>
</map>

View file

@ -1,9 +1,16 @@
<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.8" tiledversion="1.8.6" name="tiles" tilewidth="16" tileheight="16" tilecount="300" columns="20">
<image source="../../../assets/images/cirkoban.png" width="320" height="240"/>
<tile id="22">
<tile id="2" type="wall">
<properties>
<property name="wall" type="bool" value="true"/>
<property name="kind" value="copper"/>
</properties>
</tile>
<tile id="22" type="wall">
<properties>
<property name="kind" value="brick"/>
</properties>
</tile>
<tile id="27" type="exit"/>
<tile id="48" type="clock-emitter"/>
</tileset>