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toys.lisp
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toys.lisp
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(in-package #:org.shirakumo.fraf.kandria)
(define-shader-entity bench (lit-sprite interactable ephemeral creatable)
((texture :initform (// 'kandria 'region2 'albedo))))
(defmethod interactable-p ((bench bench))
(eql :normal (state (node 'player +world+))))
(defmethod layer-index ((bench bench))
(1- +base-layer+))
(defmethod description ((bench bench))
(@ bench))
(defmethod interact ((bench bench) (player player))
(setf (vx (location player)) (+ (vx (location bench))
(* (direction player) 12)))
(vsetf (velocity player) 0 0)
(setf (intended-zoom (camera +world+)) 1.5)
(let ((segment (harmony:segment :lowpass T)))
(setf (mixed:frequency segment) 700))
(start-animation 'sit-down player)
(setf (state player) :sitting))
(define-shader-entity mirror (lit-animated-sprite interactable ephemeral creatable)
()
(:default-initargs
:sprite-data (asset 'kandria 'mirror)))
(defmethod interactable-p ((mirror mirror)) T)
(defmethod layer-index ((mirror mirror))
(1- +base-layer+))
(defmethod description ((mirror mirror))
(@ mirror))
(defmethod interact ((mirror mirror) (player player))
(show-panel 'wardrobe))
(define-shader-entity workbench (lit-animated-sprite interactable ephemeral creatable)
()
(:default-initargs
:sprite-data (asset 'kandria 'workbench)))
(defmethod interactable-p ((workbench workbench)) T)
(defmethod stage :after ((workbench workbench) (area staging-area))
(stage (// 'kandria 'sword) area)
(stage (// 'sound 'ambience-interactable-shing) area))
(defmethod (setf frame-idx) :after (index (workbench workbench))
(when (and (= 0 index)
(in-view-p (location workbench) (bsize workbench))
(not (find-panel 'dialog)))
(harmony:play (// 'sound 'ambience-interactable-shing))))
(defmethod layer-index ((workbench workbench))
(1- +base-layer+))
(defmethod description ((workbench workbench))
(@ workbench))
(defmethod interact ((workbench workbench) (player player))
(show-panel 'upgrade-ui))
(define-shader-entity ball (axis-rotated-entity moving vertex-entity textured-entity creatable)
((vertex-array :initform (// 'kandria '1x))
(texture :initform (// 'kandria 'ball))
(bsize :initform (vec 6 6))
(axis :initform (vec 0 0 1))))
(defmethod apply-transforms progn ((ball ball))
(let ((size (v* (bsize ball) 2)))
(translate-by (/ (vx size) -2) (/ (vy size) -2) 0)
(scale (vxy_ size))))
(defmethod collides-p ((player player) (ball ball) hit)
(eql :dashing (state player)))
(defmethod collide ((player player) (ball ball) hit)
(nv+ (velocity ball) (v* (velocity player) 0.8))
(incf (vy (velocity ball)) 2.0)
(vsetf (frame-velocity player) 0 0)
(nv* (velocity player) 0.8))
(defmethod handle :before ((ev tick) (ball ball))
(let* ((vel (velocity ball))
(vlen (vlength vel)))
(when (< 0 vlen)
(decf (angle ball) (* 0.1 (vx vel)))
(nv* vel (* (min vlen 10) (/ 0.99 vlen))))
(nv+ vel (v* (gravity (medium ball)) (dt ev)))
(nv+ (frame-velocity ball) vel)))
(defmethod collide ((ball ball) (block block) hit)
(nv+ (location ball) (v* (frame-velocity ball) (hit-time hit)))
(vsetf (frame-velocity ball) 0 0)
(let ((vel (velocity ball))
(normal (hit-normal hit))
(loc (location ball)))
(let ((ref (nv+ (v* normal 2 (v. normal (v- vel))) vel)))
(vsetf vel
(if (< (abs (vx ref)) 0.2) 0 (vx ref))
(if (< (abs (vy ref)) 0.2) 0 (* 0.8 (vy ref)))))
(nv+ loc (v* normal 0.1))))
(defmethod collide :after ((ball ball) (block slope) hit)
(let* ((loc (location ball))
(normal (hit-normal hit))
(xrel (/ (- (vx loc) (vx (hit-location hit))) +tile-size+)))
(when (< (vx normal) 0) (incf xrel))
;; KLUDGE: we add a bias of 0.1 here to ensure we stop colliding with the slope.
(let ((yrel (lerp (vy (slope-l block)) (vy (slope-r block)) (clamp 0f0 xrel 1f0))))
(setf (vy loc) (+ 0.05 yrel (vy (bsize ball)) (vy (hit-location hit)))))))
(define-shader-entity balloon (game-entity lit-animated-sprite ephemeral creatable)
()
(:default-initargs
:sprite-data (asset 'kandria 'balloon)))
(defmethod (setf animations) :after (animations (balloon balloon))
(setf (next-animation (find 'die (animations balloon) :key #'name)) 'revive)
(setf (next-animation (find 'revive (animations balloon) :key #'name)) 'stand))
(defmethod collides-p ((player player) (balloon balloon) hit)
(eql 'stand (name (animation balloon))))
(defmethod collide ((player player) (balloon balloon) hit)
(kill balloon)
(setf (vy (velocity player)) 4.0)
(case (state player)
(:dashing
(setf (vx (velocity player)) (* 1.1 (vx (velocity player)))))))
(defmethod kill ((balloon balloon))
(setf (animation balloon) 'die))
(defmethod apply-transforms progn ((baloon balloon))
(translate-by 0 -16 0))
(define-shader-entity lantern-light (textured-light)
((bsize :initform #.(vec 48 48))
(size :initform #.(vec 96 96))
(offset :initform #.(vec 0 48))))
(defmethod spawned-p ((light lantern-light)) T)
(define-shader-entity lantern (lit-animated-sprite solid collider ephemeral creatable)
((size :initform (vec 32 32))
(bsize :initform (vec 16 16))
(state :initform :active :accessor state)
(respawn-time :initform 0.0 :accessor respawn-time)
(light :initform (make-instance 'lantern-light) :accessor light))
(:default-initargs
:sprite-data (asset 'kandria 'lantern)))
(defmethod layer-index ((lantern lantern)) (1- +base-layer+))
(defmethod velocity ((lantern lantern)) #.(vec 0 0))
(defmethod is-collider-for ((lantern lantern) thing) NIL)
(defmethod is-collider-for :around (thing (lantern lantern)) NIL)
(defmethod stage :after ((lantern lantern) (area staging-area))
(stage (// 'sound 'lantern-crash) area)
(stage (// 'sound 'lantern-restore) area))
(defmethod collides-p ((player player) (lantern lantern) hit)
(and (dash-exhausted player)
(eq :active (state lantern))))
(defmethod collide ((player player) (lantern lantern) hit)
(harmony:play (// 'sound 'lantern-crash) :reset T :location (vxy_ (location lantern)))
(setf (climb-strength player) (p! climb-strength))
(setf (direction lantern) (direction player))
(setf (dash-exhausted player) NIL)
(setf (state lantern) :inactive)
(setf (respawn-time lantern) 4.0)
(setf (animation lantern) 'crash)
(when (eql 'dash (buffer player))
(handle (make-instance 'dash) player)))
(defmethod enter :after ((lantern lantern) (container container))
(setf (slot-value (light lantern) 'location) (location lantern))
(enter (light lantern) container))
(defmethod leave :after ((lantern lantern) (container container))
(leave (light lantern) container))
(defmethod (setf location) :after (loc (lantern lantern))
(setf (slot-value (light lantern) 'location) (location lantern)))
(defmethod handle ((ev switch-chunk) (lantern lantern))
(setf (state lantern) :active)
(setf (animation lantern) 'active))
(defmethod handle :before ((ev tick) (lantern lantern))
(case (state lantern)
(:active
(setf (multiplier (light lantern)) 1.0))
(:inactive
(setf (multiplier (light lantern)) 0.0)
(when (<= (decf (respawn-time lantern) (dt ev)) 0.0)
(harmony:play (// 'sound 'lantern-restore) :reset T :location (vxy_ (location lantern)))
(setf (state lantern) :active)
(setf (animation lantern) 'respawn)))))
(define-shader-entity spring (lit-animated-sprite solid collider ephemeral creatable)
((size :initform (vec 16 16))
(bsize :initform (vec 8 8))
(iframes :initform 0.0 :accessor iframes)
(strength :initform (vec 0 7) :initarg :strength :accessor strength :type vec2
:documentation "The strength of the spring acceleration
Change this to set the spring's direction"))
(:default-initargs
:sprite-data (asset 'kandria 'spring)))
(defmethod initargs append ((spring spring))
'(:strength))
(defmethod layer-index ((platform spring)) +base-layer+)
(defmethod is-collider-for (thing (spring spring)) NIL)
(defmethod collides-p ((moving moving) (spring spring) hit)
(< 0.5 (iframes spring)))
(defmethod collides-p ((player player) (spring spring) hit)
(and (call-next-method)
(not (eql 'climb-ledge (name (animation player))))))
(defmethod stage :after ((spring spring) (area staging-area))
(stage (// 'sound 'spring-fire) area))
(defmethod velocity ((spring spring)) #.(vec 0 0))
(defmethod collide ((moving moving) (spring spring) hit)
(let ((strength (strength spring)))
(when (/= 0 (vx strength))
(setf (direction moving) (float-sign (vx strength)))
(setf (vx (velocity moving)) (vx strength)))
(when (/= 0 (vy strength))
(setf (vy (velocity moving)) (vy strength)))
(setf (iframes spring) 0.0)
(harmony:play (// 'sound 'spring-fire) :reset T)
(setf (animation spring) 'spring)))
(defmethod collide :after ((player player) (spring spring) hit)
(setf (climb-strength player) (p! climb-strength))
(setf (dash-exhausted player) NIL)
(setf (state player) :normal))
(defmethod handle :after ((ev tick) (spring spring))
(incf (iframes spring) (dt ev)))
(defmethod (setf location) :before (loc (spring spring))
(cond ((< (vx (strength spring)) 0)
(decf (vx loc) 4))
((< (vy (strength spring)) 0)
(decf (vy loc) 4))))
(defmethod bsize ((spring spring))
(let ((strength (strength spring)))
(if (/= 0 (vx strength))
#.(vec 4 8)
#.(vec 8 4))))
(defmethod apply-transforms progn ((spring spring))
(let ((strength (strength spring)))
(cond ((< 0 (vx2 strength))
(rotate-by 0 0 1 (/ PI -2))
(translate-by -8 -4 0))
((> 0 (vx2 strength))
(rotate-by 0 0 1 (/ PI +2))
(translate-by +8 -4 0))
((< 0 (vy2 strength)))
((> 0 (vy2 strength))
(rotate-by 0 0 1 PI)
(translate-by 0 -8 0)))))
(define-shader-entity fountain (lit-animated-sprite solid collider ephemeral creatable)
((size :initform (vec 32 64))
(bsize :initform (vec 16 32))
(timer :initform 0.0 :accessor timer)
(iframes :initform 0 :accessor iframes)
(strength :initform (vec 0 7) :initarg :strength :accessor strength :type vec2
:documentation "The strength of the fountain's acceleration
Change this to set the fountain's direction"))
(:default-initargs :sprite-data (asset 'kandria 'fountain)))
(defmethod initargs append ((fountain fountain))
'(:strength))
(defmethod active-p ((fountain fountain))
(and (<= 0.05 (timer fountain) 0.4)
(= 0 (iframes fountain))))
(defmethod is-collider-for (thing (fountain fountain)) NIL)
(defmethod is-collider-for ((moving moving) (fountain fountain))
(active-p fountain))
(defmethod layer-index ((fountain fountain))
+base-layer+)
(defmethod bsize ((fountain fountain))
(let ((strength (strength fountain)))
(if (<= (abs (vy strength)) (abs (vx strength)))
#.(vec 32 16)
#.(vec 16 32))))
(defmethod velocity ((fountain fountain))
#.(vec 0 0))
(defmethod stage :after ((fountain fountain) (area staging-area))
(stage (// 'sound 'fountain-blip-001) area)
(stage (// 'sound 'fountain-blip-002) area)
(stage (// 'sound 'fountain-blip-003) area)
(stage (// 'sound 'fountain-fire) area))
(defmethod collide ((moving moving) (fountain fountain) hit)
(let ((strength (strength fountain)))
(when (/= 0 (vx strength))
(setf (direction moving) (float-sign (vx strength)))
(setf (vx (velocity moving)) (vx strength)))
(when (/= 0 (vy strength))
(setf (vy (velocity moving)) (vy strength)))
(incf (iframes fountain))
(setf (svref (collisions moving) 2) NIL)))
(defmethod collide :after ((player player) (fountain fountain) hit)
(setf (climb-strength player) (p! climb-strength))
(setf (dash-exhausted player) NIL)
(setf (state player) :normal))
(defmethod handle :after ((ev tick) (fountain fountain))
(let ((time (incf (timer fountain) (dt ev))))
(cond ((<= 4.0 time)
(setf (timer fountain) 0.0)
(setf (iframes fountain) 0)
(when (in-view-p (location fountain) (bsize fountain))
(harmony:play (// 'sound 'fountain-fire) :reset T))
(setf (animation fountain) 'fire))
((<= 3.1 time 3.11)
(when (in-view-p (location fountain) (bsize fountain))
(harmony:play (// 'sound 'fountain-blip-003) :reset T)))
((<= 2.1 time 2.11)
(when (in-view-p (location fountain) (bsize fountain))
(harmony:play (// 'sound 'fountain-blip-002) :reset T)))
((<= 1.1 time 1.11)
(when (in-view-p (location fountain) (bsize fountain))
(harmony:play (// 'sound 'fountain-blip-001) :reset T))))))
(defmethod handle ((ev switch-chunk) (fountain fountain))
(setf (timer fountain) 0.0)
(setf (iframes fountain) 0)
(setf (animation fountain) 'fire))
(defmethod apply-transforms progn ((fountain fountain))
(let* ((strength (strength fountain))
(x (vx2 strength))
(y (vy2 strength)))
(cond ((< (abs x) (abs y))
(when (< y 0)
(rotate-by 0 0 1 PI)
(translate-by 0 -64 0)))
((< 0 x)
(rotate-by 0 0 1 (/ PI -2))
(translate-by -16 -32 0))
((> 0 x)
(rotate-by 0 0 1 (/ PI +2))
(translate-by +16 -32 0)))))
;; KLUDGE: the standard AABB-based test fucks up on zero velocity.
;; if I make it not fuck up on that, other things break all over.
;; I don't have time for this.
(defmethod scan ((entity fountain) (target game-entity) on-hit)
(let ((vec (load-time-value (vec4 0 0 0 0)))
(loc (location target))
(bsize (bsize target)))
(vsetf vec (vx2 loc) (vy2 loc) (vx2 bsize) (vy2 bsize))
(scan entity vec on-hit)))
(define-shader-entity crumbling-platform (lit-animated-sprite collider ephemeral solid creatable)
((bsize :initform (vec 24 4))
(size :initform (vec 48 32))
(state :initform :active :accessor state)
(respawn-time :initform 0.0 :accessor respawn-time))
(:default-initargs
:sprite-data (asset 'kandria 'crumbling-platform)))
(defmethod layer-index ((platform crumbling-platform)) +base-layer+)
(defmethod apply-transforms progn ((platform crumbling-platform))
(translate-by 0 -24 0))
(defmethod handle :after ((ev tick) (platform crumbling-platform))
(ecase (state platform)
(:active)
(:inactive
(when (<= (decf (respawn-time platform) (dt ev)) 0.0)
(unless (eql (name (animation platform)) 'restore)
(harmony:play (// 'sound 'crumbling-platform-restore) :reset T)
(setf (animation platform) 'restore))))))
(defmethod handle ((ev switch-chunk) (platform crumbling-platform))
(setf (state platform) :active)
(setf (animation platform) 'active))
(defmethod velocity ((platform crumbling-platform))
#.(vec 0 0))
(defmethod stage :after ((platform crumbling-platform) (area staging-area))
(stage (// 'sound 'crumbling-platform-crumble) area)
(stage (// 'sound 'crumbling-platform-restore) area))
(defmethod switch-animation :after ((platform crumbling-platform) (animation symbol))
(case animation
(inactive
(setf (state platform) :inactive)
(setf (respawn-time platform) 4.0))
(active
(setf (state platform) :active))))
(defmethod is-collider-for ((moving moving) (platform crumbling-platform))
(eql :active (state platform)))
(defmethod collides-p ((moving moving) (platform crumbling-platform) hit)
(and (is-collider-for moving platform)
(< 0 (vy (hit-normal hit)))
(<= (vy (velocity moving)) 0)
(<= (+ (vy (hit-location hit)) (vy (bsize platform)) -2)
(- (vy (location moving)) (vy (bsize moving))))))
(defmethod collide ((moving moving) (platform crumbling-platform) hit)
(let* ((loc (location moving))
(pos (hit-location hit))
(height (vy (bsize moving)))
(t-s (vy (bsize platform))))
(unless (eql 'crumble (name (animation platform)))
(harmony:play (// 'sound 'crumbling-platform-crumble) :reset T)
(setf (animation platform) 'crumble))
(setf (svref (collisions moving) 2) platform)
;; Force clamp velocity to zero to avoid "speeding up while on ground"
(setf (vy (velocity moving)) (max 0 (vy (velocity moving))))
;; Zip
(when (< (- (vy loc) height)
(+ (vy pos) t-s))
(setf (vy loc) (+ (vy pos) t-s height)))))
(define-shader-entity hider (layer trigger creatable)
((size :initform (vec 5 5))
(visibility :type single-float :documentation "How visible the hider is right now")
(name :initform (generate-name "HIDER"))))
(defmethod velocity ((hider hider))
#.(vec 0 0))
(defmethod layer-index ((hider hider))
(1+ +base-layer+))
(defmethod stage :after ((hider hider) (area staging-area))
(stage (// 'sound 'hider-reveal) area))
(defmethod interact ((hider hider) (player player))
(when (active-p hider)
(let ((visibility (decf (visibility hider) 0.02)))
(cond ((= 0.98 visibility)
(harmony:play (// 'sound 'hider-reveal) :reset T))
((<= visibility 0.0)
(setf (visibility hider) 0.0)
(setf (active-p hider) NIL)
(incf (stats-secrets-found (stats player))))))))
(defmethod (setf active-p) :after (value (hider hider))
(setf (visibility hider) (if value 1.0 0.0)))
(define-shader-entity blocker (layer solid ephemeral collider listener creatable)
((size :initform (vec 5 5))
(visibility :type single-float :documentation "How visible the blocker is right now")
(name :initform (generate-name "BLOCKER"))
(weak-side :initarg :weak-side :initform :west :accessor weak-side
:type (member :north :east :south :west :any)
:documentation "From which side the blocker can be cleared")))
(defmethod velocity ((blocker blocker))
#.(vec 0 0))
(defmethod layer-index ((blocker blocker))
(1+ +base-layer+))
(defmethod quest:active-p ((blocker blocker))
(<= 1.0 (visibility blocker)))
(defmethod stage :after ((blocker blocker) (area staging-area))
(stage (// 'sound 'blocker-destroy) area))
(defmethod is-collider-for ((moving moving) (blocker blocker))
(quest:active-p blocker))
(defmethod collide ((player player) (blocker blocker) hit)
(cond ((and (or (eql :dashing (state player))
(eql :animated (state player)))
(ecase (weak-side blocker)
(:north (< (vy (velocity player)) 0))
(:east (< (vx (velocity player)) 0))
(:south (< 0 (vy (velocity player))))
(:west (< 0 (vx (velocity player))))
(:any T)))
(harmony:play (// 'sound 'blocker-destroy) :reset T)
(setf (visibility blocker) 0.99)
(vsetf (frame-velocity player) 0 0)
(when (eql :dashing (state player))
(setf (state player) :normal)
(case (weak-side blocker)
(:north (vsetf (velocity player) 0.0 +5.0))
(:east (vsetf (velocity player) +2.0 4.0))
(:south (vsetf (velocity player) 0.0 -4.0))
(:west (vsetf (velocity player) -2.0 4.0)))))
(T
(call-next-method))))
(defmethod entity-at-point (point (blocker blocker))
(or (call-next-method)
(when (contained-p point blocker)
blocker)))
(defmethod handle ((ev tick) (blocker blocker))
(when (< 0.0 (visibility blocker) 1.0)
(setf (visibility blocker) (max 0.0 (- (visibility blocker) (* 0.5 (dt ev)))))))
(define-class-shader (blocker :fragment-shader)
"uniform float visibility = 1.0;
in vec2 world_pos;
float smooth_size = 0.125;
vec3 hash3(vec2 p){
vec3 q = vec3(dot(p,vec2(127.1,311.7)),
dot(p,vec2(269.5,183.3)),
dot(p,vec2(419.2,371.9)));
return fract(sin(q)*43758.5453);
}
float voronoise(in vec2 p){
float k = 1.0+63.0*pow(0.5,6.0);
vec2 i = floor(p);
vec2 f = fract(p);
vec2 a = vec2(0.0,0.0);
for(int y=-2; y<=2; y++)
for(int x=-2; x<=2; x++){
vec2 g = vec2( x, y );
vec3 o = hash3( i + g );
vec2 d = g - f + o.xy;
float w = pow( 1.0-smoothstep(0.0,1.414,length(d)), k );
a += vec2(o.z*w,w);
}
return a.x/a.y;
}
void main(){
maybe_call_next_method();
float inv_visibility = 1-visibility;
inv_visibility *= inv_visibility;
vec2 off = world_pos*0.2;
off.y += inv_visibility*50;
float noise = voronoise(off);
noise = smoothstep(inv_visibility, inv_visibility+smooth_size, noise*(1-smooth_size)+smooth_size);
color.a /= visibility;
color.a *= noise;
}")
(define-shader-entity chest (interactable-animated-sprite ephemeral creatable)
((name :initform (generate-name "CHEST"))
(bsize :initform (vec 8 8))
(item :initform NIL :initarg :item :accessor item :type alloy::any
:documentation "The name of the item that the chest will spawn")
(state :initform :closed :initarg :state :accessor state :type (member :open :closed)
:documentation "Whether the chest is currently open or closed"))
(:default-initargs
:sprite-data (asset 'kandria 'chest)))
(defmethod layer-index ((chest chest))
+base-layer+)
(defmethod description ((chest chest))
(language-string 'chest))
(defmethod interactable-p ((chest chest))
(eql :closed (state chest)))
(defmethod stage :after ((chest chest) (area staging-area))
(stage (// 'sound 'chest-open) area))
(defmethod draw-item ((chest chest))
(let ((drawer (random-drawer (item chest))))
(if drawer
(funcall drawer)
(item chest))))
(defmethod (setf state) :after (state (chest chest))
(when (< 0 (length (animations chest)))
(ecase state
(:open (setf (animation chest) 'activate))
(:closed (setf (animation chest) 'closed)))))
(defmethod interact ((chest chest) (player player))
(when (eql :closed (state chest))
(harmony:play (// 'sound 'chest-open) :reset T)
(spawn (location chest) (or (draw-item chest) 'item:parts))
(setf (state chest) :open)
(unless (eql :crawling (state player))
(start-animation 'pickup player))))
(define-shader-entity shutter (lit-animated-sprite collider solid ephemeral)
((name :initform NIL)
(bsize :initform (vec 24 40))
(state :initform :open :initarg :state :accessor state :type (member :open :closed)
:documentation "Whether the shutter is currently open or closed"))
(:default-initargs
:sprite-data (asset 'kandria 'shutter)))
(defmethod layer-index ((shutter shutter))
(1+ +base-layer+))
(defmethod velocity ((shutter shutter)) #.(vec 0 0))
(defmethod stage :after ((shutter shutter) (area staging-area))
(stage (// 'sound 'shutter-close) area)
(stage (// 'sound 'shutter-open) area))
(defmethod (setf state) :before (state (shutter shutter))
(unless (eq state (state shutter))
(when (< 0 (length (animations shutter)))
(ecase state
(:open
(harmony:play (// 'sound 'shutter-open))
(setf (animation shutter) 'opening))
(:closed
(harmony:play (// 'sound 'shutter-close))
(setf (animation shutter) 'closing))))))
(defmethod is-collider-for ((moving moving) (shutter shutter))
(eql :closed (state shutter)))
(defmethod collides-p ((moving moving) (shutter shutter) hit)
(and (eql :closed (state shutter))
(call-next-method)))
(defmethod spawned-p ((shutter shutter)) T)
(define-shader-entity switch (lit-animated-sprite solid collider ephemeral creatable)
((name :initform NIL)
(bsize :initform (vec 8 8))
(state :initform :off :initarg :state :accessor state :type (member :off :on)
:documentation "Whether the switch is currently on or off"))
(:default-initargs
:sprite-data (asset 'kandria 'switch)))
(defmethod layer-index ((switch switch))
(1- +base-layer+))
(defmethod quest:active-p ((switch switch))
(eql :on (state switch)))
(defmethod stage :after ((switch switch) (area staging-area))
(stage (// 'sound 'key-activate) area))
(defmethod (setf state) :before (state (switch switch))
(unless (eq state (state switch))
(when (< 0 (length (animations switch)))
(ecase state
(:on
(harmony:play (// 'sound 'key-activate) :reset T)
(setf (animation switch) 'activate))
(:off (setf (animation switch) 'off))))))
(defmethod handle :after ((ev tick) (switch switch))
(when (and (eql 'off (name (animation switch)))
(eql :on (state switch)))
(setf (animation switch) 'on)))
(defmethod is-collider-for :around (thing (switch switch)) NIL)
(defmethod collides-p ((moving player) (switch switch) hit)
(setf (state switch) :on)
NIL)
(defmethod spawned-p ((switch switch)) T)
(define-shader-entity gate (parent-entity tiled-platform creatable)
((name :initform (generate-name "GATE"))
(size :initform (vec 1 5))
(state :initform :closed :type (member :closed :open :opening :closing)
:documentation "Whether the gate is open or closed
Use this to modify the start and end locations of the gate")
(open-location :initform (vec 0 0) :initarg :open-location :accessor open-location :type vec2
:documentation "The location at which the gate is in open position")
(closed-location :initform (vec 0 0) :initarg :closed-location :accessor closed-location :type vec2
:documentation "The location at which the gate is in closed position")))
(defmethod initargs append ((gate gate))
'(:size :child-count))
(defmethod initialize-instance :after ((gate gate) &key)
(when (v= 0 (open-location gate))
(v<- (open-location gate) (location gate)))
(when (v= 0 (closed-location gate))
(v<- (closed-location gate) (location gate))))
(defmethod make-child-entity ((gate gate))
(make-instance 'switch :location (vcopy (location gate))))
(defmethod stage :after ((gate gate) (area staging-area))
(stage (make-instance 'switch) (u 'render))
(stage (make-instance 'switch) area)
(stage (// 'sound 'gate-lift) area)
(stage (// 'sound 'key-complete) area))
(defmethod quest:active-p ((gate gate))
(eql :open (state gate)))
(defmethod quest:activate ((gate gate))
(dolist (switch (children gate))
(setf (state switch) :on)))
(defmethod (setf location) :after (location (gate gate))
(case (state gate)
(:open (v<- (open-location gate) location))
(:closed (v<- (closed-location gate) location))))
(defmethod (setf state) :after (state (gate gate))
(case state
(:open
(dolist (switch (children gate))
(setf (state switch) :on))
(v<- (location gate) (open-location gate)))
(:closed
(dolist (switch (children gate))
(setf (state switch) :off))
(v<- (location gate) (closed-location gate)))))
(defmethod handle ((ev tick) (gate gate))
(flet ((reached (source target)
(let ((dir (v- target source)))
(<= 1.0
(/ (v. (v- (location gate) source) dir)
(max 0.001 (vsqrlength dir)))))))
(ecase (state gate)
(:closed
(vsetf (velocity gate) 0 0)
(when (loop for switch in (children gate)
always (eql :on (state switch)))
(harmony:play (// 'sound 'gate-lift) :reset T)
(harmony:play (// 'sound 'key-complete) :reset T)
(setf (state gate) :opening)))
(:open
(vsetf (velocity gate) 0 0)
(when (loop for switch in (children gate)
thereis (eql :off (state switch)))
(setf (state gate) :closing)))
(:opening
(cond ((reached (closed-location gate) (open-location gate))
(vsetf (velocity gate) 0 0)
(setf (state gate) :open))
((< (vsqrlength (velocity gate)) 2.0)
(let ((dir (nvunit (v- (open-location gate) (location gate)))))
(nv+ (velocity gate) (v* dir (dt ev))))))
(nv+ (frame-velocity gate) (velocity gate)))
(:closing
(cond ((reached (open-location gate) (closed-location gate))
(vsetf (velocity gate) 0 0)
(setf (state gate) :closed))
((< (vsqrlength (velocity gate)) 2.0)
(let ((dir (nvunit (v- (closed-location gate) (location gate)))))
(nv+ (velocity gate) (v* dir (dt ev))))))
(nv+ (frame-velocity gate) (velocity gate))))))
(defmethod handle ((ev switch-chunk) (gate gate))
(setf (state gate) (state gate)))
(defclass gate-reset-trigger (trigger creatable)
())
(defmethod interact ((trigger gate-reset-trigger) (player player))
(when (chunk player)
(do-fitting (entity (bvh (container trigger)) (chunk player))
(when (typep entity 'gate)
(setf (state entity) :closed)))))
(define-shader-entity demo-blocker (lit-animated-sprite solid ephemeral collider creatable)
((bsize :initform (vec 40 64))
(name :initform NIL)
(cooldown :initform 0.0 :accessor cooldown))
(:default-initargs :sprite-data (asset 'kandria 'demo-blocker)))
(defmethod velocity ((blocker demo-blocker))
#.(vec 0 0))
(defmethod layer-index ((blocker demo-blocker))
(1+ +base-layer+))
(defmethod is-collider-for ((player player) (blocker demo-blocker))
T)
(defmethod collide :after ((player player) (blocker demo-blocker) hit)
(setf (slot-value blocker 'animation) (aref (animations blocker) 1))
(setf (cooldown blocker) 1.0))
(defmethod handle :after ((ev tick) (blocker demo-blocker))
(when (< 0.0 (cooldown blocker))
(when (< (decf (cooldown blocker) (dt ev)) 0.0)
(setf (slot-value blocker 'animation) (aref (animations blocker) 0)))))
(define-shader-entity windmill (ephemeral lit-animated-sprite creatable)
((name :initform NIL)
(bsize :initform (vec 32 64))
(clock :initform (random 0.5))
(trial:sprite-data :initform (asset 'kandria 'windmill))
(layer-index :initform (1- +base-layer+) :accessor layer-index :type integer
:documentation "The layer on which the windwmill is rendered")))
(defmethod handle ((ev switch-region) (windmill windmill))
(do-fitting (entity (bvh (region +world+)) windmill)
(when (typep entity 'wind)
(setf (animation windmill) 'strong))))
(define-shader-entity bomb (lit-animated-sprite)
((name :initform NIL)
(trial:sprite-data :initform (asset 'kandria 'bomb))
(layer-index :initform (1- +base-layer+))
(played-p :initform NIL :accessor played-p)))
(defmethod stage :after ((bomb bomb) (area staging-area))
(stage (// 'sound 'bomb-active) area)
(stage (// 'sound 'bomb-explode) area))
(defmethod handle :after ((ev tick) (bomb bomb))
(unless (played-p bomb)
(harmony:play (// 'sound 'bomb-active) :location (location bomb) :reset T)
(setf (played-p bomb) T)))
(define-shader-entity crashable-door (moving lit-animated-sprite creatable ephemeral)
((trial:sprite-data :initform (asset 'kandria 'door-burst))
(bsize :initform (vec 8 20))))
(defmethod layer-index ((door crashable-door)) (1+ +base-layer+))
(defmethod stage ((door crashable-door) (area staging-area))
(stage (// 'sound 'door-crash) area))
(defmethod is-collider-for ((moving moving) (door crashable-door))
(eql 'idle (name (animation door))))
(defmethod apply-transforms progn ((door crashable-door))
(translate-by 2 0 0))
(defmethod collide ((player player) (door crashable-door) hit)
(cond ((and (or (eql :dashing (state player))
(eql :animated (state player))))
(harmony:play (// 'sound 'door-crash) :reset T)
(if (eql :dashing (state player))
(setf (vx (velocity player)) (- (vx (velocity player)))
(vy (velocity player)) 1.0)
(setf (vx (velocity player)) 0.0))
(setf (state door) :crashing)
(if (< (vx (hit-normal hit)) 0)
(setf (animation door) 'burst-right)
(setf (animation door) 'burst-left)))
(T
(call-next-method))))
(defmethod handle :before ((ev tick) (door crashable-door))
(case (state door)
(:crashing
(when (<= 0.05 (clock door))
(setf (state door) :normal)
(setf (vy (velocity door)) 1.0)
(if (eql 'burst-right (name (animation door)))
(setf (vx (velocity door)) +4.0)
(setf (vx (velocity door)) -4.0)))))
(let ((collisions (collisions door))
(vel (velocity door)))
(let ((ground (svref collisions 2))
(g (gravity (medium door))))
(when (and ground (<= (vy vel) 0))
(incf (vy vel) (min 0 (vy (velocity ground))))
(when (= (end (animation door))
(1+ (frame-idx door)))
(setf (vx vel) 0)))
(when (svref collisions 1)
(setf (vx vel) (min (* (vx vel) -0.8) 0.0)))
(when (svref collisions 3)
(setf (vx vel) (max (* (vx vel) -0.8) 0.0)))
(incf (vx vel) (* (vx g) (dt ev)))
(incf (vy vel) (* (vy g) (dt ev)))
(nvclamp (v- (p! velocity-limit)) vel (p! velocity-limit)))
(nv+ (frame-velocity door) vel)))
(define-shader-entity flag (lit-animated-sprite creatable ephemeral half-solid)
((trial:sprite-data :initform (asset 'kandria 'flag))
(next-world :initform "" :accessor next-world :type string
:documentation "The ID of the next world to load (if any)")
(bsize :initform (vec 12 16))))
(defmethod is-collider-for (thing (flag flag)) NIL)
(defmethod is-collider-for ((player player) (flag flag)) T)
(defmethod layer-index ((flag flag)) +base-layer+)
(defmethod collide ((player player) (flag flag) hit)
(issue +world+ 'game-over :ending :custom)
(let ((next (find (next-world flag) (list-worlds) :test #'string-equal :key #'id)))
(cond ((string= "" (next-world flag))
(setf next NIL))
((null next)
(v:warn :kandria.module "Flag references next world with id ~s, but no such world was found!" (next-world flag))))
(show-panel 'end-screen :next next)))