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|
import
os, math, strutils, gl, tables,
sfml, sfml_audio, sfml_colors, chipmunk, math_helpers,
input_helpers, animations, game_objects, sfml_stuff, map_filter,
sg_gui, sg_assets, sound_buffer, enet_client
when defined(profiler):
import nimprof
{.deadCodeElim: on.}
type
PPlayer* = ref TPlayer
TPlayer* = object
id: uint16
vehicle: PVehicle
spectator: bool
alias: string
nameTag: PText
items: seq[PItem]
PVehicle* = ref TVehicle
TVehicle* = object
body*: chipmunk.PBody
shape*: chipmunk.PShape
record*: PVehicleRecord
sprite*: PSprite
spriteRect*: TIntRect
occupant: PPlayer
when false:
position*: TVector2f
velocity*: TVector2f
angle*: float
PItem* = ref object
record: PItemRecord
cooldown: float
PLiveBullet* = ref TLiveBullet ##represents a live bullet in the arena
TLiveBullet* = object
lifetime*: float
dead: bool
anim*: PAnimation
record*: PBulletRecord
fromPlayer*: PPlayer
trailDelay*: float
body: chipmunk.PBody
shape: chipmunk.PShape
include vehicles
const
LGrabbable* = (1 shl 0).TLayers
LBorders* = (1 shl 1).TLayers
LPlayer* = ((1 shl 2) and LBorders.int).TLayers
LEnemy* = ((1 shl 4) and LBorders.int).TLayers
LEnemyFire* = (LPlayer).TLayers
LPlayerFire* = (LEnemy).TLayers
CTBullet = 1.TCollisionType
CTVehicle= 2.TCollisionType
##temporary constants
W_LIMIT = 2.3
V_LIMIT = 35
MaxLocalBots = 3
var
localPlayer: PPlayer
localBots: seq[PPlayer] = @[]
activeVehicle: PVehicle
myVehicles: seq[PVehicle] = @[]
objects: seq[PGameObject] = @[]
liveBullets: seq[PLiveBullet] = @[]
explosions: seq[PAnimation] = @[]
gameRunning = true
frameRate = newClock()
showStars = off
levelArea: TIntRect
videoMode: TVideoMode
window: PRenderWindow
worldView: PView
guiView: PView
space = newSpace()
ingameClient = newKeyClient("ingame")
specInputClient = newKeyClient("spec")
specGui = newGuiContainer()
stars: seq[PSpriteSheet] = @[]
playBtn: PButton
shipSelect = newGuiContainer()
delObjects: seq[int] = @[]
showShipSelect = false
myPosition: array[0..1, TVector3f] ##for audio positioning
let
nameTagOffset = vec2f(0.0, 1.0)
when defined(escapeMenuTest):
import browsers
var
escMenu = newGuiContainer(vec2f(100, 100))
escMenuOpen = false
pos = vec2f(0, 0)
escMenu.newButton("Some Website", pos, proc(b: PButton) =
openDefaultBrowser(getClientSettings().website))
pos.y += 20.0
escMenu.newButton("Back to Lobby", pos, proc(b: PButton) =
echo "herro")
proc toggleEscape() =
escMenuOpen = not escMenuOpen
ingameClient.registerHandler(KeyEscape, down, toggleEscape)
specInputClient.registerHandler(KeyEscape, down, toggleEscape)
when defined(foo):
var mouseSprite: sfml.PCircleShape
when defined(recordMode):
var
snapshots: seq[PImage] = @[]
isRecording = false
proc startRecording() =
if snapshots.len > 100: return
echo "Started recording"
isRecording = true
proc stopRecording() =
if isRecording:
echo "Stopped recording. ", snapshots.len, " images."
isRecording = false
proc zeroPad*(s: string; minLen: int): string =
if s.len < minLen:
result = repeat(0, minLen - s.len)
result.add s
else:
result = s
var
recordButton = newButton(
nil, text = "Record", position = vec2f(680, 50),
onClick = proc(b: PButton) = startRecording())
proc newNameTag*(text: string): PText =
result = newText()
result.setFont(guiFont)
result.setCharacterSize(14)
result.setColor(Red)
result.setString(text)
var debugText = newNameTag("Loading...")
debugText.setPosition(vec2f(0.0, 600.0 - 50.0))
when defined(showFPS):
var fpsText = newNameTag("0")
#fpsText.setCharacterSize(16)
fpsText.setPosition(vec2f(300.0, (800 - 50).float))
proc mouseToSpace*(): TVector =
result = window.convertCoords(vec2i(getMousePos()), worldView).sfml2cp()
proc explode*(b: PLiveBullet)
## TCollisionBeginFunc
proc collisionBulletPlayer(arb: PArbiter; space: PSpace;
data: pointer): bool{.cdecl.} =
var
bullet = cast[PLiveBullet](arb.a.data)
target = cast[PVehicle](arb.b.data)
if target.occupant.isNil or target.occupant == bullet.fromPlayer: return
bullet.explode()
proc angularDampingSim(body: PBody, gravity: TVector, damping, dt: CpFloat){.cdecl.} =
body.w -= (body.w * 0.98 * dt)
body.UpdateVelocity(gravity, damping, dt)
proc initLevel() =
loadAllAssets()
if not space.isNil: space.destroy()
space = newSpace()
space.addCollisionHandler CTBullet, CTVehicle, collisionBulletPlayer,
nil, nil, nil, nil
let levelSettings = getLevelSettings()
levelArea.width = levelSettings.size.x
levelArea.height= levelSettings.size.y
let borderSeq = @[
vector(0, 0), vector(levelArea.width.float, 0.0),
vector(levelArea.width.float, levelArea.height.float), vector(0.0, levelArea.height.float)]
for i in 0..3:
var seg = space.addShape(
newSegmentShape(
space.staticBody,
borderSeq[i],
borderSeq[(i + 1) mod 4],
8.0))
seg.setElasticity 0.96
seg.setLayers(LBorders)
if levelSettings.starfield.len > 0:
showStars = true
for sprite in levelSettings.starfield:
sprite.tex.setRepeated(true)
sprite.sprite.setTextureRect(levelArea)
sprite.sprite.setOrigin(vec2f(0, 0))
stars.add(sprite)
var pos = vec2f(0.0, 0.0)
for veh in playableVehicles():
shipSelect.newButton(
veh.name,
position = pos,
onClick = proc(b: PButton) =
echo "-__-")
pos.y += 18.0
proc newItem*(record: PItemRecord): PItem =
new(result)
result.record = record
proc newItem*(name: string): PItem {.inline.} =
return newItem(fetchItm(name))
proc canUse*(itm: PItem): bool =
if itm.cooldown > 0.0: return
return true
proc update*(itm: PItem; dt: float) =
if itm.cooldown > 0:
itm.cooldown -= dt
proc free(obj: PLiveBullet) =
obj.shape.free
obj.body.free
obj.record = nil
template newExplosion(obj, animation) =
explosions.add(newAnimation(animation, AnimOnce, obj.body.getPos.cp2sfml, obj.body.getAngle))
template newExplosion(obj, animation, angle) =
explosions.add(newAnimation(animation, AnimOnce, obj.body.getPos.cp2sfml, angle))
proc explode*(b: PLiveBullet) =
if b.dead: return
b.dead = true
space.removeShape b.shape
space.removeBody b.body
if not b.record.explosion.anim.isNil:
newExplosion(b, b.record.explosion.anim)
playSound(b.record.explosion.sound, b.body.getPos())
proc bulletUpdate(body: PBody, gravity: TVector, damping, dt: CpFloat){.cdecl.} =
body.UpdateVelocity(gravity, damping, dt)
template getPhysical() {.immediate.} =
result.body = space.addBody(newBody(
record.physics.mass,
record.physics.moment))
result.shape = space.addShape(
chipmunk.newCircleShape(
result.body,
record.physics.radius,
VectorZero))
proc newBullet*(record: PBulletRecord; fromPlayer: PPlayer): PLiveBullet =
new(result, free)
result.anim = newAnimation(record.anim, AnimLoop)
result.fromPlayer = fromPlayer
result.lifetime = record.lifetime
result.record = record
getPhysical()
if fromPlayer == localPlayer:
result.shape.setLayers(LPlayerFire)
else:
result.shape.setLayers(LEnemyFire)
result.shape.setCollisionType CTBullet
result.shape.setUserData(cast[ptr TLiveBullet](result))
let
fireAngle = fromPlayer.vehicle.body.getAngle()
fireAngleV = vectorForAngle(fireAngle)
result.body.setAngle fireAngle
result.body.setPos(fromPlayer.vehicle.body.getPos() + (fireAngleV * fromPlayer.vehicle.shape.getCircleRadius()))
#result.body.velocityFunc = bulletUpdate
result.body.setVel((fromPlayer.vehicle.body.getVel() * record.inheritVelocity) + (fireAngleV * record.baseVelocity))
proc update*(b: PLiveBullet; dt: float): bool =
if b.dead: return true
b.lifetime -= dt
b.anim.next(dt)
#b.anim.sprite.setPosition(b.body.getPos.floor())
b.anim.setPos(b.body.getPos)
b.anim.setAngle(b.body.getAngle())
if b.lifetime <= 0.0:
b.explode()
return true
b.trailDelay -= dt
if b.trailDelay <= 0.0:
b.trailDelay += b.record.trail.timer
if b.record.trail.anim.isNil: return
newExplosion(b, b.record.trail.anim)
proc draw*(window: PRenderWindow; b: PLiveBullet) {.inline.} =
draw(window, b.anim.sprite)
proc free*(veh: PVehicle) =
("Destroying vehicle "& veh.record.name).echo
destroy(veh.sprite)
if veh.shape.isNil: "Free'd vehicle's shape was NIL!".echo
else: space.removeShape(veh.shape)
if veh.body.isNil: "Free'd vehicle's BODY was NIL!".echo
else: space.removeBody(veh.body)
veh.body.free()
veh.shape.free()
veh.sprite = nil
veh.body = nil
veh.shape = nil
proc newVehicle*(record: PVehicleRecord): PVehicle =
echo("Creating "& record.name)
new(result, free)
result.record = record
result.sprite = result.record.anim.spriteSheet.sprite.copy()
result.spriteRect = result.sprite.getTextureRect()
getPhysical()
result.body.setAngVelLimit W_LIMIT
result.body.setVelLimit result.record.handling.topSpeed
result.body.velocityFunc = angularDampingSim
result.shape.setCollisionType CTVehicle
result.shape.setUserData(cast[ptr TVehicle](result))
proc newVehicle*(name: string): PVehicle =
result = newVehicle(fetchVeh(name))
proc update*(obj: PVehicle) =
obj.sprite.setPosition(obj.body.getPos.floor)
obj.spriteRect.left = (((-obj.body.getAngVel + W_LIMIT) / (W_LIMIT*2.0) * (obj.record.anim.spriteSheet.cols - 1).float).floor.int * obj.record.anim.spriteSheet.framew).cint
obj.spriteRect.top = ((obj.offsetAngle.wmod(TAU) / TAU) * obj.record.anim.spriteSheet.rows.float).floor.cint * obj.record.anim.spriteSheet.frameh.cint
obj.sprite.setTextureRect(obj.spriteRect)
proc newPlayer*(alias: string = "poo"): PPlayer =
new(result)
result.spectator = true
result.alias = alias
result.nameTag = newNameTag(result.alias)
result.items = @[]
proc updateItems*(player: PPlayer, dt: float) =
for i in items(player.items):
update(i, dt)
proc addItem*(player: PPlayer; name: string) =
player.items.add newItem(name)
proc useItem*(player: PPlayer; slot: int) =
if slot > player.items.len - 1: return
let item = player.items[slot]
if item.canUse:
item.cooldown += item.record.cooldown
let b = newBullet(item.record.bullet, player)
liveBullets.add(b)
sound_buffer.playSound(item.record.useSound, b.body.getPos)
proc update*(obj: PPlayer) =
if not obj.spectator:
obj.vehicle.update()
obj.nameTag.setPosition(obj.vehicle.body.getPos.floor + (nameTagOffset * (obj.vehicle.record.physics.radius + 5).cfloat))
proc draw(window: PRenderWindow, player: PPlayer) {.inline.} =
if not player.spectator:
if player.vehicle != nil:
window.draw(player.vehicle.sprite)
window.draw(player.nameTag)
proc setVehicle(p: PPlayer; v: PVehicle) =
p.vehicle = v #sorry mom, this is just how things worked out ;(
if not v.isNil:
v.occupant = p
proc createBot() =
if localBots.len < MaxLocalBots:
var bot = newPlayer("Dodo Brown")
bot.setVehicle(newVehicle("Turret0"))
if bot.isNil:
echo "BOT IS NIL"
return
elif bot.vehicle.isNil:
echo "BOT VEH IS NIL"
return
localBots.add(bot)
bot.vehicle.body.setPos(vector(100, 100))
echo "new bot at ", $bot.vehicle.body.getPos()
var inputCursor = newVertexArray(sfml.Lines, 2)
inputCursor[0].position = vec2f(10.0, 10.0)
inputCursor[1].position = vec2f(50.0, 90.0)
proc hasVehicle(p: PPlayer): bool {.inline.} =
result = not p.spectator and not p.vehicle.isNil
proc setMyVehicle(v: PVehicle) {.inline.} =
activeVehicle = v
localPlayer.setVehicle v
proc unspec() =
var veh = newVehicle("Turret0")
if not veh.isNil:
setMyVehicle veh
localPlayer.spectator = false
ingameClient.setActive
veh.body.setPos vector(100, 100)
veh.shape.setLayers(LPlayer)
when defined(debugWeps):
localPlayer.addItem("Mass Driver")
localPlayer.addItem("Neutron Bomb")
localPlayer.additem("Dem Lasers")
localPlayer.addItem("Mold Spore Beam")
localPlayer.addItem("Genericorp Mine")
localPlayer.addItem("Gravitic Bomb")
proc spec() =
setMyVehicle nil
localPlayer.spectator = true
specInputClient.setActive
var
specLimiter = newClock()
timeBetweenSpeccing = 1.0 #seconds
proc toggleSpec() {.inline.} =
if specLimiter.getElapsedTime.asSeconds < timeBetweenSpeccing:
return
specLimiter.restart()
if localPlayer.isNil:
echo("OMG WTF PLAYER IS NILL!!")
elif localPlayer.spectator: unspec()
else: spec()
proc addObject*(name: string) =
var o = newObject(name)
if not o.isNil:
echo "Adding object ", o
discard space.addBody(o.body)
discard space.addShape(o.shape)
o.shape.setLayers(LGrabbable)
objects.add(o)
proc explode(obj: PGameObject) =
echo obj, " exploded"
let ind = objects.find(obj)
if ind != -1:
delObjects.add ind
proc update(obj: PGameObject; dt: float) =
if not(obj.anim.next(dt)):
obj.explode()
else:
obj.anim.setPos(obj.body.getPos)
obj.anim.setAngle(obj.body.getAngle)
proc toggleShipSelect() =
showShipSelect = not showShipSelect
proc handleLClick() =
let pos = input_helpers.getMousePos()
when defined(escapeMenuTest):
if escMenuOpen:
escMenu.click(pos)
return
if showShipSelect:
shipSelect.click(pos)
if localPlayer.spectator:
specGui.click(pos)
ingameClient.registerHandler(KeyF12, down, proc() = toggleSpec())
ingameClient.registerHandler(KeyF11, down, toggleShipSelect)
ingameClient.registerHandler(MouseLeft, down, handleLClick)
when defined(recordMode):
if not existsDir("data/snapshots"):
createDir("data/snapshots")
ingameClient.registerHandler(keynum9, down, proc() =
if not isRecording: startRecording()
else: stopRecording())
ingameClient.registerHandler(keynum0, down, proc() =
if snapshots.len > 0 and not isRecording:
echo "Saving images (LOL)"
for i in 0..high(snapshots):
if not(snapshots[i].save("data/snapshots/image"&(zeroPad($i, 3))&".jpg")):
echo "Could not save"
snapshots[i].destroy()
snapshots.setLen 0)
when defined(DebugKeys):
ingameClient.registerHandler MouseRight, down, proc() =
echo($activevehicle.body.getAngle.vectorForAngle())
ingameClient.registerHandler KeyBackslash, down, proc() =
createBot()
ingameClient.registerHandler(KeyNum1, down, proc() =
if localPlayer.items.len == 0:
localPlayer.addItem("Mass Driver")
echo "Gave you a mass driverz")
ingameClient.registerHandler(KeyL, down, proc() =
echo("len(livebullets) = ", len(livebullets)))
ingameClient.registerHandler(KeyRShift, down, proc() =
if keyPressed(KeyR):
echo("Friction: ", ff(activeVehicle.shape.getFriction()))
echo("Damping: ", ff(space.getDamping()))
elif keypressed(KeyM):
echo("Mass: ", activeVehicle.body.getMass.ff())
echo("Moment: ", activeVehicle.body.getMoment.ff())
elif keypressed(KeyI):
echo(repr(activeVehicle.record))
elif keyPressed(KeyH):
activeVehicle.body.setPos(vector(100.0, 100.0))
activeVehicle.body.setVel(VectorZero)
elif keyPressed(KeyComma):
activeVehicle.body.setPos mouseToSpace())
ingameClient.registerHandler(KeyY, down, proc() =
const looloo = ["Asteroid1", "Asteroid2"]
addObject(looloo[random(looloo.len)]))
ingameClient.registerHandler(KeyO, down, proc() =
if objects.len == 0:
echo "Objects is empty"
return
for i, o in pairs(objects):
echo i, " ", o)
ingameClient.registerHandler(KeyLBracket, down, sound_buffer.report)
var
mouseJoint: PConstraint
mouseBody = space.addBody(newBody(CpInfinity, CpInfinity))
ingameClient.registerHandler(MouseMiddle, down, proc() =
var point = mouseToSpace()
var shape = space.pointQueryFirst(point, LGrabbable, 0)
if not mouseJoint.isNil:
space.removeConstraint mouseJoint
mouseJoint.destroy()
mouseJoint = nil
if shape.isNil:
return
let body = shape.getBody()
mouseJoint = space.addConstraint(
newPivotJoint(mouseBody, body, VectorZero, body.world2local(point)))
mouseJoint.maxForce = 50000.0
mouseJoint.errorBias = pow(1.0 - 0.15, 60))
var specCameraSpeed = 5.0
specInputClient.registerHandler(MouseLeft, down, handleLClick)
specInputClient.registerHandler(KeyF11, down, toggleShipSelect)
specInputClient.registerHandler(KeyF12, down, proc() = toggleSpec())
specInputClient.registerHandler(KeyLShift, down, proc() = specCameraSpeed *= 2)
specInputClient.registerHandler(KeyLShift, up, proc() = specCameraSpeed /= 2)
specInputClient.registerHandler(KeyP, down, proc() =
echo("addObject(solar mold)")
addObject("Solar Mold"))
proc resetForcesCB(body: PBody; data: pointer) {.cdecl.} =
body.resetForces()
var frameCount= 0
proc mainUpdate(dt: float) =
if localPlayer.spectator:
if keyPressed(KeyLeft):
worldView.move(vec2f(-1.0, 0.0) * specCameraSpeed)
elif keyPressed(KeyRight):
worldView.move(vec2f( 1.0, 0.0) * specCameraSpeed)
if keyPressed(KeyUp):
worldView.move(vec2f(0.0, -1.0) * specCameraSpeed)
elif keyPressed(KeyDown):
worldView.move(vec2f(0.0, 1.0) * specCameraSpeed)
elif not activeVehicle.isNil:
if keyPressed(KeyUp):
activeVehicle.accel(dt)
elif keyPressed(KeyDown):
activeVehicle.reverse(dt)
if keyPressed(KeyRight):
activeVehicle.turn_right(dt)
elif keyPressed(KeyLeft):
activeVehicle.turn_left(dt)
if keyPressed(Keyz):
activeVehicle.strafe_left(dt)
elif keyPressed(Keyx):
activeVehicle.strafe_right(dt)
if keyPressed(KeyLControl):
localPlayer.useItem 0
if keyPressed(KeyTab):
localPlayer.useItem 1
if keyPressed(KeyQ):
localPlayer.useItem 2
if keyPressed(KeyW):
localPlayer.useItem 3
if keyPressed(KeyA):
localPlayer.useItem 4
if keyPressed(sfml.KeyS):
localPlayer.useItem 5
if keyPressed(KeyD):
localPlayer.useItem 6
worldView.setCenter(activeVehicle.body.getPos.floor)#cp2sfml)
if localPlayer != nil:
localPlayer.update()
localPlayer.updateItems(dt)
for b in localBots:
b.update()
for o in items(objects):
o.update(dt)
for i in countdown(high(delObjects), 0):
objects.del i
delObjects.setLen 0
var i = 0
while i < len(liveBullets):
if liveBullets[i].update(dt):
liveBullets.del i
else:
inc i
i = 0
while i < len(explosions):
if explosions[i].next(dt): inc i
else: explosions.del i
when defined(DebugKeys):
mouseBody.setPos(mouseToSpace())
space.step(dt)
space.eachBody(resetForcesCB, nil)
when defined(foo):
var coords = window.convertCoords(vec2i(getMousePos()), worldView)
mouseSprite.setPosition(coords)
if localPlayer != nil and localPlayer.vehicle != nil:
let
pos = localPlayer.vehicle.body.getPos()
ang = localPlayer.vehicle.body.getAngle.vectorForAngle()
myPosition[0].x = pos.x
myPosition[0].z = pos.y
myPosition[1].x = ang.x
myPosition[1].z = ang.y
listenerSetPosition(myPosition[0])
listenerSetDirection(myPosition[1])
inc frameCount
when defined(showFPS):
if frameCount mod 60 == 0:
fpsText.setString($(1.0/dt).round)
if frameCount mod 250 == 0:
updateSoundBuffer()
frameCount = 0
proc mainRender() =
window.clear(Black)
window.setView(worldView)
if showStars:
for star in stars:
window.draw(star.sprite)
window.draw(localPlayer)
for b in localBots:
window.draw(b)
for o in objects:
window.draw(o)
for b in explosions: window.draw(b)
for b in liveBullets: window.draw(b)
when defined(Foo):
window.draw(mouseSprite)
window.setView(guiView)
when defined(EscapeMenuTest):
if escMenuOpen:
window.draw escMenu
when defined(showFPS):
window.draw(fpsText)
when defined(recordMode):
window.draw(recordButton)
if localPlayer.spectator:
window.draw(specGui)
if showShipSelect: window.draw shipSelect
window.display()
when defined(recordMode):
if isRecording:
if snapshots.len < 100:
if frameCount mod 5 == 0:
snapshots.add(window.capture())
else: stopRecording()
proc readyMainState() =
specInputClient.setActive()
when isMainModule:
import parseopt
localPlayer = newPlayer()
lobbyInit()
videoMode = getClientSettings().resolution
window = newRenderWindow(videoMode, "sup", sfDefaultStyle)
window.setFrameRateLimit 60
worldView = window.getView.copy()
guiView = worldView.copy()
shipSelect.setPosition vec2f(665.0, 50.0)
when defined(foo):
mouseSprite = sfml.newCircleShape(14)
mouseSprite.setFillColor Transparent
mouseSprite.setOutlineColor RoyalBlue
mouseSprite.setOutlineThickness 1.4
mouseSprite.setOrigin vec2f(14, 14)
lobbyReady()
playBtn = specGui.newButton(
"Unspec - F12", position = vec2f(680.0, 8.0), onClick = proc(b: PButton) =
toggleSpec())
block:
var bPlayOffline = false
for kind, key, val in getOpt():
case kind
of cmdArgument:
if key == "offline": bPlayOffline = true
else:
echo "Invalid argument ", key, " ", val
if bPlayOffline:
playoffline(nil)
gameRunning = true
while gameRunning:
for event in window.filterEvents:
if event.kind == EvtClosed:
gameRunning = false
break
elif event.kind == EvtMouseWheelMoved and getActiveState() == Field:
if event.mouseWheel.delta == 1:
worldView.zoom(0.9)
else:
worldView.zoom(1.1)
let dt = frameRate.restart.asMilliSeconds().float / 1000.0
case getActiveState()
of Field:
mainUpdate(dt)
mainRender()
of Lobby:
lobbyUpdate(dt)
lobbyDraw(window)
else:
initLevel()
echo("Done? lol")
doneWithSaidTransition()
readyMainState()
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