Big actor refactor; use local storage for auto-save.

This commit is contained in:
David Thompson 2024-05-20 22:12:35 -04:00
parent ce0c002e8b
commit 816d9d149d
7 changed files with 321 additions and 202 deletions

178
game.scm
View file

@ -36,6 +36,7 @@
(hoot ffi)
(hoot hashtables)
(ice-9 match)
(local-storage)
(math)
(math rect)
(math vector))
@ -84,7 +85,7 @@
(define *level-idx* #f)
(define *level* #f)
;; Latest representation of all actors in level
(define *grid* #f)
(define *objects* #f)
(define *snapshots* '())
(define (clear-snapshots!)
@ -99,38 +100,73 @@
(set! *snapshots* older-snapshots)
(media-play audio:undo))))
(define (update-grid!)
(set! *grid* ($ (level-actor *level*) 'describe)))
(define (update-objects!)
(set! *objects*
;; TODO: Receive layer for sprite sorting
(map (match-lambda
((type #(x y) . properties)
`(,type ,(vec2 (* x tile-width) (* y tile-height)) ,@properties)))
($ (level-actor *level*) 'describe))))
(define (next-level!)
(clear-snapshots!)
(let ((idx (+ *level-idx* 1)))
(set! *level-idx* idx)
(if (< idx (vector-length levels))
(set! *level* ((vector-ref levels idx)))
(set! *state* 'win))))
(define (reset-game!)
(define (load-level! idx)
(set! *state* 'play)
(set! *actormap* (make-whactormap))
(clear-snapshots!)
(set! *level-idx* -1)
(with-goblins
(next-level!)
(update-grid!)))
(set! *level* ((vector-ref levels idx)))
(update-objects!)))
(define (next-level!)
(let ((idx (+ *level-idx* 1)))
(pk 'next-level idx)
(set! *level-idx* idx)
(if (< idx (vector-length levels))
(begin
(save-game!)
(load-level! idx))
(set! *state* 'win))))
;; Auto-save/load to local storage.
(define (save-game!)
(pk 'save)
(local-storage-set! "cirkoban-level" (number->string *level-idx*)))
(define (load-game!)
(set! *level-idx*
(match (local-storage-ref "cirkoban-level")
("" 0)
(str (string->number str))))
(pk 'load *level-idx*)
(load-level! *level-idx*))
(define (reset-game!)
(set! *level-idx* 0)
(save-game!)
(load-level! 0))
;; Update loop
(define (move-player dir)
(define (do-move)
(with-goblins
($ (level-player *level*) 'move dir)
($ (level-actor *level*) 'tick)
(define result
(match (pk 'event ($ (level-player *level*) 'event))
(('bump)
(media-play audio:bump)
#f)
(('push)
(media-play audio:push)
#f)
(('exit)
(media-play audio:exit)
'next-level)
(_ #f)))
(update-objects!)
result))
(save-snapshot!)
(with-goblins
(match ($ (level-actor *level*) 'move-player dir)
('bump (media-play audio:bump))
('push (media-play audio:push))
('exit
(media-play audio:exit)
(next-level!))
(_ #f))
(update-grid!)))
(when (eq? (do-move) 'next-level)
(next-level!)))
(define dt (/ 1000.0 60.0)) ; aim for updating at 60Hz
(define (update)
@ -147,50 +183,51 @@
(hashtable-set! cache x str)
str)))))
(define (draw-player x y)
(draw-tile context tileset 0 x y))
(define (draw-player pos)
(draw-tile context tileset 0 (vec2-x pos) (vec2-y pos)))
(define (draw-exit x y)
(draw-tile context tileset 27 x y))
(define (draw-exit pos)
(draw-tile context tileset 27 (vec2-x pos) (vec2-y pos)))
(define (draw-wall type x y)
(match type
('brick
(draw-tile context tileset 22 x y))
(_
(draw-tile context tileset 2 x y)))
(match type
('electron-head
(draw-tile context tileset 4 x y))
('electron-tail
(draw-tile context tileset 5 x y))
(_ #f)))
(define (draw-wall type pos)
(let ((x (vec2-x pos))
(y (vec2-y pos)))
(match type
('brick
(draw-tile context tileset 22 x y))
(_
(draw-tile context tileset 2 x y)))
(match type
('electron-head
(draw-tile context tileset 4 x y))
('electron-tail
(draw-tile context tileset 5 x y))
(_ #f))))
(define (draw-block type x y)
(match type
('crate (draw-tile context tileset 29 x y))
('copper (draw-tile context tileset 3 x y)))
(match type
('electron-head
(draw-tile context tileset 4 x y))
('electron-tail
(draw-tile context tileset 5 x y))
(_ #f)))
(define (draw-block type pos)
(let ((x (vec2-x pos))
(y (vec2-y pos)))
(match type
('crate (draw-tile context tileset 29 x y))
(_ (draw-tile context tileset 3 x y)))
(match type
('electron-head
(draw-tile context tileset 4 x y))
('electron-tail
(draw-tile context tileset 5 x y))
(_ #f))))
(define (draw-clock-emitter x y)
(draw-tile context tileset 48 x y))
(define (draw-clock-emitter pos)
(draw-tile context tileset 48 (vec2-x pos) (vec2-y pos)))
(define (draw-object x y obj)
(and obj
(let ((x (* x tile-width))
(y (* y tile-height)))
(match obj
(#f #f)
(('player) (draw-player x y))
(('exit) (draw-exit x y))
(('wall type) (draw-wall type x y))
(('block type) (draw-block type x y))
(('clock-emitter) (draw-clock-emitter x y))))))
(define (draw-object obj)
(match obj
(#f #f)
(('player pos) (draw-player pos))
(('exit pos) (draw-exit pos))
(('wall pos type) (draw-wall type pos))
(('block pos type) (draw-block type pos))
(('clock-emitter pos) (draw-clock-emitter pos))))
(define (draw-background)
(let* ((bv (level-background *level*))
@ -205,14 +242,7 @@
(define (draw-level)
(draw-background)
(let ((grid *grid*))
(let y-loop ((y 0))
(when (< y level-height)
(let x-loop ((x 0))
(when (< x level-width)
(draw-object x y (vector-ref grid (+ (* y level-width) x)))
(x-loop (1+ x))))
(y-loop (1+ y))))))
(for-each draw-object *objects*))
(define (draw-win)
(set-fill-color! context "#x000000")
@ -252,9 +282,7 @@
(move-player 'down))
((string=? key key:undo)
(rollback-snapshot!)
(with-goblins (update-grid!)))
((string=? key key:confirm)
(reset-game!))))
(with-goblins (update-objects!)))))
('win
(cond
((string=? key key:confirm)
@ -290,4 +318,4 @@
(resize-canvas)
(request-animation-frame draw-callback)
(timeout update-callback dt)
(reset-game!)
(load-game!)