action_nitro: update to use gamnit animations
[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 10
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 running_texture = new Texture("textures/player.png")
46 private var running_animation: Animation = running_texture.to_animation(10.0, 12, 0)
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 if iss_model.errors.not_empty then print_error iss_model.errors.join("\n")
144
145 # Setup cameras
146 world_camera.reset_height 60.0
147 ui_camera.reset_height 1080.0
148
149 # Register particle systems
150 particle_systems.add explosions
151 particle_systems.add blood
152 particle_systems.add smoke
153 particle_systems.add clouds
154
155 # Stars background
156 sprites.add stars
157 stars.scale = 2.1
158
159 # City background
160 city_texture.pixelated = true
161 var city_sprite = new Sprite(city_texture, new Point3d[Float](0.0, 370.0, -600.0))
162 city_sprite.scale = 0.8
163 sprites.add city_sprite
164
165 # Setup ground
166 var ground_mesh = new Plane
167 ground_mesh.repeat_x = 100.0
168 ground_mesh.repeat_y = 100.0
169
170 var ground_material = new TexturedMaterial(
171 [0.0, 0.1, 0.0, 1.0], [0.4, 0.4, 0.4, 1.0], [0.0]*4)
172 ground_material.diffuse_texture = ground_texture
173
174 var ground_model = new LeafModel(ground_mesh, ground_material)
175 var ground = new Actor(ground_model, new Point3d[Float](0.0, 0.0, 0.0))
176 ground.scale = 5000.0
177 actors.add ground
178
179 # Trees
180 for i in 2000.times do
181 var s = 0.1 + 0.1.rand
182 var h = tree_texture.height * s
183 var sprite = new Sprite(tree_texture,
184 new Point3d[Float](0.0 & 1500.0, h/2.0 - 10.0*s, 10.0 - 609.0.rand))
185 sprite.static = true
186 sprite.scale = s
187 sprites.add sprite
188
189 var c = 1.0.rand
190 c *= 0.7
191 sprite.tint = [c, 1.0, c, 1.0]
192 end
193
194 # Clouds
195 var no_clouds_layer = 200.0
196 for i in [0 .. 32[ do
197 var zp = 1.0.rand
198 var x = 0.0 & 1000.0 * zp
199 var y = no_clouds_layer + (world.boss_altitude - no_clouds_layer*2.0).rand
200 var z = -500.0*zp - 10.0
201
202 var r = 50.0 & 1.0
203 for j in [0..32[ do
204 var a = 2.0*pi.rand
205 var rj = r.rand
206 clouds.add(new Point3d[Float](x+2.0*a.cos*rj, y+a.sin*rj, z & 1.0),
207 48000.0 & 16000.0, inf)
208 end
209 end
210
211 # Move the sun to best light the ISS
212 light.position.x = 2000.0
213 light.position.z = 4000.0
214
215 # Prepare for intro animation
216 ui_sprites.add tutorial_goal
217 world_camera.far = 1024.0
218 end
219
220 redef fun update(dt)
221 do
222 # Game logic
223 world.update dt
224
225 # Update background color
226 var player = world.player
227 var player_pos = if player != null then player.center else new Point3d[Float](0.0, 200.0, 0.0)
228 var altitude = player_pos.y
229 var p = altitude / world.boss_altitude
230 var ip = 1.0 - p
231 glClearColor(0.3*ip, 0.3*ip, ip, 1.0)
232 stars.alpha = (1.4*p-0.4).clamp(0.0, 1.0)
233
234 # Randomly add smoke
235 var poss = [
236 new Point3d[Float](291.0, 338.0, -601.0),
237 new Point3d[Float](-356.0, 422.0, -601.0)]
238
239 var r = 8.0
240 if 2.rand == 0 then
241 var pos = poss.rand
242 smoke.add(
243 new Point3d[Float](pos.x & r, pos.y & r, pos.z & r),
244 96000.0 & 16000.0, 10.0)
245 end
246
247 # Move camera
248 world_camera.position.x = player_pos.x
249 world_camera.position.y = player_pos.y + 5.0
250
251 # Cinematic?
252 var t = world.t
253 var intro_duration = 8.0
254 if t < intro_duration and not skip_intro then
255 var pitch = t/intro_duration
256 pitch = (pitch*pi).sin
257 world_camera.pitch = pitch
258 return
259 end
260
261 if world.player == null then
262 world_camera.pitch = 0.0
263 world_camera.far = 700.0
264
265 begin_play true
266 end
267
268 # Update counters
269 score_counter.value = world.score
270 var alt = 0
271 if world.player != null then alt = world.player.altitude.to_i
272 altitude_counter.value = alt
273
274 # General movement on the X axis
275 if player != null then
276 player.moving = 0.0
277 if pressed_keys.has("left") then player.moving -= 1.0
278 if pressed_keys.has("right") then player.moving += 1.0
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 player.animate_move
407 else if event.name == "right" then
408 var mod = if event.is_down then 1.0 else -1.0
409 player.moving += mod
410 player.animate_move
411 end
412 end
413 end
414 end
415
416 # When player is dead, respawn on spacebar or pointer depressed
417 if (event isa KeyEvent and event.name == "space") or
418 (event isa PointerEvent and not event.is_move and event.depressed) then
419 var player = world.player
420 if player == null then
421 skip_intro = true
422 else if not player.is_alive then
423 begin_play false
424 end
425 end
426
427 return false
428 end
429 end
430
431 redef class Body
432 # Sprite representing this entity if there is no `actor`
433 fun sprite: Sprite is abstract
434
435 # 3D actor
436 fun actor: nullable Actor do return null
437
438 init
439 do
440 var actor = actor
441 if actor != null then
442 app.actors.add actor
443 else app.sprites.add sprite
444 end
445
446 redef fun destroy(world)
447 do
448 super
449
450 var actor = actor
451 if actor != null then
452 app.actors.remove actor
453 else app.sprites.remove sprite
454 end
455 end
456
457 redef class Human
458 redef fun die(world)
459 do
460 super
461
462 death_animation
463 end
464
465 # Show death animation (explosion)
466 fun death_animation
467 do
468 var force = 4.0
469 health = 0.0
470 for i in 32.times do
471 app.blood.add(
472 new Point3d[Float](center.x & force, center.y & force, center.z & force),
473 (2048.0 & 4096.0) * force, 0.3 & 0.1)
474 end
475 end
476 end
477
478 redef class Platform
479 init do sprite.scale = width/sprite.texture.width
480
481 redef fun update(dt, world)
482 do
483 super
484
485 if inertia.x < 0.0 then
486 sprite.invert_x = false
487 else if inertia.x > 0.0 then
488 sprite.invert_x = true
489 end
490 end
491 end
492
493 redef class Airplane
494 private fun texture: Texture do return if center.y < 600.0 then app.planes_sheet.biplane else app.planes_sheet.jet
495
496 redef var sprite = new Sprite(texture, center) is lazy
497 end
498
499 redef class Helicopter
500 redef var sprite = new Sprite(app.planes_sheet.helicopter, center) is lazy
501 end
502
503 redef class Boss
504 redef var actor is lazy do
505 var actor = new Actor(app.iss_model, center)
506 actor.yaw = pi/2.0
507 return actor
508 end
509
510 redef fun death_animation
511 do
512 var force = 64.0
513 app.explosions.add(center, 4096.0 * force, 0.3)
514 for i in (8.0*force).to_i.times do
515 app.explosions.add(
516 new Point3d[Float](center.x & force, center.y & force/8.0, center.z & force),
517 (2048.0 & 1024.0) * force, 0.3 + 5.0.rand, 5.0.rand)
518 end
519 end
520 end
521
522 redef class Enemy
523 redef var sprite = new Sprite(app.running_animation.frames.rand, center) is lazy
524 init do sprite.scale = width/sprite.texture.width * 2.0
525 end
526
527 redef class Parachute
528 redef var sprite = new Sprite(app.planes_sheet.parachute, center) is lazy
529 init do sprite.scale = width / sprite.texture.width
530 end
531
532 redef class Player
533 redef var sprite = new Sprite(app.running_animation.frames.last, center) is lazy
534 init do sprite.scale = width/sprite.texture.width * 2.0
535
536 # Update current animation
537 fun animate_move
538 do
539 if moving == 0.0 then
540 sprite.animate_stop
541 else sprite.animate(app.running_animation, -1.0)
542 end
543
544 redef fun update(dt, world)
545 do
546 super
547 if moving > 0.0 then
548 sprite.invert_x = false
549 else if moving < 0.0 then
550 sprite.invert_x = true
551 end
552 end
553
554 redef fun die(world)
555 do
556 super
557
558 if center.y < 10.0 then
559 # Blood splatter on the ground
560 var splatter = new Actor(app.splatter_model,
561 new Point3d[Float](center.x, 0.05 & 0.04, center.y))
562 splatter.scale = 32.0
563 splatter.yaw = 2.0*pi.rand
564 app.actors.add splatter
565 end
566
567 # Display respawn instructions
568 app.ui_sprites.add new Sprite(app.texts_sheet.respawn, app.ui_camera.center.offset(0.0, 0.0, 0.0))
569 end
570 end
571
572 redef class Bullet
573 redef var sprite = new Sprite(weapon.bullet_texture, center) is lazy
574 init
575 do
576 sprite.scale = 0.03
577 sprite.rotation = angle
578 end
579 end
580
581 redef class Weapon
582 fun bullet_texture: Texture do return app.planes_sheet.bullet_ak
583 end
584
585 redef class Pistol
586 redef fun bullet_texture do return app.planes_sheet.bullet_pistol
587 end
588
589 redef class RocketLauncher
590 redef fun bullet_texture do return app.planes_sheet.bullet_rocket
591 end
592
593 redef class Powerup
594 # Scale so it looks like 5 world units wide, not matter the size of the texture
595 init do sprite.scale = 5.0/sprite.texture.width
596 end
597
598 redef class Ak47PU
599 redef var sprite = new Sprite(app.planes_sheet.ak, center) is lazy
600 end
601
602 redef class RocketLauncherPU
603 redef var sprite = new Sprite(app.planes_sheet.rocket, center) is lazy
604 end
605
606 redef class Life
607 redef var sprite = new Sprite(app.planes_sheet.health, center) is lazy
608 init do sprite.scale = 3.0/sprite.texture.height
609 end
610
611 redef class World
612
613 redef fun explode(center, force)
614 do
615 super
616
617 # Particles
618 app.explosions.add(center, 8192.0 * force, 0.3)
619 for i in (4.0*force).to_i.times do
620 app.explosions.add(
621 new Point3d[Float](center.x & force, center.y & force/2.0, center.z & force),
622 (4096.0 & 2048.0) * force, 0.3 & 0.3, 0.5.rand)
623 end
624 end
625 end
626
627 redef class Int
628 # Pad a number with `0`s on the left side to reach `size` digits
629 private fun pad(size: Int): String
630 do
631 var s = to_s
632 var d = size - s.length
633 if d > 0 then s = "0"*d + s
634 return s
635 end
636 end
637
638 # Manager to display numbers in sprite
639 class CounterSprites
640
641 # TODO clean up and move up to lib
642
643 # Number textures, from 0 to 9
644 #
645 # Require: `textures.length == 10`
646 var textures: Array[Texture]
647
648 # Center of the first digit in UI coordinates
649 var anchor: Point3d[Float]
650
651 # Last set of sprites generated to display the `value=`
652 private var sprites = new Array[Sprite]
653
654 # Update the value displayed by the counter by inserting new sprites into `app.ui_sprites`
655 fun value=(value: Int)
656 do
657 # Clean up last used sprites
658 for s in sprites do if app.ui_sprites.has(s) then app.ui_sprites.remove s
659 sprites.clear
660
661 # Build new sprites
662 var s = value.to_s # TODO manipulate ints directly
663 var x = 0.0
664 for c in s do
665 var i = c.to_i
666 var tex = textures[i]
667
668 x += tex.width/2.0
669 sprites.add new Sprite(tex, new Point3d[Float](anchor.x + x, anchor.y, anchor.z))
670 x += tex.width/2.0
671 end
672
673 # Register sprites to be drawn by `app.ui_camera`
674 app.ui_sprites.add_all sprites
675 end
676 end
677
678 redef class SmokeProgram
679
680 # Redef source to get particles that move up faster
681 redef fun vertex_shader_core do return """
682 vec4 c = center;
683 c.y += dt * 20.0;
684 c.x += dt * dt * 2.0;
685
686 gl_Position = c * mvp;
687 gl_PointSize = scale / gl_Position.z * (pt+0.1);
688
689 if (pt < 0.1)
690 v_color.a = pt / 0.1;
691 else
692 v_color.a = 1.0 - pt*0.9;
693 """
694 end