pxl8/demo/mod/worldgen.fnl

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(local pxl8 (require :pxl8))
(var world nil)
(var cam-x 1000)
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(var cam-y 64)
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(var cam-z 1000)
(var cam-yaw 0)
(var cam-pitch 0)
(var bob-time 0)
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(var velocity-y 0)
(var grounded? true)
(var land-squash 0)
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(local move-speed 200)
(local turn-speed 2.0)
(local bob-speed 8.0)
(local bob-amount 4.0)
(local max-pitch 1.5)
(local cell-size 64)
(local grid-size 32)
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(local gravity -800)
(local jump-force 175)
(local ground-y 64)
(local land-squash-amount -4)
(local land-recovery-speed 20)
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(fn init []
(set world (pxl8.world_new))
(let [result (pxl8.world_generate world {
:type pxl8.PROCGEN_CAVE
:width 32
:height 32
:seed 42
:density 0.45
:iterations 4})]
(if (< result 0)
(pxl8.error (.. "Failed to generate cave - result: " result))
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(let [floor-tex (pxl8.procgen_tex {:name "floor"
:seed 11111
:width 64
:height 64
:base_color 19})
ceiling-tex (pxl8.procgen_tex {:name "ceiling"
:seed 22222
:width 64
:height 64
:base_color 1})
wall-tex (pxl8.procgen_tex {:name "wall"
:seed 12345
:width 64
:height 64
:base_color 4})]
(pxl8.upload_atlas)
(let [result (pxl8.world_apply_textures world [
{:name "floor"
:texture_id floor-tex
:rule (fn [normal] (> normal.y 0.7))}
{:name "ceiling"
:texture_id ceiling-tex
:rule (fn [normal] (< normal.y -0.7))}
{:name "wall"
:texture_id wall-tex
:rule (fn [normal] (and (<= normal.y 0.7) (>= normal.y -0.7)))}])]
(when (< result 0)
(pxl8.error (.. "Failed to apply textures - result: " result))))))))
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(fn update [dt]
(when (pxl8.world_is_loaded world)
(let [forward-x (- (math.sin cam-yaw))
forward-z (- (math.cos cam-yaw))
right-x (math.cos cam-yaw)
right-z (- (math.sin cam-yaw))
grid-max (* grid-size cell-size)
move-delta (* move-speed dt)]
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(var moving false)
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(var move-forward 0)
(var move-right 0)
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(when (pxl8.key_down "w")
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(set move-forward (+ move-forward 1)))
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(when (pxl8.key_down "s")
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(set move-forward (- move-forward 1)))
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(when (pxl8.key_down "q")
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(set move-right (- move-right 1)))
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(when (pxl8.key_down "e")
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(set move-right (+ move-right 1)))
(set moving (or (not= move-forward 0) (not= move-right 0)))
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(var new-x cam-x)
(var new-z cam-z)
(when moving
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(let [len (math.sqrt (+ (* move-forward move-forward) (* move-right move-right)))
norm-forward (/ move-forward len)
norm-right (/ move-right len)]
(set new-x (+ new-x (* move-delta (+ (* forward-x norm-forward) (* right-x norm-right)))))
(set new-z (+ new-z (* move-delta (+ (* forward-z norm-forward) (* right-z norm-right)))))))
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(when (and (>= new-x 0) (<= new-x grid-max)
(>= new-z 0) (<= new-z grid-max))
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(set cam-x new-x)
(set cam-z new-z))
(when (or (pxl8.key_down "left") (pxl8.key_down "a"))
(set cam-yaw (+ cam-yaw (* turn-speed dt))))
(when (or (pxl8.key_down "right") (pxl8.key_down "d"))
(set cam-yaw (- cam-yaw (* turn-speed dt))))
(when (pxl8.key_down "up")
(set cam-pitch (math.min max-pitch (+ cam-pitch (* turn-speed dt)))))
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(when (pxl8.key_down "down")
(set cam-pitch (math.max (- max-pitch) (- cam-pitch (* turn-speed dt)))))
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(when (and (pxl8.key_pressed "space") grounded?)
(set velocity-y jump-force)
(set grounded? false))
(set velocity-y (+ velocity-y (* gravity dt)))
(set cam-y (+ cam-y (* velocity-y dt)))
(when (<= cam-y ground-y)
(when (not grounded?)
(set land-squash land-squash-amount))
(set cam-y ground-y)
(set velocity-y 0)
(set grounded? true))
(when (< land-squash 0)
(set land-squash (math.min 0 (+ land-squash (* land-recovery-speed dt)))))
(if (and moving grounded?)
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(set bob-time (+ bob-time (* dt bob-speed)))
(let [target-phase (* (math.floor (/ bob-time math.pi)) math.pi)]
(set bob-time (+ (* bob-time 0.8) (* target-phase 0.2))))))))
(fn frame []
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(pxl8.clear 0)
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(when (pxl8.world_is_loaded world)
(let [bob-offset (* (math.sin bob-time) bob-amount)
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eye-y (+ cam-y bob-offset land-squash)
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forward-x (- (math.sin cam-yaw))
forward-z (- (math.cos cam-yaw))
target-x (+ cam-x forward-x)
target-y (+ eye-y (math.sin cam-pitch))
target-z (+ cam-z forward-z)]
(pxl8.clear_zbuffer)
(pxl8.set_backface_culling true)
(pxl8.set_wireframe false)
(let [aspect (/ (pxl8.get_width) (pxl8.get_height))
fov 1.047]
(pxl8.set_projection (pxl8.mat4_perspective fov aspect 1.0 4096.0)))
(pxl8.set_view (pxl8.mat4_lookat
[cam-x eye-y cam-z]
[target-x target-y target-z]
[0 1 0]))
(pxl8.set_model (pxl8.mat4_identity))
(pxl8.world_render world [cam-x eye-y cam-z])
(pxl8.text (.. "Pos: " (string.format "%.0f" cam-x) ","
(string.format "%.0f" cam-y) ","
(string.format "%.0f" cam-z)) 10 25 12)
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(pxl8.text (.. "FPS: " (string.format "%.1f" (pxl8.get_fps))) 10 40 12))))
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{:init init
:update update
:frame frame}