contrib: intro action_nitro, a game for the clibre gamejam 2016
[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
16
17 import gamnit::depth
18 import gamnit::keys
19 import gamnit::limit_fps
20
21 import game
22
23 import gen::texts
24 import gen::planes
25
26 redef class App
27
28 # Game world
29 var world: World = new World is lazy
30
31 # ---
32 # Game world assets
33
34 # Textures of the biplane, jet, helicopter, parachute and powerups
35 private var planes_sheet = new PlanesImages
36
37 # Animation for the player movement
38 private var player_textures: Array[Texture] =
39 [for f in [1..12] do new Texture("textures/player/frame_{f.pad(2)}.png")]
40
41 # Boss 3D model
42 private var iss_model = new Model("models/iss.obj")
43
44 # ---
45 # Ground textures
46
47 private var ground_texture = new Texture("textures/fastgras01.jpg")
48 private var tree_texture = new Texture("textures/Tree03.png")
49
50 # ---
51 # Blood splatter
52
53 private var splatter_texture = new Texture("textures/blood_splatter.png")
54 private var splatter_material: TexturedMaterial do
55 var mat = new TexturedMaterial([1.0]*4, [0.0]*4, [0.0]*4)
56 mat.ambient_texture = splatter_texture
57 return mat
58 end
59 private var splatter_model = new LeafModel(new Plane, splatter_material)
60
61 # ---
62 # Background
63
64 private var city_texture = new Texture("textures/city_background_clean.png")
65
66 private var stars_texture = new Texture("textures/stars.jpg")
67 private var stars = new Sprite(stars_texture, new Point3d[Float](0.0, 1100.0, -600.0)) is lazy
68
69 # ---
70 # Particle effects
71
72 # Explosion particles
73 var explosions = new ParticleSystem(20, explosion_program,
74 new Texture("particles/explosion00.png"))
75
76 # Blood explosion particles
77 var blood = new ParticleSystem(20, explosion_program,
78 new Texture("particles/blood07.png"))
79
80 # Smoke for the background
81 var smoke = new ParticleSystem(500, smoke_program,
82 new Texture("particles/blackSmoke12.png"))
83
84 # Static clouds particles
85 var clouds = new ParticleSystem(1600, static_program,
86 new Texture("particles/whitePuff12.png"))
87
88 # ---
89 # Sound effects
90
91 # TODO
92 #private var fx_fire = new Sound("sounds/fire.mp3")
93
94 # ---
95 # UI
96 private var texts_sheet = new TextsImages
97
98 private var tutorial_wasd = new Sprite(app.texts_sheet.tutorial_wasd,
99 app.ui_camera.center.offset(0.0, -250.0, 0.0)) is lazy
100
101 private var tutorial_arrows = new Sprite(app.texts_sheet.tutorial_arrows,
102 app.ui_camera.center.offset(0.0, -350.0, 0.0)) is lazy
103
104 private var tutorial_chute = new Sprite(app.texts_sheet.tutorial_chute,
105 app.ui_camera.center.offset(0.0, -450.0, 0.0)) is lazy
106
107 private var tutorial_goal = new Sprite(app.texts_sheet.goal,
108 app.ui_camera.center.offset(0.0, 0.0, 0.0)) is lazy
109
110 private var outro_directed = new Sprite(app.texts_sheet.directed,
111 app.ui_camera.center.offset(0.0, 400.0, 0.0)) is lazy
112
113 private var outro_created = new Sprite(app.texts_sheet.created,
114 app.ui_camera.center.offset(0.0, -200.0, 0.0)) is lazy
115
116 # ---
117 # Counters for the UI
118
119 private var score_counter = new CounterSprites(texts_sheet.n,
120 new Point3d[Float](32.0, -64.0, 0.0))
121
122 private var altitude_counter = new CounterSprites(texts_sheet.n,
123 new Point3d[Float](1400.0, -64.0, 0.0))
124
125 redef fun on_create
126 do
127 super
128
129 show_splash_screen new Texture("textures/splash.jpg")
130
131 # Load 3d models
132 iss_model.load
133
134 # Setup cameras
135 world_camera.reset_height 40.0
136 ui_camera.reset_height 1080.0
137
138 # Register particle systems
139 particle_systems.add explosions
140 particle_systems.add blood
141 particle_systems.add smoke
142 particle_systems.add clouds
143
144 # Stars background
145 sprites.add stars
146 stars.scale = 2.1
147
148 # City background
149 var city_sprite = new Sprite(city_texture, new Point3d[Float](0.0, 370.0, -600.0))
150 city_sprite.scale = 0.8
151 sprites.add city_sprite
152
153 # Setup ground
154 var ground_mesh = new Plane
155 ground_mesh.repeat_x = 100.0
156 ground_mesh.repeat_y = 100.0
157
158 var ground_material = new TexturedMaterial(
159 [0.0, 0.1, 0.0, 1.0], [0.4, 0.4, 0.4, 1.0], [0.0]*4)
160 ground_material.diffuse_texture = ground_texture
161
162 var ground_model = new LeafModel(ground_mesh, ground_material)
163 var ground = new Actor(ground_model, new Point3d[Float](0.0, 0.0, 0.0))
164 ground.scale = 5000.0
165 actors.add ground
166
167 # Trees
168 for i in 1000.times do
169 var s = 0.1 + 0.1.rand
170 var h = tree_texture.height * s
171 var sprite = new Sprite(tree_texture,
172 new Point3d[Float](0.0 & 1500.0, h/2.0 - 10.0*s, 10.0 - 609.0.rand))
173 sprite.scale = s
174 sprites.add sprite
175
176 var c = 1.0.rand
177 c *= 0.7
178 sprite.tint = [c, 1.0, c, 1.0]
179 end
180
181 # Clouds
182 var no_clouds_layer = 200.0
183 for i in [0 .. 32[ do
184 var zp = 1.0.rand
185 var x = 0.0 & 1000.0 * zp
186 var y = no_clouds_layer + (world.boss_altitude - no_clouds_layer*2.0).rand
187 var z = -500.0*zp - 10.0
188
189 var r = 50.0 & 1.0
190 for j in [0..32[ do
191 var a = 2.0*pi.rand
192 var rj = r.rand
193 clouds.add(new Point3d[Float](x+2.0*a.cos*rj, y+a.sin*rj, z & 1.0),
194 48000.0 & 16000.0, inf)
195 end
196 end
197
198 # Move the sun to best light the ISS
199 light.position.x = 2000.0
200 light.position.z = 4000.0
201
202 # Prepare for intro animation
203 ui_sprites.add tutorial_goal
204 world_camera.far = 700.0
205 end
206
207 redef fun update(dt)
208 do
209 # Game logic
210 world.update dt
211
212 # Update background color
213 var player = world.player
214 var player_pos = if player != null then player.center else new Point3d[Float](0.0, 200.0, 0.0)
215 var altitude = player_pos.y
216 var p = altitude / world.boss_altitude
217 var ip = 1.0 - p
218 glClearColor(0.3*ip, 0.3*ip, ip, 1.0)
219 stars.alpha = (1.4*p-0.4).min(1.0).max(0.0)
220
221 # Randomly add smoke
222 var poss = [
223 new Point3d[Float](291.0, 338.0, -601.0),
224 new Point3d[Float](-356.0, 422.0, -601.0)]
225
226 var r = 8.0
227 if 2.rand == 0 then
228 var pos = poss.rand
229 smoke.add(
230 new Point3d[Float](pos.x & r, pos.y & r, pos.z & r),
231 96000.0 & 16000.0, 10.0)
232 end
233
234 # Move camera
235 world_camera.position.x = player_pos.x
236 world_camera.position.y = player_pos.y + 5.0
237
238 # Cinematic?
239 var t = world.t
240 var intro_duration = 8.0
241 if t < intro_duration then
242 var pitch = t/intro_duration
243 pitch = (pitch*pi).sin
244 world_camera.pitch = pitch
245 return
246 end
247
248 if world.player == null then
249 # Game is starting!
250 world.spawn_player
251 world.planes.add new Airplane(new Point3d[Float](0.0, world.player.center.y - 10.0, 0.0), 16.0, 4.0)
252
253 # Setup tutorial
254 ui_sprites.clear
255 ui_sprites.add_all([tutorial_wasd, tutorial_arrows, tutorial_chute])
256
257 world_camera.pitch = 0.0
258 world_camera.far = 700.0
259 end
260
261 # Update counters
262 score_counter.value = world.score
263 var alt = 0
264 if world.player != null then alt = world.player.altitude.to_i
265 altitude_counter.value = alt
266
267 # General movement on the X axis
268 if player != null then
269 player.moving = 0.0
270 if pressed_keys.has("left") then player.moving -= 1.0
271 if pressed_keys.has("right") then player.moving += 1.0
272 end
273
274 # Try to fire as long as a key is pressed
275 if pressed_keys.not_empty then
276 var a = inf
277 if pressed_keys.has("a") then
278 if pressed_keys.has("w") then
279 a = 0.75 * pi
280 else if pressed_keys.has("s") then
281 a = 1.25 * pi
282 else
283 a = pi
284 end
285 else if pressed_keys.has("d") then
286 if pressed_keys.has("w") then
287 a = 0.25 * pi
288 else if pressed_keys.has("s") then
289 a = 1.75 * pi
290 else
291 a = 0.0
292 end
293 else if pressed_keys.has("w") then
294 a = 0.50 * pi
295 else if pressed_keys.has("s") then
296 a = 1.50 * pi
297 end
298
299 if a != inf and player != null then
300 player.shoot(a, world)
301 hide_tutorial_wasd
302 end
303 end
304
305 # Low-gravity controls
306 if player != null and player.is_alive and player.altitude >= world.boss_altitude then
307 var d = 50.0*dt
308 for key in pressed_keys do
309 if key == "up" then
310 player.inertia.y += d
311 else if key == "down" then
312 player.inertia.y -= d
313 else if key == "left" then
314 player.inertia.x -= d
315 else if key == "right" then
316 player.inertia.x += d
317 end
318 end
319 end
320
321 # Detect if game won
322 var won_at = won_at
323 if won_at == null then
324 var boss = world.boss
325 if boss != null and not boss.is_alive then
326 self.won_at = world.t
327 end
328 else
329 # Show outro
330 var t_since_won = world.t - won_at
331 if t_since_won > 1.0 and not ui_sprites.has(outro_directed) then ui_sprites.add outro_directed
332 if t_since_won > 2.0 and not ui_sprites.has(outro_created) then ui_sprites.add outro_created
333 end
334 end
335
336 # Seconds at which the game was won, using `world.t` as reference
337 private var won_at: nullable Float = null
338
339 # Remove the tutorial sprite about WASD from `ui_sprites`
340 private fun hide_tutorial_wasd do if ui_sprites.has(tutorial_wasd) then ui_sprites.remove(tutorial_wasd)
341
342 # Remove the tutorial sprite about arrows from `ui_sprites`
343 private fun hide_tutorial_arrows do if ui_sprites.has(tutorial_arrows) then ui_sprites.remove(tutorial_arrows)
344
345 # Remove the tutorial sprite about the parachute from `ui_sprites`
346 private fun hide_tutorial_chute do if ui_sprites.has(tutorial_chute) then ui_sprites.remove(tutorial_chute)
347
348 redef fun accept_event(event)
349 do
350 var s = super
351
352 if event isa QuitEvent then
353 exit 0
354 else if event isa KeyEvent then
355 if event.name == "escape" and event.is_down then
356 exit 0
357 end
358
359 var player = world.player
360 if player != null and player.is_alive then
361
362 # Hide tutorial about arrows once they are used
363 var arrows = once ["left", "right"]
364 if arrows.has(event.name) then hide_tutorial_arrows
365
366 if player.altitude < world.boss_altitude then
367 if event.name == "space" and event.is_down and not player.parachute_deployed and player.plane == null then
368 player.parachute
369 if player.parachute_deployed then
370 var pc = player.center
371 world.parachute = new Parachute(new Point3d[Float](pc.x, pc.y + 5.0, pc.z-0.1), 8.0, 5.0)
372 end
373 hide_tutorial_chute
374 end
375
376 if (event.name == "space" or event.name == "up") and event.is_down then
377 player.jump
378 end
379
380 if event.name == "left" then
381 var mod = if event.is_down then -1.0 else 1.0
382 player.moving += mod
383 end
384
385 if event.name == "right" then
386 var mod = if event.is_down then 1.0 else -1.0
387 player.moving += mod
388 end
389
390 if player.moving == 0.0 then
391 player.sprite.as(PlayerSprite).stop_running
392 else player.sprite.as(PlayerSprite).start_running
393 end
394 end
395
396 # When player is dead, respawn on spacebar
397 if player != null and not player.is_alive then
398 if event.name == "space" then
399 ui_sprites.clear
400 world.spawn_player
401 end
402 end
403 end
404
405 return s
406 end
407 end
408
409 redef class Body
410 # Sprite representing this entity if there is no `actor`
411 fun sprite: Sprite is abstract
412
413 # 3D actor
414 fun actor: nullable Actor do return null
415
416 init
417 do
418 var actor = actor
419 if actor != null then
420 app.actors.add actor
421 else app.sprites.add sprite
422 end
423
424 redef fun destroy(world)
425 do
426 super
427
428 var actor = actor
429 if actor != null then
430 app.actors.remove actor
431 else app.sprites.remove sprite
432 end
433 end
434
435 redef class Human
436 redef fun die(world)
437 do
438 super
439
440 death_animation
441 end
442
443 # Show death animation (explosion)
444 fun death_animation
445 do
446 var force = 4.0
447 health = 0.0
448 for i in 32.times do
449 app.blood.add(
450 new Point3d[Float](center.x & force, center.y & force, center.z & force),
451 (2048.0 & 4096.0) * force, 0.3 & 0.1)
452 end
453 end
454 end
455
456 redef class Platform
457 init do sprite.scale = width/sprite.texture.width
458
459 redef fun update(dt, world)
460 do
461 super
462
463 if inertia.x < 0.0 then
464 sprite.invert_x = false
465 else if inertia.x > 0.0 then
466 sprite.invert_x = true
467 end
468 end
469 end
470
471 redef class Airplane
472 private fun texture: Texture do return if center.y < 600.0 then app.planes_sheet.biplane else app.planes_sheet.jet
473
474 redef var sprite = new Sprite(texture, center) is lazy
475 end
476
477 redef class Helicopter
478 redef var sprite = new Sprite(app.planes_sheet.helicopter, center) is lazy
479 end
480
481 redef class Boss
482 redef var actor is lazy do
483 var actor = new Actor(app.iss_model, center)
484 actor.rotation = pi/2.0
485 return actor
486 end
487
488 redef fun death_animation
489 do
490 var force = 64.0
491 app.explosions.add(center, 4096.0 * force, 0.3)
492 for i in (8.0*force).to_i.times do
493 app.explosions.add(
494 new Point3d[Float](center.x & force, center.y & force/8.0, center.z & force),
495 (2048.0 & 1024.0) * force, 0.3 + 5.0.rand, 5.0.rand)
496 end
497 end
498 end
499
500 redef class Enemy
501 redef var sprite = new Sprite(app.player_textures.rand, center) is lazy
502 init do sprite.scale = width/sprite.texture.width * 2.0
503 end
504
505 redef class Parachute
506 redef var sprite = new Sprite(app.planes_sheet.parachute, center) is lazy
507 init do sprite.scale = width / sprite.texture.width
508 end
509
510 redef class Player
511 redef var sprite = new PlayerSprite(app.player_textures[1], center, app.player_textures, 0.08) is lazy
512 init do sprite.scale = width/sprite.texture.width * 2.0
513
514 redef fun update(dt, world)
515 do
516 super
517 if moving > 0.0 then
518 sprite.invert_x = false
519 else if moving < 0.0 then
520 sprite.invert_x = true
521 end
522 end
523
524 redef fun die(world)
525 do
526 super
527
528 if center.y < 10.0 then
529 # Blood splatter on the ground
530 var splatter = new Actor(app.splatter_model,
531 new Point3d[Float](center.x, 0.05 & 0.04, center.y))
532 splatter.scale = 32.0
533 splatter.rotation = 2.0 * pi.rand
534 app.actors.add splatter
535 end
536
537 # Display respawn instructions
538 app.ui_sprites.add new Sprite(app.texts_sheet.respawn, app.ui_camera.center)
539 end
540 end
541
542 redef class Bullet
543 redef var sprite = new Sprite(weapon.bullet_texture, center) is lazy
544 init
545 do
546 sprite.scale = 0.03
547 sprite.rotation = angle
548 end
549 end
550
551 redef class Weapon
552 fun bullet_texture: Texture do return app.planes_sheet.bullet_ak
553 end
554
555 redef class Pistol
556 redef fun bullet_texture do return app.planes_sheet.bullet_pistol
557 end
558
559 redef class RocketLauncher
560 redef fun bullet_texture do return app.planes_sheet.bullet_rocket
561 end
562
563 redef class Powerup
564 # Scale so it looks like 5 world units wide, not matter the size of the texture
565 init do sprite.scale = 5.0/sprite.texture.width
566 end
567
568 redef class Ak47PU
569 redef var sprite = new Sprite(app.planes_sheet.ak, center) is lazy
570 end
571
572 redef class RocketLauncherPU
573 redef var sprite = new Sprite(app.planes_sheet.rocket, center) is lazy
574 end
575
576 redef class Life
577 redef var sprite = new Sprite(app.planes_sheet.health, center) is lazy
578 init do sprite.scale = 3.0/sprite.texture.height
579 end
580
581 redef class World
582
583 redef fun explode(center, force)
584 do
585 super
586
587 # Particles
588 app.explosions.add(center, 8192.0 * force, 0.3)
589 for i in (4.0*force).to_i.times do
590 app.explosions.add(
591 new Point3d[Float](center.x & force, center.y & force/2.0, center.z & force),
592 (4096.0 & 2048.0) * force, 0.3 & 0.3, 0.5.rand)
593 end
594 end
595 end
596
597 redef class Int
598 # Pad a number with `0`s on the left side to reach `size` digits
599 private fun pad(size: Int): String
600 do
601 var s = to_s
602 var d = size - s.length
603 if d > 0 then s = "0"*d + s
604 return s
605 end
606 end
607
608 # Special `Sprite` for the player character which is animated
609 class PlayerSprite
610 super Sprite
611
612 # Animation of the running character
613 var running_animation: Array[Texture]
614
615 # Seconds per frame of the animations
616 var time_per_frame: Float
617
618 # Currently playing animation
619 private var current_animation: nullable Array[Texture] = null
620
621 # Second at witch `current_animation` started
622 private var anim_ot = 0.0
623
624 # Start the running animation
625 fun start_running
626 do
627 anim_ot = app.world.t
628 current_animation = running_animation
629 end
630
631 # Stop the running animation
632 fun stop_running do current_animation = null
633
634 redef fun texture
635 do
636 var anim = current_animation
637 if anim != null then
638 var dt = app.world.t - anim_ot
639 var i = (dt / time_per_frame).to_i+2
640 return anim.modulo(i)
641 end
642
643 return super
644 end
645 end
646
647 # Manager to display numbers in sprite
648 class CounterSprites
649
650 # TODO clean up and move up to lib
651
652 # Number textures, from 0 to 9
653 #
654 # Require: `textures.length == 10`
655 var textures: Array[Texture]
656
657 # Center of the first digit in UI coordinates
658 var anchor: Point3d[Float]
659
660 # Last set of sprites generated to display the `value=`
661 private var sprites = new Array[Sprite]
662
663 # Update the value displayed by the counter by inserting new sprites into `app.ui_sprites`
664 fun value=(value: Int)
665 do
666 # Clean up last used sprites
667 for s in sprites do if app.ui_sprites.has(s) then app.ui_sprites.remove s
668 sprites.clear
669
670 # Build new sprites
671 var s = value.to_s # TODO manipulate ints directly
672 var x = 0.0
673 for c in s do
674 var i = c.to_i
675 var tex = textures[i]
676
677 x += tex.width/2.0
678 sprites.add new Sprite(tex, new Point3d[Float](anchor.x + x, anchor.y, anchor.z))
679 x += tex.width/2.0
680 end
681
682 # Register sprites to be drawn by `app.ui_camera`
683 app.ui_sprites.add_all sprites
684 end
685 end
686
687 redef class SmokeProgram
688
689 # Redef source to get particles that move up faster
690 redef fun vertex_shader_core do return """
691 vec4 c = center;
692 c.y += dt * 20.0;
693 c.x += dt * dt * 2.0;
694
695 gl_Position = c * mvp;
696 gl_PointSize = scale / gl_Position.z * (pt+0.1);
697
698 if (pt < 0.1)
699 v_color.a = pt / 0.1;
700 else
701 v_color.a = 1.0 - pt*0.9;
702 """
703 end