1 # This file is part of NIT ( http://www.nitlanguage.org ).
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
7 # http://www.apache.org/licenses/LICENSE-2.0
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.
15 module action_nitro
is
16 app_name
"Action Nitro"
17 app_namespace
"net.xymus.action_nitro"
18 app_version
(1, 0, git_revision
)
20 android_manifest_activity
"""android:screenOrientation="sensorLandscape""""
26 import gamnit::limit_fps
36 var world: World = new World is lazy
41 # Textures of the biplane, jet, helicopter, parachute and powerups
42 var planes_sheet = new PlanesImages
44 # Animation when opening the parachute
45 var parachute_animation = new Animation(planes_sheet.parachute, 16.0)
47 # Animation for the player movement
48 private var running_texture = new Texture("textures
/player
.png
")
49 private var running_animation: Animation = running_texture.to_animation(10.0, 12, 0)
52 private var iss_model = new Model("models
/iss
.obj
")
57 private var ground_texture = new Texture("textures
/fastgras01
.jpg
")
58 private var tree_texture = new Texture("textures
/Tree03.png
")
63 private var splatter_texture = new Texture("textures
/blood_splatter
.png
")
64 private var splatter_material: TexturedMaterial do
65 var mat = new TexturedMaterial([1.0]*4, [0.0]*4, [0.0]*4)
66 mat.ambient_texture = splatter_texture
69 private var splatter_model = new LeafModel(new Plane, splatter_material)
74 private var city_texture = new TextureAsset("textures
/city_background_clean
.png
")
76 private var stars_texture = new Texture("textures
/stars
.jpg
")
77 private var stars = new Sprite(stars_texture, new Point3d[Float](0.0, 1100.0, -600.0)) is lazy
83 var explosions = new ParticleSystem(100, explosion_program,
84 new Texture("particles
/explosion00
.png
"))
86 # Blood explosion particles
87 var blood = new ParticleSystem(100, explosion_program,
88 new Texture("particles
/blood07
.png
"))
90 # Smoke for the background
91 var smoke = new ParticleSystem(500, smoke_program,
92 new Texture("particles
/blackSmoke12
.png
"))
94 # Static clouds particles
95 var clouds = new ParticleSystem(1600, static_program,
96 new Texture("particles
/whitePuff12
.png
"))
102 #private var fx_fire = new Sound("sounds
/fire
.mp3
")
106 private var texts_sheet = new TextsImages
108 private var tutorial_wasd = new Sprite(app.texts_sheet.tutorial_wasd,
109 app.ui_camera.center.offset(0.0, -250.0, 0.0)) is lazy
111 private var tutorial_arrows = new Sprite(app.texts_sheet.tutorial_arrows,
112 app.ui_camera.center.offset(0.0, -350.0, 0.0)) is lazy
114 private var tutorial_chute = new Sprite(app.texts_sheet.tutorial_chute,
115 app.ui_camera.center.offset(0.0, -450.0, 0.0)) is lazy
117 private var tutorial_goal = new Sprite(app.texts_sheet.goal,
118 app.ui_camera.center.offset(0.0, 0.0, 0.0)) is lazy
120 private var outro_directed = new Sprite(app.texts_sheet.directed,
121 app.ui_camera.center.offset(0.0, 400.0, 0.0)) is lazy
123 private var outro_created = new Sprite(app.texts_sheet.created,
124 app.ui_camera.center.offset(0.0, -200.0, 0.0)) is lazy
127 # Counters for the UI
129 private var score_counter = new CounterSprites(texts_sheet.n,
130 new Point3d[Float](32.0, -64.0, 0.0))
132 private var altitude_counter = new CounterSprites(texts_sheet.n,
133 new Point3d[Float](1400.0, -64.0, 0.0))
135 # Did the player asked to skip the intro animation?
136 private var skip_intro = false
140 blood.texture.as(RootTexture).premultiply_alpha = false
141 explosions.texture.as(RootTexture).premultiply_alpha = false
145 show_splash_screen new Texture("textures
/splash
.jpg
")
149 if iss_model.errors.not_empty then print_error iss_model.errors.join("\n
")
152 world_camera.reset_height 60.0
153 ui_camera.reset_height 1080.0
155 # Register particle systems
156 particle_systems.add smoke
157 particle_systems.add clouds
158 particle_systems.add blood
159 particle_systems.add explosions
166 city_texture.pixelated = true
167 var city_sprite = new Sprite(city_texture, new Point3d[Float](0.0, 370.0, -600.0))
168 city_sprite.scale = 0.8
169 sprites.add city_sprite
172 var ground_mesh = new Plane
173 ground_mesh.repeat_x = 100.0
174 ground_mesh.repeat_y = 100.0
176 var ground_material = new TexturedMaterial(
177 [0.0, 0.1, 0.0, 1.0], [0.4, 0.4, 0.4, 1.0], [0.0]*4)
178 ground_material.diffuse_texture = ground_texture
180 var ground_model = new LeafModel(ground_mesh, ground_material)
181 var ground = new Actor(ground_model, new Point3d[Float](0.0, 0.0, 0.0))
182 ground.scale = 5000.0
186 for i in 2000.times do
187 var s = 0.1 + 0.1.rand
188 var h = tree_texture.height * s
189 var sprite = new Sprite(tree_texture,
190 new Point3d[Float](0.0 & 1500.0, h/2.0 - 10.0*s, 10.0 - 609.0.rand))
197 sprite.tint = [c, 1.0, c, 1.0]
201 var no_clouds_layer = 200.0
202 for i in [0 .. 32[ do
204 var x = 0.0 & 1000.0 * zp
205 var y = no_clouds_layer + (world.boss_altitude - no_clouds_layer*2.0).rand
206 var z = -500.0*zp - 10.0
212 clouds.add(new Point3d[Float](x+2.0*a.cos*rj, y+a.sin*rj, z & 1.0),
213 48000.0 & 16000.0, inf)
217 # Move the sun to best light the ISS
218 light.position.x = 2000.0
219 light.position.z = 4000.0
221 # Prepare for intro animation
222 ui_sprites.add tutorial_goal
223 world_camera.far = 1024.0
231 # Update background color
232 var player = world.player
233 var player_pos = if player != null then player.center else new Point3d[Float](0.0, 200.0, 0.0)
234 var altitude = player_pos.y
235 var p = altitude / world.boss_altitude
237 glClearColor(0.3*ip, 0.3*ip, ip, 1.0)
238 stars.alpha = (1.4*p-0.4).clamp(0.0, 1.0)
242 new Point3d[Float](291.0, 338.0, -601.0),
243 new Point3d[Float](-356.0, 422.0, -601.0)]
249 new Point3d[Float](pos.x & r, pos.y & r, pos.z & r),
250 96000.0 & 16000.0, 10.0)
254 world_camera.position.x = player_pos.x
255 world_camera.position.y = player_pos.y + 5.0
259 var intro_duration = 8.0
260 if t < intro_duration and not skip_intro then
261 var pitch = t/intro_duration
262 pitch = (pitch*pi).sin
263 world_camera.pitch = pitch
267 if world.player == null then
268 world_camera.pitch = 0.0
269 world_camera.far = 700.0
275 score_counter.value = world.score
277 if world.player != null then alt = world.player.altitude.to_i
278 altitude_counter.value = alt
280 # General movement on the X axis
281 if player != null then
283 if pressed_keys.has("left
") then player.moving -= 1.0
284 if pressed_keys.has("right
") then player.moving += 1.0
287 # Try to fire as long as a key is pressed
288 if pressed_keys.not_empty then
290 if pressed_keys.has("a
") then
291 if pressed_keys.has("w
") then
293 else if pressed_keys.has("s
") then
298 else if pressed_keys.has("d
") then
299 if pressed_keys.has("w
") then
301 else if pressed_keys.has("s
") then
306 else if pressed_keys.has("w
") then
308 else if pressed_keys.has("s
") then
312 if a != inf and player != null then
313 player.shoot(a, world)
318 # Low-gravity controls
319 if player != null and player.is_alive and player.altitude >= world.boss_altitude then
321 for key in pressed_keys do
323 player.inertia.y += d
324 else if key == "down
" then
325 player.inertia.y -= d
326 else if key == "left
" then
327 player.inertia.x -= d
328 else if key == "right
" then
329 player.inertia.x += d
336 if won_at == null then
337 var boss = world.boss
338 if boss != null and not boss.is_alive then
339 self.won_at = world.t
343 var t_since_won = world.t - won_at
344 if t_since_won > 1.0 and not ui_sprites.has(outro_directed) then ui_sprites.add outro_directed
345 if t_since_won > 2.0 and not ui_sprites.has(outro_created) then ui_sprites.add outro_created
349 # Begin playing, after intro if `initial`, otherwise after death
350 fun begin_play(initial: Bool)
355 world.planes.add new Airplane(new Point3d[Float](0.0, world.player.center.y - 10.0, 0.0), 16.0, 4.0)
359 ui_sprites.add_all([tutorial_wasd, tutorial_arrows, tutorial_chute])
363 # Seconds at which the game was won, using `world.t` as reference
364 private var won_at: nullable Float = null
366 # Remove the tutorial sprite about WASD from `ui_sprites`
367 private fun hide_tutorial_wasd do if ui_sprites.has(tutorial_wasd) then ui_sprites.remove(tutorial_wasd)
369 # Remove the tutorial sprite about arrows from `ui_sprites`
370 private fun hide_tutorial_arrows do if ui_sprites.has(tutorial_arrows) then ui_sprites.remove(tutorial_arrows)
372 # Remove the tutorial sprite about the parachute from `ui_sprites`
373 private fun hide_tutorial_chute do if ui_sprites.has(tutorial_chute) then ui_sprites.remove(tutorial_chute)
375 redef fun accept_event(event)
377 if super then return true
379 if event isa QuitEvent then
382 else if event isa KeyEvent then
383 if event.name == "escape
" and event.is_down then
388 var player = world.player
389 if player != null and player.is_alive then
391 # Hide tutorial about arrows once they are used
392 var arrows = once ["left
", "right
"]
393 if arrows.has(event.name) then hide_tutorial_arrows
395 if player.altitude < world.boss_altitude then
396 if event.name == "space
" and event.is_down and not player.parachute_deployed and player.plane == null then
398 if player.parachute_deployed then
399 var pc = player.center
400 world.parachute = new Parachute(new Point3d[Float](pc.x, pc.y + 5.0, pc.z-0.1), 8.0, 5.0)
405 if (event.name == "space
" or event.name == "up
") and event.is_down then
409 if event.name == "left
" then
410 var mod = if event.is_down then -1.0 else 1.0
413 else if event.name == "right
" then
414 var mod = if event.is_down then 1.0 else -1.0
422 # When player is dead, respawn on spacebar or pointer depressed
423 if (event isa KeyEvent and event.name == "space
") or
424 (event isa PointerEvent and not event.is_move and event.depressed) then
425 var player = world.player
426 if player == null then
428 else if not player.is_alive then
438 # Sprite representing this entity if there is no `actor`
439 fun sprite: Sprite is abstract
442 fun actor: nullable Actor do return null
447 if actor != null then
449 else app.sprites.add sprite
452 redef fun destroy(world)
457 if actor != null then
458 app.actors.remove actor
459 else app.sprites.remove sprite
471 # Show death animation (explosion)
478 new Point3d[Float](center.x & force, center.y & force, center.z & force),
479 (4096.0 & 2048.0) * force, 0.3 & 0.1)
485 init do sprite.scale = width/sprite.texture.width
487 redef fun update(dt, world)
491 if inertia.x < 0.0 then
492 sprite.invert_x = false
493 else if inertia.x > 0.0 then
494 sprite.invert_x = true
500 private fun texture: Texture do return if center.y < 600.0 then app.planes_sheet.biplane else app.planes_sheet.jet
502 redef var sprite = new Sprite(texture, center) is lazy
505 redef class Helicopter
506 redef var sprite = new Sprite(app.planes_sheet.helicopter, center) is lazy
510 redef var actor is lazy do
511 var actor = new Actor(app.iss_model, center)
516 redef fun death_animation
519 app.explosions.add(center, 4096.0 * force, 0.3)
520 for i in (8.0*force).to_i.times do
522 new Point3d[Float](center.x & force, center.y & force/8.0, center.z & force),
523 (2048.0 & 1024.0) * force, 0.3 + 5.0.rand, 5.0.rand)
529 redef var sprite = new Sprite(app.running_animation.frames.rand, center) is lazy
530 init do sprite.scale = width/sprite.texture.width * 2.0
533 redef class Parachute
534 redef var sprite = new Sprite(app.planes_sheet.parachute_open, center) is lazy
537 sprite.scale = width / sprite.texture.width
538 sprite.animate app.parachute_animation
543 redef var sprite = new Sprite(app.running_animation.frames.last, center) is lazy
544 init do sprite.scale = width/sprite.texture.width * 2.0
546 # Update current animation
549 if moving == 0.0 then
551 else sprite.animate(app.running_animation, -1.0)
554 redef fun update(dt, world)
558 sprite.invert_x = false
559 else if moving < 0.0 then
560 sprite.invert_x = true
568 if center.y < 10.0 then
569 # Blood splatter on the ground
570 var splatter = new Actor(app.splatter_model,
571 new Point3d[Float](center.x, 0.05 & 0.04, center.y))
572 splatter.scale = 32.0
573 splatter.yaw = 2.0*pi.rand
574 app.actors.add splatter
577 # Display respawn instructions
578 app.ui_sprites.add new Sprite(app.texts_sheet.respawn, app.ui_camera.center.offset(0.0, 0.0, 0.0))
583 redef var sprite = new Sprite(weapon.bullet_texture, center) is lazy
587 sprite.rotation = angle
592 fun bullet_texture: Texture do return app.planes_sheet.bullet_ak
596 redef fun bullet_texture do return app.planes_sheet.bullet_pistol
599 redef class RocketLauncher
600 redef fun bullet_texture do return app.planes_sheet.bullet_rocket
604 # Scale so it looks like 5 world units wide, not matter the size of the texture
605 init do sprite.scale = 5.0/sprite.texture.width
609 redef var sprite = new Sprite(app.planes_sheet.ak, center) is lazy
612 redef class RocketLauncherPU
613 redef var sprite = new Sprite(app.planes_sheet.rocket, center) is lazy
617 redef var sprite = new Sprite(app.planes_sheet.health, center) is lazy
618 init do sprite.scale = 3.0/sprite.texture.height
623 redef fun explode(center, force)
628 var range = 0.5 * force
629 app.explosions.add(center, 4096.0 * force, 0.3)
630 for i in (2.0*force).to_i.times do
632 new Point3d[Float](center.x & range, center.y & range, center.z & range),
633 (2048.0 & 1024.0) * force, 0.3 & 0.3, 0.5.rand)
639 # Pad a number with `0`s on the left side to reach `size` digits
640 private fun pad(size: Int): String
643 var d = size - s.length
644 if d > 0 then s = "0"*d + s
649 # Manager to display numbers in sprite
652 # TODO clean up and move up to lib
654 # Number textures, from 0 to 9
656 # Require: `textures.length == 10`
657 var textures: Array[Texture]
659 # Center of the first digit in UI coordinates
660 var anchor: Point3d[Float]
662 # Last set of sprites generated to display the `value=`
663 private var sprites = new Array[Sprite]
665 # Update the value displayed by the counter by inserting new sprites into `app.ui_sprites`
666 fun value=(value: Int)
668 # Clean up last used sprites
669 for s in sprites do if app.ui_sprites.has(s) then app.ui_sprites.remove s
673 var s = value.to_s # TODO manipulate ints directly
677 var tex = textures[i]
680 sprites.add new Sprite(tex, new Point3d[Float](anchor.x + x, anchor.y, anchor.z))
684 # Register sprites to be drawn by `app.ui_camera`
685 app.ui_sprites.add_all sprites
689 redef class SmokeProgram
691 # Redef source to get particles that move up faster
692 redef fun vertex_shader_core do return """
695 c.x += dt * dt * 2.0;
697 gl_Position = c * mvp;
698 gl_PointSize = scale / gl_Position.z * (pt+0.1);
703 v_color *= 1.0 - pt*0.9;