A simple Asteroids clone, inspired by Square Shooter by No Time To Play, but written in Common Lisp with Lispbuilder-SDL.
I'm learning Common Lisp this year, and it seemed like a fun project. It was.
Wow, I made the front page of Hacker News!
I read a few questions there and on /r/programming about why I did this, and it really was just a fun learning project, partly in response to an article I read about refactoring the original Python version.
Thanks to everyone for the generally positive feedback!
I wasn't trying to fit it into 600 LOC or trying to make a very clean or fast implementation.
The code is quite un-Lispy because I'm only about 4 months into learning Lisp and this is a translation from a Python codebase, rather than starting from scratch. I also wanted to learn a bit of CLOS. I haven't really tried any macro programming yet.
I did write it using Vim, because that's what I'm used to, and I haven't got into Emacs and Slime yet. It's difficult to switch, but I will give it a try.
There aren't many inline comments, I'm not a fan of them. I prefer my code to be self documenting as far as possible.
Why are the first three letters of ASTeroids capitalized?
It's a pun on Abstract Syntax Tree - which Lisp essentially is. Sorry.
How do I play it?
I'm afraid you'll need to install Steel Bank Common Lisp and the Quicklisp package tool, which is pretty easy, and then set up Lispbuilder-SDL, which is not. I will write about how I got everything set up on OSX Lion soon.
Assuming you have everything installed, you can simply start SBCL and
"asteroids.lisp") and then call
(asteroids:main) from the REPL.
The game is mouse controlled.
Sorry for providing such brief instructions, I really hadn't expected anyone to give this a second look.
The problems I had with Lispbuilder-SDL were installing SDL on OSX and getting Lispbuilder-SDL to compile against it. Quicklisp chokes on cocoahelper and you have to compile it manually. I found I had to compile SDL manually too.
The code includes Quicklisp calls to install Lispbuilder-SDL and Lispbuilder-SDL-GFX, so you shouldn't have to install them manually (except for compiling cocoahelper on OSX).
SBCL isn't a dependency - the game loads and runs fine in Clozure CL on OSX. I just knew SBCL worked, because that's what I wrote it with. I have tried to run this on CLISP, but it wants me to recompile with CFFI enabled, which I haven't tried yet.
What does it look like?
A bit rubbish, really. Next steps are learning some OpenGL to make it a bit prettier.