working on factoroids

cvs
Slava Pestov 2005-11-16 04:25:22 +00:00
parent 036d1f9673
commit e640958e12
7 changed files with 205 additions and 82 deletions

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@ -1,76 +1,14 @@
USING: arrays gadgets generic hashtables io kernel math
namespaces opengl sdl sequences threads ;
namespaces opengl prettyprint sdl sequences threads ;
IN: factoroids
SYMBOL: player
SYMBOL: actors
: add-actor dup actors get push ;
: remove-actor actors get delete ;
TUPLE: body position velocity acceleration size up angle angle-delta direction ;
GENERIC: tick ( time obj -- )
: update-direction ( body -- )
dup body-angle deg>rad dup sin swap cos 0 swap 3array
swap set-body-direction ;
C: body ( position angle size -- )
[ set-body-size ] keep
[ set-body-angle ] keep
[ set-body-position ] keep
{ 0 1 0 } over set-body-up
0 over set-body-velocity
0 over set-body-acceleration
0 over set-body-angle-delta
dup update-direction ;
: scaled-angle-delta ( time body -- x ) body-angle-delta * ;
: scaled-acceleration ( time body -- x ) body-acceleration * ;
: scaled-velocity ( time body -- x )
[ body-velocity * ] keep body-direction n*v ;
: friction 0.95 ;
: update-angle ( time body -- )
[ [ scaled-angle-delta ] keep body-angle + ] keep
set-body-angle ;
: update-velocity ( time body -- )
[
[ scaled-acceleration ] keep body-velocity + friction *
] keep set-body-velocity ;
: update-position ( time body -- )
[ [ scaled-velocity ] keep body-position v+ ] keep
set-body-position ;
M: body tick ( time body -- )
[ update-angle ] 2keep
[ update-velocity ] 2keep
[ update-position ] keep
update-direction ;
: camera-position ( player -- vec )
dup body-position swap body-direction 3 v*n v- { 0 1 0 } v+ ;
: camera-look-at ( player -- vec )
dup body-position swap body-direction 3 v*n v+ ;
: camera-modelview ( player -- )
GL_MODELVIEW glMatrixMode
glLoadIdentity
dup camera-position
over camera-look-at
rot body-up
>r >r first3 r> first3 r> first3
gluLookAt ;
TUPLE: actor model colors up expiry ;
C: actor ( model colors position angle size -- actor )
@ -78,9 +16,46 @@ C: actor ( model colors position angle size -- actor )
[ set-actor-colors ] keep
[ set-actor-model ] keep ;
M: actor tick ( time actor -- )
dup actor-expiry [ millis <= [ dup remove-actor ] when ] when*
delegate tick ;
TUPLE: projectile owner ;
C: projectile ( actor owner -- projectile )
[ set-projectile-owner ] keep
[ set-delegate ] keep ;
GENERIC: can-collide* ( actor actor -- ? )
M: projectile can-collide* ( actor actor -- ? )
over projectile? >r projectile-owner eq? r> or not ;
M: actor can-collide* ( actor actor -- ) 2drop t ;
GENERIC: collision
M: actor collision ( actor actor -- ) drop remove-actor ;
: can-collide? ( actor actor -- ? )
2dup eq? [
2drop f
] [
2dup can-collide* >r swap can-collide* r> and
] if ;
: collidable ( actor -- seq )
actors get [ can-collide? ] subset-with ;
: ?collision ( actor actor -- )
2dup [ body-position ] 2apply v- norm 2 <=
[ 2dup collision 2dup swap collision ] when 2drop ;
: ?collisions ( actor -- )
dup collidable [ ?collision ] each-with ;
: ?expire-actor
dup actor-expiry
[ millis <= [ dup remove-actor ] when ] when* drop ;
: actor-tick ( time actor -- )
dup ?expire-actor dup ?collisions body-tick ;
: draw-actor ( actor -- )
GL_MODELVIEW [
@ -90,20 +65,30 @@ M: actor tick ( time actor -- )
dup actor-colors swap actor-model draw-model
] do-matrix ;
: spawn-big-block ( position -- )
>r cube { { 1/2 1/2 1 1 } } r> 360 random-int { 3 3 3 } <actor> add-actor ;
: init-actors
V{ } clone actors set
factoroid { { 1 0 0 1 } } { 25 1/2 25 } 0 { 3/4 1/2 1/2 } <actor> player set
{ 15 3 25 } spawn-big-block
{ 20 2 25 } spawn-big-block
{ 30 1 20 } spawn-big-block
{ 30 1/2 15 } spawn-big-block
factoroid { { 1 0 0 1 } { 2/3 0 0 1 } } { 25 1/2 25 } 0 { 3/4 1/4 2 } <actor> player set
player get add-actor ;
: draw-actors
actors get [ draw-actor ] each ;
: tick-actors ( time -- )
actors get clone [ dupd tick ] each drop ;
actors get clone [ actor-tick ] each-with ;
: add-expiring-actor ( actor time-to-live -- )
millis + over set-actor-expiry add-actor ;
: spawn-rocket ( position angle -- rocket )
>r >r rocket { { 1 1 0 1 } { 1 1 1 1 } } r> r> { 1/2 1/2 5 }
<actor> 1/2000 over set-body-acceleration 1000 add-expiring-actor ;
: <rocket> ( position angle owner -- rocket )
>r >r >r rocket { { 1 1 0 1 } { 1 1 1 1 } } r> r> { 1/2 1/2 5 }
<actor> r> <projectile> 1/2000 over set-body-acceleration ;
: spawn-rocket ( position angle owner -- )
<rocket> 1000 add-expiring-actor ;

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@ -0,0 +1,65 @@
USING: arrays gadgets generic hashtables io kernel math
namespaces opengl sdl sequences threads ;
IN: factoroids
TUPLE: body position velocity acceleration size up angle
angle-delta direction ;
GENERIC: tick ( time obj -- )
: update-direction ( body -- )
dup body-angle deg>rad dup sin swap cos 0 swap 3array
swap set-body-direction ;
C: body ( position angle size -- )
[ set-body-size ] keep
[ set-body-angle ] keep
[ set-body-position ] keep
{ 0 1 0 } over set-body-up
0 over set-body-velocity
0 over set-body-acceleration
0 over set-body-angle-delta
dup update-direction ;
: scaled-angle-delta ( time body -- x ) body-angle-delta * ;
: scaled-acceleration ( time body -- x ) body-acceleration * ;
: scaled-velocity ( time body -- x )
[ body-velocity * ] keep body-direction n*v ;
: friction 0.95 ;
: update-angle ( time body -- )
[ [ scaled-angle-delta ] keep body-angle + ] keep
set-body-angle ;
: update-velocity ( time body -- )
[
[ scaled-acceleration ] keep body-velocity + friction *
] keep set-body-velocity ;
: update-position ( time body -- )
[ [ scaled-velocity ] keep body-position v+ ] keep
set-body-position ;
: body-tick ( time body -- )
[ update-angle ] 2keep
[ update-velocity ] 2keep
[ update-position ] keep
update-direction ;
: camera-position ( player -- vec )
dup body-position swap body-direction 3 v*n v- { 0 1 0 } v+ ;
: camera-look-at ( player -- vec )
dup body-position swap body-direction 2 v*n v+ ;
: camera-modelview ( player -- )
GL_MODELVIEW glMatrixMode
glLoadIdentity
dup camera-position
over camera-look-at
rot body-up
>r >r first3 r> first3 r> first3
gluLookAt ;

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@ -22,14 +22,13 @@ IN: factoroids
: (grid-square) ( -- )
GL_POINTS [
3 [ { 1 0 0 } n*v gl-vertex ] each
3 [ { 0 0 1 } n*v gl-vertex ] each
5 [ { 1 0 0 } n*v gl-vertex ] each
5 [ { 0 0 1 } n*v gl-vertex ] each
] do-state ;
: grid-square ( w h -- )
GL_MODELVIEW [
0 swap glTranslated
1/3 1/3 1/3 glScaled
[ 5 * ] 2apply 0 swap glTranslated
(grid-square)
] do-matrix ;
@ -64,6 +63,7 @@ SYMBOL: last-frame
: run-game ( -- )
advance-clock tick-actors
draw-factoroids
2 sleep
check-event [ run-game ] unless ;
: factoroids

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@ -2,9 +2,11 @@ IN: factoroids
USING: generic hashtables io kernel math namespaces sdl
sequences ;
: fire ( -- )
player get dup body-position over body-direction 3 v*n v+
swap body-angle spawn-rocket ;
: fire ( -- )
player get [
dup body-position over body-direction 3 v*n v+
swap body-angle
] keep spawn-rocket ;
: turn-left ( ? actor -- )
swap [ 1 ] [ dup body-angle-delta 0 < -1 0 ? ] if 30 /f

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@ -2,6 +2,7 @@ USING: io parser ;
"examples/factoroids/utils.factor" run-file
"examples/factoroids/models.factor" run-file
"examples/factoroids/bodies.factor" run-file
"examples/factoroids/actors.factor" run-file
"examples/factoroids/input.factor" run-file
"examples/factoroids/factoroids.factor" run-file

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@ -14,7 +14,7 @@ TUPLE: model faces ;
: draw-model ( colors model -- )
model-faces [ draw-face ] each-with ;
: factoroid
: cube
T{ model f
{
T{ face f
@ -85,6 +85,62 @@ TUPLE: model faces ;
}
} ;
: factoroid
T{ model f
{
T{ face f
1
f
{
{ -1/3 1/2 -1/2 }
{ 1/3 1/2 -1/2 }
{ 1/2 -1/2 -1/2 }
{ -1/2 -1/2 -1/2 }
}
}
T{ face f
0
f
{
{ -1/3 1/2 -1/2 }
{ -1/2 -1/2 -1/2 }
{ 0 -1/2 1/2 }
}
}
T{ face f
0
f
{
{ 1/3 1/2 -1/2 }
{ 1/2 -1/2 -1/2 }
{ 0 -1/2 1/2 }
}
}
T{ face f
0
f
{
{ -1/3 1/2 -1/2 }
{ 1/3 1/2 -1/2 }
{ 0 -1/2 1/2 }
}
}
T{ face f
0
f
{
{ -1/2 -1/2 -1/2 }
{ -1/2 -1/2 -1/2 }
{ 0 -1/2 1/2 }
}
}
}
} ;
: rocket
T{ model f
{

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@ -1,5 +1,5 @@
IN: factoroids
USING: kernel math namespaces opengl sdl sequences ;
USING: alien kernel math namespaces opengl sdl sequences ;
: deg>rad pi * 180 / ; inline
@ -11,12 +11,26 @@ USING: kernel math namespaces opengl sdl sequences ;
0 1 1 0 gluOrtho2D
GL_DEPTH_TEST glDisable
GL_MODELVIEW glMatrixMode
glLoadIdentity ;
glLoadIdentity
GL_LIGHTING glDisable
;
: >float-array ( seq -- float-array )
dup length dup <float-array> -rot
[ pick set-float-nth ] 2each ;
: light-source
GL_LIGHTING glEnable
GL_LIGHT0 glEnable
GL_LIGHT0 GL_POSITION { 1 1 1 0 } >float-array glLightfv
GL_LIGHT0 GL_DIFFUSE { 1 0 0 1 } >float-array glLightfv
GL_LIGHT0 GL_SPECULAR { 1 1 1 1 } >float-array glLightfv
GL_LIGHT0 GL_AMBIENT { 0.1 0.1 0.1 1 } >float-array glLightfv ;
: world-projection
GL_PROJECTION glMatrixMode
glLoadIdentity
50 width get height get / 0.5 20 gluPerspective
50 width get height get / 1 30 gluPerspective
GL_DEPTH_TEST glEnable
GL_MODELVIEW glMatrixMode
glLoadIdentity ;