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game.rkt
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#lang racket
#|
Racket Arcade (r-cade) - a simple game engine
Copyright (c) 2020 by Jeffrey Massung
All rights reserved.
|#
(require csfml)
(require ffi/unsafe/custodian)
;; ----------------------------------------------------
(require "video.rkt")
(require "shader.rkt")
(require "input.rkt")
(require "font.rkt")
(require "draw.rkt")
(require "palette.rkt")
(require "audio.rkt")
(require "sound.rkt")
(require "time.rkt")
;; ----------------------------------------------------
(provide (all-defined-out))
;; ----------------------------------------------------
(define (quit)
(when (and (window) (sfRenderWindow_isOpen (window)))
(sfRenderWindow_close (window))))
;; ----------------------------------------------------
(define game-loop (make-parameter (λ ()
(cls)
(when (btn-quit)
(quit)))))
;; ----------------------------------------------------
(define (process-events)
(do ([event (sfRenderWindow_pollEvent (window))
(sfRenderWindow_pollEvent (window))])
((not event))
; every once in a while SFML returns an invalid event
(with-handlers ([exn:fail? (const (void))])
(case (sfEvent-type event)
; window events
('sfEvtClosed (sfRenderWindow_close (window)))
('sfEvtResized (resize (sfEvent-size event)))
; key events
('sfEvtKeyPressed
(on-key-pressed (sfEvent-key event)))
('sfEvtKeyReleased
(on-key-released (sfEvent-key event)))
; text entered
;('sfEvtTextEntered
; (on-user-input (sfEvent-text event)))
; mouse events
('sfEvtMouseMoved
(on-mouse-moved (sfEvent-mouseMove event)))
('sfEvtMouseButtonPressed
(on-mouse-clicked (sfEvent-mouseButton event)))
('sfEvtMouseButtonReleased
(on-mouse-released (sfEvent-mouseButton event)))))))
;; ----------------------------------------------------
(define (goto update)
(game-loop update))
;; ----------------------------------------------------
(define (sync)
(process-events)
(play-queued-sounds)
; render vram
(flip (frame) (gametime))
; wait for the next frame
(process-frametime))
;; ----------------------------------------------------
(define (wait [until btn-any])
(do () [(or (until) (not (sfRenderWindow_isOpen (window)))) #f]
(sync)))
;; ----------------------------------------------------
(define (discover-good-scale w h)
(let* ([mode (sfVideoMode_getDesktopMode)]
; size of the display the window will be on
[screen-w (sfVideoMode-width mode)]
[screen-h (sfVideoMode-height mode)]
; scale to fit ~60% of the screen
[max-w (inexact->exact (floor (* screen-w 0.6)))]
[max-h (inexact->exact (floor (* screen-h 0.6)))]
; scale to fit ~60% of the screen
[scale-x (quotient max-w w)]
[scale-y (quotient max-h h)])
(inexact->exact (max (min scale-x scale-y) 1))))
;; ----------------------------------------------------
(define (break-repl exn)
(read-eval-print-loop)
;(let ([r-read (λ ()
; (display "R-CADE> ")
; (let ([in (current-get-interaction-input-port)])
; ((current-read-interaction) (object-name in) in)))])
; (parameterize ([current-prompt-read r-read])
; (read-eval-print-loop))))
)
;; ----------------------------------------------------
(define (run initial-game-loop
pixels-wide
pixels-high
#:init [init #f]
#:scale [scale #f]
#:fps [fps 60]
#:shader [effect #t]
#:title [title "R-cade"])
(unless scale
(set! scale (discover-good-scale pixels-wide pixels-high)))
; perform a major collect right before starting
(collect-garbage)
; set the video mode for the window
(let ([mode (make-sfVideoMode (* pixels-wide scale) (* pixels-high scale) 32)])
; initialize global state
(parameterize
([window (sfRenderWindow_create mode title '(sfDefaultStyle) #f)]
; video memory
[texture (sfRenderTexture_create pixels-wide pixels-high #f)]
[sprite (sfSprite_create)]
; create a fragment shader for fullscreen rendering
[shader (and effect (sfShader_createFromMemory vertex-shader
#f
fragment-shader))]
; default render state
[render-state (make-sfRenderStates sfBlendAlpha
sfTransform_Identity
#f
#f)]
; default palette
[palette (for/vector ([c basic-palette]) c)]
; default font
[font basic-font]
; sound mixer
[sounds (create-sound-channels 8)]
[sound-queue null]
; music channel and riff pointer
[music-channel #f]
[music-riff #f]
; playfield size
[width pixels-wide]
[height pixels-high]
; input buttons
[buttons (make-hash)]
; mouse position
[mouse-x 0]
[mouse-y 0]
; frame
[framerate fps]
[frame 0]
; delta frame time, total game time, and framerate clock
[frametime 0.0]
[gametime 0.0]
[frameclock (sfClock_create)]
; initial game state loop
[game-loop initial-game-loop])
; attempt to close the windw on shutdown (or re-run)
(let ([v (register-custodian-shutdown (window)
(λ (w)
(when w
(sfRenderWindow_close w)))
#:at-exit? #t)])
(dynamic-wind
; initialization
(λ ()
(when init
(init))
; defaults
(cls)
(color 7)
; set shader global uniforms
#;(when (shader)
(let ([size (make-sfGlslVec2 (exact->inexact (width))
(exact->inexact (height)))])
(sfShader_setVec2Uniform (shader) "resolution" size)))
; process one frame initially to avoid skips
(process-frametime))
; main game loop
(λ ()
(do () [(not (sfRenderWindow_isOpen (window)))]
(sync)
; perform a small garbage collect
(collect-garbage 'minor)
; run main game loop
((game-loop))))
; clean-up
(λ ()
(sfRenderWindow_close (window))
; stop playing sounds and music
(stop-music)
(stop-sound)
(unregister-custodian-shutdown (window) v)))))))