Make bombs movable, update bomb rendering
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parent
27bc4ea783
commit
a102a9fb06
2 changed files with 61 additions and 37 deletions
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@ -103,22 +103,18 @@
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(define (^brick bcom x y)
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(define position (vector x y 1))
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(define alive? (spawn ^cell #t))
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(define exploding? (spawn ^cell))
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(match-lambda*
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(('type) 'brick)
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(('position) position)
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(('tick grid-info) #f)
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(('post-tick grid-info)
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(when ($ exploding?)
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($ alive? #f)))
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(('post-tick grid-info) #f)
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(('enter obj grid-info) #f)
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(('exit obj grid-info) #f)
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(('wire-state grid-info from from-x from-y) #f)
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(('update-wire-state grid-info neighbor-grid) #f)
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(('alive?) ($ alive?))
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(('explode)
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($ exploding? #t))
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(('describe) `(brick ,position ,($ exploding?)))
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(('explode) ($ alive? #f))
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(('describe) `(brick ,position))
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(('collide other offset grid-info) #f)))
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;; TODO: Maybe make separate actors for conductive vs. inert blocks.
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@ -345,41 +341,67 @@
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(('collide other offset grid-info) #f)))
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(define (^bomb bcom x y)
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(define position (vector x y 2))
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(define position (spawn ^cell (vector x y 1)))
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(define alive? (spawn ^cell #t))
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(define lit? (spawn ^cell))
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(define exploding? (spawn ^cell))
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(define countdown (spawn ^cell -1))
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(define pushed? (spawn ^cell))
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(match-lambda*
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(('type) 'bomb)
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(('position) position)
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(('position) ($ position))
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(('tick grid-info)
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(cond
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(($ exploding?)
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($ pushed? #f)
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(when (> ($ countdown) 0)
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($ countdown (- ($ countdown) 1)))
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(when (= ($ countdown) 0)
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($ alive? #f)
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(do ((ix (- x 1) (+ ix 1)))
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((> ix (+ x 1)))
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(do ((iy (- y 1) (+ iy 1)))
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((> iy (+ y 1)))
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(unless (and (= ix x) (= iy y))
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(let ((obj (match ($ grid-info 'occupants ix iy)
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(() #f)
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((obj . rest) obj))))
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(when (and obj (eq? ($ obj 'type) 'brick))
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($ obj 'explode)))))))
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(($ lit?)
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($ exploding? #t))
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(else #f)))
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(match ($ position)
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(#(x y z)
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(do ((ix (- x 1) (+ ix 1)))
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((> ix (+ x 1)))
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(do ((iy (- y 1) (+ iy 1)))
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((> iy (+ y 1)))
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(unless (and (= ix x) (= iy y))
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(let ((obj (match ($ grid-info 'occupants ix iy)
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(() #f)
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((obj . rest) obj))))
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(when obj
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(match ($ obj 'type)
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('brick
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($ obj 'explode))
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('player
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($ obj 'explode)
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($ grid-info 'append-event `(player-death ,ix ,iy)))
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(_ #f)))))))
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($ grid-info 'append-event `(explosion ,x ,y))))))
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(('post-tick grid-info) #f)
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(('enter obj grid-info) #f)
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(('exit obj grid-info) #f)
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(('wire-state grid-info from from-x from-y) #f)
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(('update-wire-state grid-info neighbor-grid)
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(when (and (not ($ lit?))
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(when (and (< ($ countdown) 0)
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(grid-electrified? neighbor-grid))
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($ lit? #t)))
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($ countdown 2)))
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(('alive?) ($ alive?))
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(('describe) `(bomb ,position ,($ exploding?)))
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(('collide other offset grid-info) #f)))
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(('describe) `(bomb ,($ position) ,($ countdown)))
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(('collide other offset grid-info)
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(when (eq? ($ other 'type) 'player)
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(match ($ position)
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(#(x y z)
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(match offset
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(#(dx dy)
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(match ($ grid-info 'dimensions)
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(#(w h)
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(let ((x (modulo (+ x dx) w))
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(y (modulo (+ y dy) h)))
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(let ((occupant-types
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(map (lambda (obj) ($ obj 'type))
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($ grid-info 'occupants x y))))
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(match occupant-types
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((or () ('switch))
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($ pushed? #t)
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($ position (vector x y z)))
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(_ #f))))))))))))
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(('pushed?) ($ pushed?))))
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;; A gem that has already been collected previously will still appear
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;; in the level but it will be drawn differently.
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@ -719,6 +741,7 @@
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(('exit obj grid-info) #f)
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(('wire-state grid-info from from-x from-y) #f)
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(('alive?) ($ alive?))
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(('explode) ($ alive? #f))
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(('describe) `(player ,($ position), ($ alive?)))
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(('collide other offset grid-info)
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(match ($ position)
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@ -730,7 +753,7 @@
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(match ($ other 'type)
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('exit
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($ grid-info 'append-event `(exit ,x ,y)))
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('block
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((or 'block 'bomb)
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(if ($ other 'pushed?)
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($ grid-info 'append-event `(push ,x ,y))
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(begin
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