470 lines
14 KiB
Scheme
470 lines
14 KiB
Scheme
#!r6rs
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; main thing i'd like to do is be compatible with these:
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; https://www.mzrg.com/mines/msx/index.html
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; let's do about the minimum to do what i want
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; keep the names almost exactly the same for googling's sake
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(load-shared-object "libraylib.so")
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; color
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(define-ftype Color
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(struct
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[r unsigned-8]
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[g unsigned-8]
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[b unsigned-8]
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[a unsigned-8]))
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(define (set-color-r! color r) (ftype-set! Color (r) color r))
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(define (set-color-g! color g) (ftype-set! Color (g) color g))
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(define (set-color-b! color b) (ftype-set! Color (b) color b))
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(define (set-color-a! color a) (ftype-set! Color (a) color a))
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(define (color-r color) (ftype-ref Color (r) color))
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(define (color-g color) (ftype-ref Color (g) color))
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(define (color-b color) (ftype-ref Color (b) color))
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(define (color-a color) (ftype-ref Color (a) color))
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(define (color-components c) (list (color-r c) (color-g c) (color-b c) (color-a c)))
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(define color
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(case-lambda
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[(r g b) (color r g b 255)]
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[(r g b a)
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(define c (make-ftype-pointer Color (foreign-alloc (ftype-sizeof Color))))
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(set-color-r! c r)
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(set-color-g! c g)
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(set-color-b! c b)
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(set-color-a! c a)
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c]))
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(define color-from-hsv-inner
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(foreign-procedure #f "ColorFromHSV" (float float float) (& Color)))
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(define (color-from-hsv h s v)
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(let ([color (make-ftype-pointer Color (foreign-alloc (ftype-sizeof Color)))])
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(color-from-hsv-inner color h s v)
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color))
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(define WHITE (color 255 255 255 255))
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;; (define c (color 1 2 3 4))
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;; (display (list (color-r c) (color-g c) (color-b c) (color-a c)))
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; window
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(define init-window
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(foreign-procedure #f "InitWindow" (int int string) void))
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(define close-window
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(foreign-procedure #f "CloseWindow" () void))
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(define window-should-close?
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(foreign-procedure #f "WindowShouldClose" () boolean))
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; drawing
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(define clear-background
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(foreign-procedure #f "ClearBackground" ((& Color)) void))
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(define begin-drawing
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(foreign-procedure #f "BeginDrawing" () void))
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(define end-drawing
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(foreign-procedure #f "EndDrawing" () void))
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; timing
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(define set-target-fps
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(foreign-procedure #f "SetTargetFPS" (int) void))
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(define get-frame-time
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(foreign-procedure #f "GetFrameTime" () float))
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(define get-time
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(foreign-procedure #f "GetTime" () double))
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(define get-fps
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(foreign-procedure #f "GetFPS" () int))
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; filesystem
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(define get-working-directory
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(foreign-procedure #f "GetWorkingDirectory" () string))
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(define get-application-directory
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(foreign-procedure #f "GetApplicationDirectory" () string))
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(define change-directory
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(foreign-procedure #f "ChangeDirectory" (string) boolean))
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; text
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(define draw-fps
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(foreign-procedure #f "DrawFPS" (int int) void))
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(define draw-text
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(foreign-procedure #f "DrawText" (string int int int (& Color)) void))
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; texture
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; shouldn't really need to use these structs, just pass them around
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; which is what we could use void* for... oops.
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(define-ftype Image
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(struct
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[data void*]
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[width int]
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[height int]
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[mipmaps int]
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[format int]))
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(define-ftype Texture
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(struct
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[id unsigned]
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[width int]
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[height int]
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[mipmaps int]
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[format int]))
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(define-ftype Texture2D Texture)
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; really need this one though
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(define-ftype Rectangle
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(struct
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[x float]
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[y float]
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[width float]
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[height float]))
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(define (set-rectangle-x! rect x) (ftype-set! Rectangle (x) rect (exact->inexact x)))
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(define (set-rectangle-y! rect y) (ftype-set! Rectangle (y) rect (exact->inexact y)))
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(define (set-rectangle-width! rect width) (ftype-set! Rectangle (width) rect (exact->inexact width)))
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(define (set-rectangle-height! rect height) (ftype-set! Rectangle (height) rect (exact->inexact height)))
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(define (rectangle-x rect) (ftype-ref Rectangle (x) rect))
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(define (rectangle-y rect) (ftype-ref Rectangle (y) rect))
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(define rectangle
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(case-lambda
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[(x y width) (rectangle x y width width)]
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[(x y width height)
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(define rect (make-ftype-pointer Rectangle (foreign-alloc (ftype-sizeof Rectangle))))
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(set-rectangle-x! rect x)
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(set-rectangle-y! rect y)
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(set-rectangle-width! rect width)
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(set-rectangle-height! rect height)
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rect]))
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(define-ftype Vector2
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(struct
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[x float]
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[y float]))
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(define (set-vector2-x! vec2 x) (ftype-set! Vector2 (x) vec2 (exact->inexact x)))
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(define (set-vector2-y! vec2 y) (ftype-set! Vector2 (y) vec2 (exact->inexact y)))
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(define (vector2-x vec2) (ftype-ref Vector2 (x) vec2))
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(define (vector2-y vec2) (ftype-ref Vector2 (y) vec2))
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(define (vector2 x y)
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(define vec2 (make-ftype-pointer Vector2 (foreign-alloc (ftype-sizeof Vector2))))
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(set-vector2-x! vec2 x)
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(set-vector2-y! vec2 y)
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vec2)
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(define (vector2+-bin a b)
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(vector2 (+ (vector2-x a)
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(vector2-x b))
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(+ (vector2-y a)
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(vector2-y b))))
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(define (vector2+ . vs)
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(fold-left vector2+-bin
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(vector2 0 0)
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vs))
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; adapted from https://github.com/Yunoinsky/chez-raylib/blob/main/src/raylib.sls
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(define load-image
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(let ([f (foreign-procedure #f "LoadImage"
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(string)
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(& Image))])
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(case-lambda
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[(file-name)
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(let ([ret (make-ftype-pointer
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Image
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(foreign-alloc (ftype-sizeof Image)))])
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(f ret file-name)
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ret)]
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[(struct file-name) (f struct file-name) struct])))
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(define load-texture
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(let ([f (foreign-procedure #f "LoadTexture"
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(string)
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(& Texture))])
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(case-lambda
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[(file-name)
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(let ([ret (make-ftype-pointer
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Texture
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(foreign-alloc (ftype-sizeof Texture)))])
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(f ret file-name)
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ret)]
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[(struct file-name) (f struct file-name) struct])))
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(define unload-texture
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(foreign-procedure #f "UnloadTexture" ((& Texture2D)) void))
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(define draw-texture-rec
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(foreign-procedure #f "DrawTextureRec" ((& Texture2D) (& Rectangle) (& Vector2) (& Color)) void))
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(define draw-texture-pro
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(foreign-procedure #f "DrawTexturePro"
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((& Texture2D) (& Rectangle) (& Rectangle) (& Vector2) float (& Color))
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void))
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; we only really need the rec version
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(define (draw-texture-nice texture src dest)
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(draw-texture-pro texture src rect (vector2 0.0 0.0) 0.0 WHITE))
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; scheme magicks
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(define-syntax with-draw
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(syntax-rules ()
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[(_ body ...)
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(begin (begin-drawing)
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body ...
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(end-drawing))]))
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(define-syntax while
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(syntax-rules ()
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[(_ test body ...)
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(do []
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[(not test) #f]
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body ...)]))
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(define-syntax until
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(syntax-rules ()
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[(_ test body ...)
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(do []
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[test #f]
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body ...)]))
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; my stuff :]
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(define *skin-paths* '("./skins" "."))
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; a global var for skin would probably be worthwhile but idk
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; could also just be lazy and open the game, draw, screenshot, close
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; could be fun to do weird stuff with skins (randomly choosing, &c)
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(define (load-skin filename)
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(define path
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(find file-exists?
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(map (lambda (p) (string-append p "/" filename))
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*skin-paths*)))
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(unless path
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(error
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'load-skin
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(string-append
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"failed to load `" filename "`. tried paths "
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(with-output-to-string (lambda () (write *skin-paths*))))))
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(load-texture path))
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(define skin-width 144)
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(define skin-height 122)
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(define square-width (/ skin-width 9))
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(define number-rects
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(list->vector
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; the bottom and right sides are 1 pixel shy, it works out
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(map (lambda (n)
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(rectangle (* n square-width) 0 square-width square-width))
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(iota 9))))
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(define square-types '(unknown pressed mine flag no-mine pressed-mine question pressed-question))
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(define-syntax make-rects
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(syntax-rules ()
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[(_ types (type n) body ...)
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(map (lambda (type n)
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(cons type (begin body ...)))
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types
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(iota (length types)))]))
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(define square-rects
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(make-rects square-types (type n)
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(rectangle (* n square-width) square-width square-width square-width)))
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(define gap (* 1/144 skin-width))
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(define segment-end (* 13/144 skin-width))
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(define segments '(0 1 2 3 4 5 6 7 8 9 -))
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(define segment-width (/ (- skin-width (+ (* (sub1 (length segments)) gap) segment-end)) (length segments)))
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(define segment-height (* 21/11 segment-width))
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(define segment-rects
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(make-rects segments (seg n)
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(rectangle (* n (+ segment-width gap))
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(add1 (* 2 square-width))
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segment-width
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segment-height)))
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(define smileys-end (* 10/144 skin-width))
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(define smileys '(happy surprised dead cool pressed))
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(define smiley-width (/ (- skin-width (* (sub1 (length smileys)) gap) smileys-end)
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(length smileys)))
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(define smiley-rects
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(make-rects smileys (smiley n)
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(rectangle (* n (+ smiley-width gap)) (+ (* 2 square-width) gap segment-height gap)
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smiley-width smiley-width)))
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; we'll want the pro blitting to stretch stuff out efficiently
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(define border-width (/ skin-width 12))
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(define border-height (- border-width gap))
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(define last-y (+ square-width square-width gap segment-height gap smiley-width gap))
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(define border-corner-size (cons border-width border-height))
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(define border-vertical-size (cons gap border-height))
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(define border-horizontal-size (cons border-width gap))
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; this seems like a good enough compromise
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(define (make-rects y base)
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(map
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(lambda (t/r)
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(cons (car t/r)
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(rectangle
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(cadr t/r)
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y
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(caddr t/r)
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(cdddr t/r))))
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base))
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(define border-rects
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(append
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(make-rects
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last-y
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`((top-left . (0 . ,border-corner-size))
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(top . (,(+ border-width gap) . ,border-vertical-size))
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(top-right . (,(+ border-width gap gap gap) . ,border-corner-size))))
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(make-rects
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(+ last-y border-height gap)
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`((down-left-1 . (0 . ,border-horizontal-size))
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(down-right-1 . (,(+ border-width gap gap gap) . ,border-horizontal-size))))
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(make-rects
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(+ last-y border-height gap gap gap)
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`((mid-left . (0 . ,border-corner-size))
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(mid . (,(+ border-width gap) . ,border-vertical-size))
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(mid-right . (,(+ border-width gap gap gap) . ,border-corner-size))))
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(make-rects
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(+ last-y border-height gap gap gap border-height gap)
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`((down-left-2 . (0 . ,border-horizontal-size))
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(down-right-2 . (,(+ border-width gap gap gap) . ,border-horizontal-size))))
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(make-rects
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(+ last-y border-height gap gap gap border-height gap gap gap)
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`((bottom-left . (0 . ,border-corner-size))
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(bottom . (,(+ border-width gap) . ,border-vertical-size))
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(bottom-right . (,(+ border-width gap gap gap) . ,border-corner-size))))))
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(define blank-display-width (* 41/144 skin-width))
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(define blank-display-height (* 25/121 skin-height))
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(define blank-display-x (+ border-width gap gap gap border-width gap))
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(define blank-display-rect
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(rectangle blank-display-x
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last-y
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blank-display-width
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blank-display-height))
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; we'll want a draw background func, we are NOT blitting one pixel at a time lol
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; we could also just test the color of this
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(define background-rect
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(rectangle (+ blank-display-x blank-display-width gap)
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last-y
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gap
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gap))
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(define *t* 0.0)
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(define (blit-from-skin skin rect pos)
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;; (display skin) (display " ") (display rect) (display " ") (display pos)
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;; (newline)
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(draw-texture-rec skin rect (vector2+ pos (vector2 (* (random 4) (sin *t*)) (* (random 4) (cos *t*)))) WHITE))
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(define (blit-number skin n pos)
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(let ([rect (vector-ref number-rects n)])
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(blit-from-skin skin rect pos)))
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(define (blit-square skin square pos)
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(if (number? square)
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(blit-number skin square pos)
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(blit-from-skin skin (cdr (assq square square-rects)) pos)))
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(define (blit-segment skin seg pos)
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(blit-from-skin skin (cdr (assq seg segment-rects)) pos))
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(define (blit-smiley skin smiley pos)
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(blit-from-skin skin (cdr (assq smiley smiley-rects)) pos))
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(define (blit-border-piece skin border pos)
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(blit-from-skin skin (cdr (assq border border-rects)) pos))
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(define (blit-blank-display skin pos)
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(blit-from-skin skin blank-display-rect pos))
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(define-syntax for-each-skin-segment
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(syntax-rules ()
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[(_ segments (seg n) body ...)
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(for-each (lambda (seg n) body ...)
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segments
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(iota (length segments)))]))
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(define (redraw-skin skin)
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;; using the same color as the skin is deceptive
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;; (clear-background (color 0 0 255))
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(for-each (lambda (n)
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(blit-number skin n (vector2 (* square-width n) 0)))
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(iota 9))
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(for-each-skin-segment
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square-types (square n)
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(blit-square skin square (vector2 (* square-width n) square-width)))
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(for-each-skin-segment
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segments (seg n)
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(blit-segment skin seg (vector2 (* n (+ segment-width gap))
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(add1 (* 2 square-width)))))
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(for-each-skin-segment
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smileys (smiley n)
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(blit-smiley skin smiley (vector2 (* n (+ smiley-width gap))
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(+ square-width square-width gap segment-height gap))))
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(blit-blank-display
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skin
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(vector2 blank-display-x
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last-y))
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(blit-from-skin skin background-rect
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(vector2 (+ blank-display-x blank-display-width gap)
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last-y))
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(for-each (lambda (t/r)
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(blit-border-piece skin (car t/r)
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(vector2 (rectangle-x (cdr t/r))
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(rectangle-y (cdr t/r)))))
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border-rects))
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(define (main)
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(init-window skin-width skin-height "mineschemer")
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(set-target-fps 60)
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(let ([skin (load-skin "xp-flowers.bmp")]
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[h 0.0])
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;; (display skin)
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;; (newline)
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; with the actual game, we almost certainly don't have to redraw everything every time
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(until (window-should-close?)
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(set! h (+ 1 h))
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(set! *t* (+ *t* (get-frame-time)))
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(with-draw
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(clear-background (color-from-hsv h 1.0 1.0))
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(redraw-skin skin)))
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(unload-texture skin)
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(close-window)))
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; let's save playing with shaders for later
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