/
player.lisp
177 lines (154 loc) · 6.12 KB
/
player.lisp
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(in-package #:org.shirakumo.fraf.ld45)
(define-image player #p"player.png")
(defvar *capabilities* ())
(define-global +move-speed+ 200)
(define-global +dragging-move-speed+ 64)
(define-global +takedown-max-distance+ 40)
(define-global +takedown-dot-threshold+ -0.9)
(define-global +dragging-max-distance+ 24)
(define-global +bullet-speed+ 1024)
(define-global +bullet-cooldown-time+ 0.5)
(define-shader-subject player (human)
((name :initform :player)
(texture :initform (asset 'ld45 'player))
(move-timer :initform 0 :accessor move-timer)
(capabilities :initarg :capabilities :initform *capabilities* :accessor capabilities)
(interactable :initform NIL :accessor interactable)
(viewcone :initform (make-instance 'sector) :reader viewcone))
(:default-initargs
:animations '((stand 0 1)
(walk 1 9)
(drag 9 17)
(shoot 17 18))))
(defmethod register-object-for-pass :after (pass (player player))
(register-object-for-pass pass (viewcone player)))
(defmethod capable-of (thing (player (eql T)))
(capable-of thing (unit :player +world+)))
(defmethod capable-of (thing (player player))
(find thing (capabilities player)))
(defmethod contained-p ((point vec2) (player player))
(let ((loc (location player))
(half-size (bsize player)))
(and (< (abs (- (vx loc) (vx point))) (vx half-size))
(< (abs (- (vy loc) (vy point))) (vy half-size)))))
(defmethod step :before ((player player) ev)
(let* ((vel (velocity player))
(dt (dt ev)))
(flet ((move (speed)
(loop for device in (cl-gamepad:devices)
for move = (vec (cl-gamepad:axis device 0)
(- (cl-gamepad:axis device 1)))
do (when (< 0.3 (vlength move))
(setf (vx move) (* (vx move) (vx move) (signum (vx move))))
(setf (vy move) (* (vy move) (vy move) (signum (vy move))))
(nv+ vel (nv* move speed dt))))
(when (retained 'movement :left)
(decf (vx vel) (* dt 0.7 speed)))
(when (retained 'movement :right)
(incf (vx vel) (* dt 0.7 speed)))
(when (retained 'movement :up)
(incf (vy vel) (* dt 0.7 speed)))
(when (retained 'movement :down)
(decf (vy vel) (* dt 0.7 speed)))))
(case (state player)
(:aim
(move 1)
(when (v/= 0 vel)
(setf (angle player) (point-angle vel))
(vsetf vel 0 0)))
(:shoot
(decf (move-timer player) dt)
(when (< (move-timer player) 0)
(setf (state player) NIL)))
(:dragging
(move +dragging-move-speed+))
(:dead)
(T
(move +move-speed+))))))
(defmethod step :after ((player player) ev)
(unless (capable-of :clairvoyance player)
(let ((dir (angle-point (angle player))))
(setf (location (viewcone player)) (v- (location player) (v* dir 16)))
(setf (direction (viewcone player)) dir)))
(case (state player)
(:dragging
(setf (animation player) 'drag)
(when (v= 0 (velocity player))
(reset-animation player)))
((:shoot :aim)
(setf (animation player) 'shoot))
(T
(if (v/= 0 (velocity player))
(setf (animation player) 'walk)
(setf (animation player) 'stand)))))
(defmethod die ((player player))
(let ((screen (make-instance 'screen :texture (asset 'ld45 'game-over))))
(pushnew :clairvoyance (capabilities player))
(transition screen +world+)
(enter screen +world+)))
(defmethod collide ((player player) (guard guard) hit)
(when (eql :chase (state guard))
(die player))
NIL)
(define-handler (player attempt-takedown) (ev)
(for:for ((entity over +world+))
(when (and (typep entity 'guard)
(not (eq :chase (state entity)))
(< (vdistance (location player) (location entity))
+takedown-max-distance+)
(< (v. (angle-point (angle entity))
(nvunit (v- (location player) (location entity))))
+takedown-dot-threshold+))
(down entity)
;; You can only take down one at a time
(for:end-for))))
(define-handler (player toggle-dragging) (ev)
(case (state player)
(:dragging
(setf (state player) NIL))
((NIL)
(for:for ((entity over +world+))
(when (and (draggable-p entity)
(< (vdistance (location player) (location entity))
+dragging-max-distance+))
(drag entity player)
;; You can only drag one guard
(for:end-for))))))
(define-handler (player continue-game) (ev)
(when (eq :dead (state player))
(v:info :player "Restarting...")
(let ((main (handler *context*)))
(change-scene main (load-world (level-packet (current-level-name main)))))))
(define-asset (ld45 bullet-mesh) mesh
(make-rectangle 8 8))
(define-asset (ld45 bullet) image
#p"bullet.png")
(define-shader-subject bullet (vertex-entity textured-entity moving)
((vertex-array :initform (asset 'ld45 'bullet-mesh))
(texture :initform (asset 'ld45 'bullet))))
(defmethod step :before ((bullet bullet) ev)
(setf (velocity bullet)
(v* (angle-point (angle bullet))
(* (dt ev) 0.7 +bullet-speed+))))
(defmethod collide ((bullet bullet) (guard guard) hit)
(unless (eq (state guard) :down)
(down guard)
(leave bullet +world+)))
(defmethod collide ((bullet bullet) (wall wall) hit)
(leave bullet +world+))
(define-handler (player aim) (ev)
(when (and (eql NIL (state player))
(capable-of :shoot player))
(setf (move-timer player) +bullet-cooldown-time+)
(setf (state player) :aim)))
(define-handler (player shoot) (ev)
(when (eql :aim (state player))
(let ((bullet (make-instance 'bullet
:location (vcopy (location player))
:angle (angle player))))
(transition bullet +world+)
(enter bullet +world+))
(setf (state player) :shoot)))
(define-handler (player interact) (ev)
(when (interactable player)
(pickup (interactable player) player)))