ld48-29/ld48-29.go
2016-03-10 15:01:12 +01:00

535 lines
11 KiB
Go

package main
import (
"errors"
"image"
"image/png"
"io"
"log"
"math"
"os"
"runtime"
"syscall"
"time"
gl "github.com/go-gl/gl/v2.1/gl"
glfw "github.com/go-gl/glfw/v3.0/glfw"
pa "github.com/gordonklaus/portaudio"
)
var _ = pa.Initialize // TODO: remove later
const (
INPUT_UP = 0
INPUT_DOWN = 1
INPUT_LEFT = 2
INPUT_RIGHT = 3
INPUT_JUMP = 4
)
type Texture uint32
// iterate faster
func rerun() (err error) {
log.Println("rerun")
gopath := os.Getenv("GOPATH")
env := []string{"GOPATH=" + gopath}
args := []string{"go", "run", "ld48-29.go"}
err = syscall.Exec("/usr/local/bin/go", args, env)
log.Fatal(err)
return
}
func reexec() {
err := rerun()
if err != nil {
panic(err)
}
}
// glfw callbacks
func onError(err glfw.ErrorCode, desc string) {
log.Printf("%v: %v\n", err, desc)
}
func onKey(input chan int, window *glfw.Window, k glfw.Key, s int, action glfw.Action, mods glfw.ModifierKey) {
if action != glfw.Press && action != glfw.Release {
return
}
release := 0
if action == glfw.Release {
release = 8
}
switch glfw.Key(k) {
case glfw.KeyR:
if (mods&glfw.ModSuper != 0) && action == glfw.Press {
reexec()
}
case glfw.KeyUp:
input <- INPUT_UP + release
case glfw.KeyDown:
input <- INPUT_DOWN + release
case glfw.KeyLeft:
input <- INPUT_LEFT + release
case glfw.KeyRight:
input <- INPUT_RIGHT + release
case glfw.KeySpace:
input <- INPUT_JUMP + release
case glfw.KeyEscape:
if action == glfw.Press {
window.SetShouldClose(true)
}
default:
return
}
}
// utils
func readTexture(r io.Reader) (texId Texture, err error) {
img, err := png.Decode(r)
if err != nil {
return Texture(0), err
}
rgba, ok := img.(*image.NRGBA)
if !ok {
return Texture(0), errors.New("not an NRGBA image")
}
tid := uint32(texId)
gl.GenTextures(1, &tid)
gl.BindTexture(gl.TEXTURE_2D, uint32(texId))
gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.TexParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
w, h := rgba.Bounds().Dx(), rgba.Bounds().Dy()
raw := make([]byte, w*h*4)
raw_stride := w * 4
if raw_stride != rgba.Stride {
return Texture(0), errors.New("incompatible stride")
}
dst := len(raw) - raw_stride
for src := 0; src < len(rgba.Pix); src += rgba.Stride {
copy(raw[dst:dst+raw_stride], rgba.Pix[src:src+rgba.Stride])
dst -= raw_stride
}
lod := 0
border := 0
gl.TexImage2D(gl.TEXTURE_2D, int32(lod), gl.RGBA, int32(w), int32(h), int32(border), gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(raw))
return
}
func spriteQuad(x int, y int, w int, h int) {
scaledSpriteQuad(x, y, w, h, 1.0)
}
func scaledSpriteQuad(x int, y int, w int, h int, scale float32) {
// TODO: set elsewhere (spritesheet property)
size := 256 // spritesheet size
unit := 16 // sprite unit size
// sprite to absolute pixel coords
// origin is as tex: bottom-left
x1 := x * unit
y1 := y * unit
x2 := x1 + w*unit
y2 := y1 + h*unit
// abs pixel to relative tex coords
rx1 := float32(x1) / float32(size)
rx2 := float32(x2) / float32(size)
ry1 := float32(y1) / float32(size)
ry2 := float32(y2) / float32(size)
// scale sprite
qsize := 1.0 * scale
// relative model coords
// sprite-centered origin, half each way
qx1 := -qsize * float32(unit*w) / 2.0
qy1 := -qsize * float32(unit*h) / 2.0
qx2 := qsize * float32(unit*w) / 2.0
qy2 := qsize * float32(unit*h) / 2.0
// draw sprite quad
gl.MatrixMode(gl.MODELVIEW)
gl.Begin(gl.QUADS)
gl.Normal3f(0, 0, 1)
gl.TexCoord2f(rx1, ry1)
gl.Vertex3f(qx1, qy1, 1.0)
gl.TexCoord2f(rx2, ry1)
gl.Vertex3f(qx2, qy1, 1.0)
gl.TexCoord2f(rx2, ry2)
gl.Vertex3f(qx2, qy2, 1.0)
gl.TexCoord2f(rx1, ry2)
gl.Vertex3f(qx1, qy2, 1.0)
gl.End()
}
func drawSprite(texture Texture, x float64, y float64, a float64, s float64, list uint) {
deg := math.Mod(360*float64(a)/(2*math.Pi), 360.0)
gl.LoadIdentity()
gl.BindTexture(gl.TEXTURE_2D, uint32(texture))
gl.Translatef(float32(x), float32(y), 0)
gl.Rotatef(float32(deg), 0.0, 0.0, 1.0)
gl.Scalef(float32(s), float32(s), 1.0)
gl.CallList(uint32(list))
}
func makeSprite(x int, y int, w int, h int) (quad uint) {
quad = uint(gl.GenLists(1))
gl.NewList(uint32(quad), gl.COMPILE)
spriteQuad(x, y, w, h)
gl.EndList()
return
}
func drawTile(texture Texture, x int, y int, list uint) {
sx := float64(16*x + 16/2)
sy := float64(16*y + 16/2)
drawSprite(texture, sx, sy, 0, 1, list)
}
func drawWaterTile(x int, y int, t float64) {
waveHeight := 0.0
wavePhase := -1 + x%2*2
if t > 0 {
waveHeight = float64(wavePhase) * math.Sin(t)
}
qx1, qy1 := 16*float32(x), 16*float32(y)
qx2, qy2 := qx1+16, qy1+16
gl.Disable(gl.TEXTURE_2D)
gl.Disable(gl.LIGHTING)
gl.MatrixMode(gl.MODELVIEW)
gl.LoadIdentity()
gl.Color4f(0.0, 0.0, 0.5, 0.3)
gl.Begin(gl.QUADS)
gl.Normal3f(0.0, 0.0, 1.0)
gl.Vertex3f(qx1, qy1, 1.0)
gl.Vertex3f(qx2, qy1, 1.0)
gl.Vertex3f(qx2, qy2+float32(waveHeight), 1.0)
gl.Vertex3f(qx1, qy2+float32(waveHeight), 1.0)
gl.End()
gl.Enable(gl.LIGHTING)
gl.Enable(gl.TEXTURE_2D)
}
// main
func main() {
done := make(chan int)
input := make(chan int, 64)
tick := make(chan int)
go renderer(done, input, tick)
go inputMapper(input)
go stepper(tick)
<-done
}
// world
var inputState [5]bool
func inputMapper(input chan int) {
inputState = [5]bool{false, false, false, false, false}
for {
in := <-input
pressed := in < 8
if !pressed {
in = in - 8
}
inputState[in] = pressed
}
}
func stepper(tick chan int) {
pcx := 0.0
pcy := 0.0
ppx := pcx
ppy := pcy
pm := 10.0
ct := float64(time.Now().UnixNano()) / math.Pow(10, 9)
pt := ct
dt := 0.0
for {
<-tick
pt, ct = ct, float64(time.Now().UnixNano())/math.Pow(10, 9)
dt = ct - pt
pvx, pvy := (pcx-ppx)/dt, (pcy-ppy)/dt
ppx, ppy = pcx, pcy
fx := 0.0
fy := 0.0
// gravity
fy += -10.0 * pm
// movement
if inputState[INPUT_LEFT] {
fx += -20
}
if inputState[INPUT_RIGHT] {
fx += 20
}
if inputState[INPUT_JUMP] {
fy += 20 * pm
}
// friction
fx += -57 * pvx
fy += -57 * pvy
// integrator
pax := fx / pm
pay := fy / pm
pvx = pax*dt + pvx
pvy = pay*dt + pvy
dpcx := pvx * dt
dpcy := pvy * dt
if math.Abs(dpcx) < 0.001 {
dpcx = 0
}
if math.Abs(dpcy) < 0.001 {
dpcy = 0
}
pcx += dpcx
pcy += dpcy
if pcy < 0 {
pcy = 0
}
log.Printf("%.03f %.03f %.03f %.03f", pvx, pvy, pcx, pcy)
}
}
// renderer
var mouseX float64
var mouseY float64
var mouseVisible bool
var mousePressed bool
var ww int
var wh int
func renderer(done chan int, input chan int, tick chan int) {
runtime.LockOSThread()
glfw.SetErrorCallback(onError)
if !glfw.Init() {
panic("Can't init glfw!")
}
defer glfw.Terminate()
glfw.WindowHint(glfw.Resizable, 0)
ww = 640
wh = 480
window, err := glfw.CreateWindow(ww, wh, "LD48-29", nil, nil)
if err != nil {
log.Panic(err)
}
window.SetInputMode(glfw.Cursor, glfw.CursorHidden)
onKeyClosure := func(window *glfw.Window, k glfw.Key, s int, action glfw.Action, mods glfw.ModifierKey) {
onKey(input, window, k, s, action, mods)
}
onMouseClosure := func(window *glfw.Window, x float64, y float64) {
rx := float64(ww) / (vx2 - vx1)
ry := float64(wh) / (vy2 - vy1)
mouseX, mouseY = x/rx-vx1, vy2-(y/ry-vy1)
mouseVisible = mouseX < vx2 && mouseX >= 0 && mouseY < vy2 && mouseY >= 0
}
onMouseButtonClosure := func(window *glfw.Window, button glfw.MouseButton, action glfw.Action, mods glfw.ModifierKey) {
if button == 0 {
mousePressed = action == 1
}
}
window.SetKeyCallback(onKeyClosure)
window.SetCursorPositionCallback(onMouseClosure)
window.SetMouseButtonCallback(onMouseButtonClosure)
window.MakeContextCurrent()
textures, lists := setup()
defer destroy(textures)
for !window.ShouldClose() {
render(textures, lists)
window.SwapBuffers()
glfw.PollEvents()
tick <- 1
}
done <- 1
}
func setup() (textures map[string]Texture, lists map[string]uint) {
gl.Enable(gl.TEXTURE_2D)
gl.Enable(gl.DEPTH_TEST)
gl.Enable(gl.LIGHTING)
gl.Enable(gl.CULL_FACE)
gl.Enable(gl.BLEND)
gl.ClearColor(0.4, 0.8, 0.95, 0)
gl.ClearDepth(1)
gl.DepthFunc(gl.LEQUAL)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
textures = map[string]Texture{}
lists = map[string]uint{}
// load spritesheet and make sprites
img, err := os.Open("spritesheet.png")
if err != nil {
log.Panic(err)
}
defer img.Close()
spriteSheet, err := readTexture(img)
if err != nil {
log.Panic(err)
}
textures["sprites"] = spriteSheet
lists["test"] = makeSprite(0, 0, 2, 2)
lists["cursor"] = makeSprite(3, 2, 1, 1)
lists["cursorclick"] = makeSprite(3, 3, 1, 1)
lists["cloud1"] = makeSprite(0, 2, 3, 2)
lists["cloud2"] = makeSprite(0, 4, 2, 2)
lists["cloud3"] = makeSprite(2, 4, 2, 2)
lists["stonewall"] = makeSprite(2, 0, 1, 1)
lists["stonewallright"] = makeSprite(3, 0, 1, 1)
lists["stonewalltopright"] = makeSprite(3, 1, 1, 1)
lists["stonewalltop"] = makeSprite(2, 1, 1, 1)
lists["stonewallleft"] = makeSprite(4, 0, 1, 1)
lists["stonewalltopleft"] = makeSprite(4, 1, 1, 1)
return
}
func destroy(textures map[string]Texture) {
for _, texture := range textures {
t := uint32(texture)
gl.DeleteTextures(1, &t)
}
}
var vx1 float64
var vy1 float64
var vx2 float64
var vy2 float64
func render(textures map[string]Texture, lists map[string]uint) {
// start afresh
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
// set viewport
width := float32(ww)
height := float32(wh)
density := 2 // times 2 because HiDPI
gl.Viewport(0, 0, int32(width)*int32(density), int32(height)*int32(density))
vw := 320
vh := 240
// set projection
gl.MatrixMode(gl.PROJECTION)
gl.LoadIdentity()
vx1, vy1 = 0, 0
vx2, vy2 = float64(vw), float64(vh)
gl.Ortho(vx1, vx2, vy1, vy2, -1.0, 1.0)
gl.MatrixMode(gl.MODELVIEW)
gl.LoadIdentity()
// lighten things
ambient := []float32{1, 1, 1, 1}
gl.Lightfv(gl.LIGHT0, gl.AMBIENT, &ambient[0])
gl.Enable(gl.LIGHT0)
// time source
t := float64(time.Now().UnixNano()) / math.Pow(10, 9)
// clouds
fy := 2 * math.Pi * t / 60
drawSprite(textures["sprites"], 200, 200+8*math.Sin(fy/1.3), 0, 2.0, lists["cloud1"])
// wall tiles
for j := 0; j < 9; j++ {
drawTile(textures["sprites"], 3, j, lists["stonewallright"])
}
drawTile(textures["sprites"], 3, 9, lists["stonewalltopright"])
for i := 0; i < 3; i++ {
for j := 0; j < 9; j++ {
drawTile(textures["sprites"], i, j, lists["stonewall"])
}
drawTile(textures["sprites"], i, 9, lists["stonewalltop"])
}
for j := 0; j < 6; j++ {
drawTile(textures["sprites"], 19-2, j, lists["stonewallleft"])
}
drawTile(textures["sprites"], 19-2, 6, lists["stonewalltopleft"])
for i := 0; i < 2; i++ {
for j := 0; j < 6; j++ {
drawTile(textures["sprites"], 19-i, j, lists["stonewall"])
}
drawTile(textures["sprites"], 19-i, 6, lists["stonewalltop"])
}
// water
for i := 0; i < 320/16; i++ {
for j := 0; j < 3; j++ {
wt := 0.0
if j == 2 {
wt = t
}
drawWaterTile(i, j, 4*wt)
}
}
// mouse pointer
if mouseVisible {
cursor := lists["cursor"]
if mousePressed {
cursor = lists["cursorclick"]
}
drawSprite(textures["sprites"], mouseX, mouseY, 0, 1.0, cursor)
}
}