25ed15d5a9046d095b9f57fc50770aabcac0272f
[nit.git] / contrib / action_nitro / src / action_nitro.nit
1 # This file is part of NIT ( http://www.nitlanguage.org ).
2 #
3 # Licensed under the Apache License, Version 2.0 (the "License");
4 # you may not use this file except in compliance with the License.
5 # You may obtain a copy of the License at
6 #
7 # http://www.apache.org/licenses/LICENSE-2.0
8 #
9 # Unless required by applicable law or agreed to in writing, software
10 # distributed under the License is distributed on an "AS IS" BASIS,
11 # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 # See the License for the specific language governing permissions and
13 # limitations under the License.
14
15 module action_nitro is
16 app_name "Action Nitro"
17 app_namespace "net.xymus.action_nitro"
18 app_version(1, 0, git_revision)
19
20 android_manifest_activity """android:screenOrientation="sensorLandscape""""
21 android_api_target 15
22 end
23
24 import gamnit::depth
25 import gamnit::keys
26 import gamnit::limit_fps
27
28 import game
29
30 import gen::texts
31 import gen::planes
32
33 redef class App
34
35 # Game world
36 var world: World = new World is lazy
37
38 # ---
39 # Game world assets
40
41 # Textures of the biplane, jet, helicopter, parachute and powerups
42 var planes_sheet = new PlanesImages
43
44 # Animation for the player movement
45 private var player_textures: Array[Texture] =
46 [for f in [1..12] do new Texture("textures/player/frame_{f.pad(2)}.png")]
47
48 # Boss 3D model
49 private var iss_model = new Model("models/iss.obj")
50
51 # ---
52 # Ground textures
53
54 private var ground_texture = new Texture("textures/fastgras01.jpg")
55 private var tree_texture = new Texture("textures/Tree03.png")
56
57 # ---
58 # Blood splatter
59
60 private var splatter_texture = new Texture("textures/blood_splatter.png")
61 private var splatter_material: TexturedMaterial do
62 var mat = new TexturedMaterial([1.0]*4, [0.0]*4, [0.0]*4)
63 mat.ambient_texture = splatter_texture
64 return mat
65 end
66 private var splatter_model = new LeafModel(new Plane, splatter_material)
67
68 # ---
69 # Background
70
71 private var city_texture = new TextureAsset("textures/city_background_clean.png")
72
73 private var stars_texture = new Texture("textures/stars.jpg")
74 private var stars = new Sprite(stars_texture, new Point3d[Float](0.0, 1100.0, -600.0)) is lazy
75
76 # ---
77 # Particle effects
78
79 # Explosion particles
80 var explosions = new ParticleSystem(20, explosion_program,
81 new Texture("particles/explosion00.png"))
82
83 # Blood explosion particles
84 var blood = new ParticleSystem(20, explosion_program,
85 new Texture("particles/blood07.png"))
86
87 # Smoke for the background
88 var smoke = new ParticleSystem(500, smoke_program,
89 new Texture("particles/blackSmoke12.png"))
90
91 # Static clouds particles
92 var clouds = new ParticleSystem(1600, static_program,
93 new Texture("particles/whitePuff12.png"))
94
95 # ---
96 # Sound effects
97
98 # TODO
99 #private var fx_fire = new Sound("sounds/fire.mp3")
100
101 # ---
102 # UI
103 private var texts_sheet = new TextsImages
104
105 private var tutorial_wasd = new Sprite(app.texts_sheet.tutorial_wasd,
106 app.ui_camera.center.offset(0.0, -250.0, 0.0)) is lazy
107
108 private var tutorial_arrows = new Sprite(app.texts_sheet.tutorial_arrows,
109 app.ui_camera.center.offset(0.0, -350.0, 0.0)) is lazy
110
111 private var tutorial_chute = new Sprite(app.texts_sheet.tutorial_chute,
112 app.ui_camera.center.offset(0.0, -450.0, 0.0)) is lazy
113
114 private var tutorial_goal = new Sprite(app.texts_sheet.goal,
115 app.ui_camera.center.offset(0.0, 0.0, 0.0)) is lazy
116
117 private var outro_directed = new Sprite(app.texts_sheet.directed,
118 app.ui_camera.center.offset(0.0, 400.0, 0.0)) is lazy
119
120 private var outro_created = new Sprite(app.texts_sheet.created,
121 app.ui_camera.center.offset(0.0, -200.0, 0.0)) is lazy
122
123 # ---
124 # Counters for the UI
125
126 private var score_counter = new CounterSprites(texts_sheet.n,
127 new Point3d[Float](32.0, -64.0, 0.0))
128
129 private var altitude_counter = new CounterSprites(texts_sheet.n,
130 new Point3d[Float](1400.0, -64.0, 0.0))
131
132 # Did the player asked to skip the intro animation?
133 private var skip_intro = false
134
135 redef fun on_create
136 do
137 super
138
139 show_splash_screen new Texture("textures/splash.jpg")
140
141 # Load 3d models
142 iss_model.load
143
144 # Setup cameras
145 world_camera.reset_height 60.0
146 ui_camera.reset_height 1080.0
147
148 # Register particle systems
149 particle_systems.add explosions
150 particle_systems.add blood
151 particle_systems.add smoke
152 particle_systems.add clouds
153
154 # Stars background
155 sprites.add stars
156 stars.scale = 2.1
157
158 # City background
159 city_texture.pixelated = true
160 var city_sprite = new Sprite(city_texture, new Point3d[Float](0.0, 370.0, -600.0))
161 city_sprite.scale = 0.8
162 sprites.add city_sprite
163
164 # Setup ground
165 var ground_mesh = new Plane
166 ground_mesh.repeat_x = 100.0
167 ground_mesh.repeat_y = 100.0
168
169 var ground_material = new TexturedMaterial(
170 [0.0, 0.1, 0.0, 1.0], [0.4, 0.4, 0.4, 1.0], [0.0]*4)
171 ground_material.diffuse_texture = ground_texture
172
173 var ground_model = new LeafModel(ground_mesh, ground_material)
174 var ground = new Actor(ground_model, new Point3d[Float](0.0, 0.0, 0.0))
175 ground.scale = 5000.0
176 actors.add ground
177
178 # Trees
179 for i in 2000.times do
180 var s = 0.1 + 0.1.rand
181 var h = tree_texture.height * s
182 var sprite = new Sprite(tree_texture,
183 new Point3d[Float](0.0 & 1500.0, h/2.0 - 10.0*s, 10.0 - 609.0.rand))
184 sprite.static = true
185 sprite.scale = s
186 sprites.add sprite
187
188 var c = 1.0.rand
189 c *= 0.7
190 sprite.tint = [c, 1.0, c, 1.0]
191 end
192
193 # Clouds
194 var no_clouds_layer = 200.0
195 for i in [0 .. 32[ do
196 var zp = 1.0.rand
197 var x = 0.0 & 1000.0 * zp
198 var y = no_clouds_layer + (world.boss_altitude - no_clouds_layer*2.0).rand
199 var z = -500.0*zp - 10.0
200
201 var r = 50.0 & 1.0
202 for j in [0..32[ do
203 var a = 2.0*pi.rand
204 var rj = r.rand
205 clouds.add(new Point3d[Float](x+2.0*a.cos*rj, y+a.sin*rj, z & 1.0),
206 48000.0 & 16000.0, inf)
207 end
208 end
209
210 # Move the sun to best light the ISS
211 light.position.x = 2000.0
212 light.position.z = 4000.0
213
214 # Prepare for intro animation
215 ui_sprites.add tutorial_goal
216 world_camera.far = 1024.0
217 end
218
219 redef fun update(dt)
220 do
221 # Game logic
222 world.update dt
223
224 # Update background color
225 var player = world.player
226 var player_pos = if player != null then player.center else new Point3d[Float](0.0, 200.0, 0.0)
227 var altitude = player_pos.y
228 var p = altitude / world.boss_altitude
229 var ip = 1.0 - p
230 glClearColor(0.3*ip, 0.3*ip, ip, 1.0)
231 stars.alpha = (1.4*p-0.4).clamp(0.0, 1.0)
232
233 # Randomly add smoke
234 var poss = [
235 new Point3d[Float](291.0, 338.0, -601.0),
236 new Point3d[Float](-356.0, 422.0, -601.0)]
237
238 var r = 8.0
239 if 2.rand == 0 then
240 var pos = poss.rand
241 smoke.add(
242 new Point3d[Float](pos.x & r, pos.y & r, pos.z & r),
243 96000.0 & 16000.0, 10.0)
244 end
245
246 # Move camera
247 world_camera.position.x = player_pos.x
248 world_camera.position.y = player_pos.y + 5.0
249
250 # Cinematic?
251 var t = world.t
252 var intro_duration = 8.0
253 if t < intro_duration and not skip_intro then
254 var pitch = t/intro_duration
255 pitch = (pitch*pi).sin
256 world_camera.pitch = pitch
257 return
258 end
259
260 if world.player == null then
261 world_camera.pitch = 0.0
262 world_camera.far = 700.0
263
264 begin_play true
265 end
266
267 # Update counters
268 score_counter.value = world.score
269 var alt = 0
270 if world.player != null then alt = world.player.altitude.to_i
271 altitude_counter.value = alt
272
273 # General movement on the X axis
274 if player != null then
275 player.moving = 0.0
276 if pressed_keys.has("left") then player.moving -= 1.0
277 if pressed_keys.has("right") then player.moving += 1.0
278 player.sprite.as(PlayerSprite).update
279 end
280
281 # Try to fire as long as a key is pressed
282 if pressed_keys.not_empty then
283 var a = inf
284 if pressed_keys.has("a") then
285 if pressed_keys.has("w") then
286 a = 0.75 * pi
287 else if pressed_keys.has("s") then
288 a = 1.25 * pi
289 else
290 a = pi
291 end
292 else if pressed_keys.has("d") then
293 if pressed_keys.has("w") then
294 a = 0.25 * pi
295 else if pressed_keys.has("s") then
296 a = 1.75 * pi
297 else
298 a = 0.0
299 end
300 else if pressed_keys.has("w") then
301 a = 0.50 * pi
302 else if pressed_keys.has("s") then
303 a = 1.50 * pi
304 end
305
306 if a != inf and player != null then
307 player.shoot(a, world)
308 hide_tutorial_wasd
309 end
310 end
311
312 # Low-gravity controls
313 if player != null and player.is_alive and player.altitude >= world.boss_altitude then
314 var d = 50.0*dt
315 for key in pressed_keys do
316 if key == "up" then
317 player.inertia.y += d
318 else if key == "down" then
319 player.inertia.y -= d
320 else if key == "left" then
321 player.inertia.x -= d
322 else if key == "right" then
323 player.inertia.x += d
324 end
325 end
326 end
327
328 # Detect if game won
329 var won_at = won_at
330 if won_at == null then
331 var boss = world.boss
332 if boss != null and not boss.is_alive then
333 self.won_at = world.t
334 end
335 else
336 # Show outro
337 var t_since_won = world.t - won_at
338 if t_since_won > 1.0 and not ui_sprites.has(outro_directed) then ui_sprites.add outro_directed
339 if t_since_won > 2.0 and not ui_sprites.has(outro_created) then ui_sprites.add outro_created
340 end
341 end
342
343 # Begin playing, after intro if `initial`, otherwise after death
344 fun begin_play(initial: Bool)
345 do
346 ui_sprites.clear
347
348 world.spawn_player
349 world.planes.add new Airplane(new Point3d[Float](0.0, world.player.center.y - 10.0, 0.0), 16.0, 4.0)
350
351 if initial then
352 # Setup tutorial
353 ui_sprites.add_all([tutorial_wasd, tutorial_arrows, tutorial_chute])
354 end
355 end
356
357 # Seconds at which the game was won, using `world.t` as reference
358 private var won_at: nullable Float = null
359
360 # Remove the tutorial sprite about WASD from `ui_sprites`
361 private fun hide_tutorial_wasd do if ui_sprites.has(tutorial_wasd) then ui_sprites.remove(tutorial_wasd)
362
363 # Remove the tutorial sprite about arrows from `ui_sprites`
364 private fun hide_tutorial_arrows do if ui_sprites.has(tutorial_arrows) then ui_sprites.remove(tutorial_arrows)
365
366 # Remove the tutorial sprite about the parachute from `ui_sprites`
367 private fun hide_tutorial_chute do if ui_sprites.has(tutorial_chute) then ui_sprites.remove(tutorial_chute)
368
369 redef fun accept_event(event)
370 do
371 if super then return true
372
373 if event isa QuitEvent then
374 print perfs
375 exit 0
376 else if event isa KeyEvent then
377 if event.name == "escape" and event.is_down then
378 print perfs
379 exit 0
380 end
381
382 var player = world.player
383 if player != null and player.is_alive then
384
385 # Hide tutorial about arrows once they are used
386 var arrows = once ["left", "right"]
387 if arrows.has(event.name) then hide_tutorial_arrows
388
389 if player.altitude < world.boss_altitude then
390 if event.name == "space" and event.is_down and not player.parachute_deployed and player.plane == null then
391 player.parachute
392 if player.parachute_deployed then
393 var pc = player.center
394 world.parachute = new Parachute(new Point3d[Float](pc.x, pc.y + 5.0, pc.z-0.1), 8.0, 5.0)
395 end
396 hide_tutorial_chute
397 end
398
399 if (event.name == "space" or event.name == "up") and event.is_down then
400 player.jump
401 end
402
403 if event.name == "left" then
404 var mod = if event.is_down then -1.0 else 1.0
405 player.moving += mod
406 end
407
408 if event.name == "right" then
409 var mod = if event.is_down then 1.0 else -1.0
410 player.moving += mod
411 end
412
413 if player.moving == 0.0 then
414 player.sprite.as(PlayerSprite).stop_running
415 else player.sprite.as(PlayerSprite).start_running
416 end
417 end
418 end
419
420 # When player is dead, respawn on spacebar or pointer depressed
421 if (event isa KeyEvent and event.name == "space") or
422 (event isa PointerEvent and not event.is_move and event.depressed) then
423 var player = world.player
424 if player == null then
425 skip_intro = true
426 else if not player.is_alive then
427 begin_play false
428 end
429 end
430
431 return false
432 end
433 end
434
435 redef class Body
436 # Sprite representing this entity if there is no `actor`
437 fun sprite: Sprite is abstract
438
439 # 3D actor
440 fun actor: nullable Actor do return null
441
442 init
443 do
444 var actor = actor
445 if actor != null then
446 app.actors.add actor
447 else app.sprites.add sprite
448 end
449
450 redef fun destroy(world)
451 do
452 super
453
454 var actor = actor
455 if actor != null then
456 app.actors.remove actor
457 else app.sprites.remove sprite
458 end
459 end
460
461 redef class Human
462 redef fun die(world)
463 do
464 super
465
466 death_animation
467 end
468
469 # Show death animation (explosion)
470 fun death_animation
471 do
472 var force = 4.0
473 health = 0.0
474 for i in 32.times do
475 app.blood.add(
476 new Point3d[Float](center.x & force, center.y & force, center.z & force),
477 (2048.0 & 4096.0) * force, 0.3 & 0.1)
478 end
479 end
480 end
481
482 redef class Platform
483 init do sprite.scale = width/sprite.texture.width
484
485 redef fun update(dt, world)
486 do
487 super
488
489 if inertia.x < 0.0 then
490 sprite.invert_x = false
491 else if inertia.x > 0.0 then
492 sprite.invert_x = true
493 end
494 end
495 end
496
497 redef class Airplane
498 private fun texture: Texture do return if center.y < 600.0 then app.planes_sheet.biplane else app.planes_sheet.jet
499
500 redef var sprite = new Sprite(texture, center) is lazy
501 end
502
503 redef class Helicopter
504 redef var sprite = new Sprite(app.planes_sheet.helicopter, center) is lazy
505 end
506
507 redef class Boss
508 redef var actor is lazy do
509 var actor = new Actor(app.iss_model, center)
510 actor.rotation = pi/2.0
511 return actor
512 end
513
514 redef fun death_animation
515 do
516 var force = 64.0
517 app.explosions.add(center, 4096.0 * force, 0.3)
518 for i in (8.0*force).to_i.times do
519 app.explosions.add(
520 new Point3d[Float](center.x & force, center.y & force/8.0, center.z & force),
521 (2048.0 & 1024.0) * force, 0.3 + 5.0.rand, 5.0.rand)
522 end
523 end
524 end
525
526 redef class Enemy
527 redef var sprite = new Sprite(app.player_textures.rand, center) is lazy
528 init do sprite.scale = width/sprite.texture.width * 2.0
529 end
530
531 redef class Parachute
532 redef var sprite = new Sprite(app.planes_sheet.parachute, center) is lazy
533 init do sprite.scale = width / sprite.texture.width
534 end
535
536 redef class Player
537 redef var sprite = new PlayerSprite(app.player_textures[1], center, app.player_textures, 0.08) is lazy
538 init do sprite.scale = width/sprite.texture.width * 2.0
539
540 redef fun update(dt, world)
541 do
542 super
543 if moving > 0.0 then
544 sprite.invert_x = false
545 else if moving < 0.0 then
546 sprite.invert_x = true
547 end
548 end
549
550 redef fun die(world)
551 do
552 super
553
554 if center.y < 10.0 then
555 # Blood splatter on the ground
556 var splatter = new Actor(app.splatter_model,
557 new Point3d[Float](center.x, 0.05 & 0.04, center.y))
558 splatter.scale = 32.0
559 splatter.rotation = 2.0 * pi.rand
560 app.actors.add splatter
561 end
562
563 # Display respawn instructions
564 app.ui_sprites.add new Sprite(app.texts_sheet.respawn, app.ui_camera.center)
565 end
566 end
567
568 redef class Bullet
569 redef var sprite = new Sprite(weapon.bullet_texture, center) is lazy
570 init
571 do
572 sprite.scale = 0.03
573 sprite.rotation = angle
574 end
575 end
576
577 redef class Weapon
578 fun bullet_texture: Texture do return app.planes_sheet.bullet_ak
579 end
580
581 redef class Pistol
582 redef fun bullet_texture do return app.planes_sheet.bullet_pistol
583 end
584
585 redef class RocketLauncher
586 redef fun bullet_texture do return app.planes_sheet.bullet_rocket
587 end
588
589 redef class Powerup
590 # Scale so it looks like 5 world units wide, not matter the size of the texture
591 init do sprite.scale = 5.0/sprite.texture.width
592 end
593
594 redef class Ak47PU
595 redef var sprite = new Sprite(app.planes_sheet.ak, center) is lazy
596 end
597
598 redef class RocketLauncherPU
599 redef var sprite = new Sprite(app.planes_sheet.rocket, center) is lazy
600 end
601
602 redef class Life
603 redef var sprite = new Sprite(app.planes_sheet.health, center) is lazy
604 init do sprite.scale = 3.0/sprite.texture.height
605 end
606
607 redef class World
608
609 redef fun explode(center, force)
610 do
611 super
612
613 # Particles
614 app.explosions.add(center, 8192.0 * force, 0.3)
615 for i in (4.0*force).to_i.times do
616 app.explosions.add(
617 new Point3d[Float](center.x & force, center.y & force/2.0, center.z & force),
618 (4096.0 & 2048.0) * force, 0.3 & 0.3, 0.5.rand)
619 end
620 end
621 end
622
623 redef class Int
624 # Pad a number with `0`s on the left side to reach `size` digits
625 private fun pad(size: Int): String
626 do
627 var s = to_s
628 var d = size - s.length
629 if d > 0 then s = "0"*d + s
630 return s
631 end
632 end
633
634 # Special `Sprite` for the player character which is animated
635 class PlayerSprite
636 super Sprite
637
638 # Animation of the running character
639 var running_animation: Array[Texture]
640
641 # Seconds per frame of the animations
642 var time_per_frame: Float
643
644 # Currently playing animation
645 private var current_animation: nullable Array[Texture] = null
646
647 # Second at witch `current_animation` started
648 private var anim_ot = 0.0
649
650 # Start the running animation
651 fun start_running
652 do
653 anim_ot = app.world.t
654 current_animation = running_animation
655 end
656
657 # Stop the running animation
658 fun stop_running do current_animation = null
659
660 # Update `texture` from `current_animation`
661 fun update
662 do
663 var anim = current_animation
664 if anim != null then
665 var dt = app.world.t - anim_ot
666 var i = (dt / time_per_frame).to_i+2
667 texture = anim.modulo(i)
668 end
669 end
670 end
671
672 # Manager to display numbers in sprite
673 class CounterSprites
674
675 # TODO clean up and move up to lib
676
677 # Number textures, from 0 to 9
678 #
679 # Require: `textures.length == 10`
680 var textures: Array[Texture]
681
682 # Center of the first digit in UI coordinates
683 var anchor: Point3d[Float]
684
685 # Last set of sprites generated to display the `value=`
686 private var sprites = new Array[Sprite]
687
688 # Update the value displayed by the counter by inserting new sprites into `app.ui_sprites`
689 fun value=(value: Int)
690 do
691 # Clean up last used sprites
692 for s in sprites do if app.ui_sprites.has(s) then app.ui_sprites.remove s
693 sprites.clear
694
695 # Build new sprites
696 var s = value.to_s # TODO manipulate ints directly
697 var x = 0.0
698 for c in s do
699 var i = c.to_i
700 var tex = textures[i]
701
702 x += tex.width/2.0
703 sprites.add new Sprite(tex, new Point3d[Float](anchor.x + x, anchor.y, anchor.z))
704 x += tex.width/2.0
705 end
706
707 # Register sprites to be drawn by `app.ui_camera`
708 app.ui_sprites.add_all sprites
709 end
710 end
711
712 redef class SmokeProgram
713
714 # Redef source to get particles that move up faster
715 redef fun vertex_shader_core do return """
716 vec4 c = center;
717 c.y += dt * 20.0;
718 c.x += dt * dt * 2.0;
719
720 gl_Position = c * mvp;
721 gl_PointSize = scale / gl_Position.z * (pt+0.1);
722
723 if (pt < 0.1)
724 v_color.a = pt / 0.1;
725 else
726 v_color.a = 1.0 - pt*0.9;
727 """
728 end