(local pxl8 (require :pxl8)) (local effects (require :pxl8.effects)) (local net (require :pxl8.net)) (local sky (require :mod.sky)) (local bob-amount 4.0) (local bob-speed 8.0) (local cam-smoothing 0.25) (local cell-size 64) (local cursor-sensitivity 0.008) (local gravity -800) (local grid-size 64) (local ground-y 64) (local jump-force 175) (local land-recovery-speed 20) (local land-squash-amount -4) (local max-pitch 1.5) (local move-speed 200) (local turn-speed 2.0) (local sim-tick-rate 60) (local sim-dt (/ 1.0 sim-tick-rate)) (local history-size 128) (local correction-threshold 1.0) (var auto-run? false) (var auto-run-cancel-key nil) (var bob-time 0) (var cam-pitch 0) (var cam-x 1000) (var cam-y 64) (var cam-yaw 0) (var cam-z 1000) (var camera nil) (var cursor-look? true) (var grounded? true) (var land-squash 0) (var light-time 0) (var network nil) (var smooth-cam-x 1000) (var smooth-cam-z 1000) (var velocity-y 0) (var world nil) (var fps-avg 0) (var fps-sample-count 0) (local FIREBALL_COLOR 184) (fn init-fireball-palette [] (for [i 0 7] (let [t (/ i 7) r (math.floor (+ 0xFF (* t 0))) g (math.floor (+ 0x60 (* t (- 0xE0 0x60)))) b (math.floor (+ 0x10 (* t (- 0x80 0x10))))] (pxl8.set_palette_rgb (+ FIREBALL_COLOR i) r g b)))) (var client-tick 0) (var last-processed-tick 0) (var time-accumulator 0) (var position-history {}) (var pending-inputs {}) (fn history-idx [tick] (+ 1 (% tick history-size))) (fn store-position [tick x z yaw] (tset position-history (history-idx tick) {:tick tick :x x :z z :yaw yaw})) (fn get-position [tick] (let [entry (. position-history (history-idx tick))] (when (and entry (= entry.tick tick)) entry))) (fn store-pending-input [tick input] (tset pending-inputs (history-idx tick) {:tick tick :input input})) (fn get-pending-input [tick] (let [entry (. pending-inputs (history-idx tick))] (when (and entry (= entry.tick tick)) entry.input))) (fn apply-movement [x z yaw input] (var new-x x) (var new-z z) (let [move-forward (or input.move_y 0) move-right (or input.move_x 0)] (when (or (not= move-forward 0) (not= move-right 0)) (let [forward-x (- (math.sin yaw)) forward-z (- (math.cos yaw)) right-x (math.cos yaw) right-z (- (math.sin yaw)) len (math.sqrt (+ (* move-forward move-forward) (* move-right move-right))) norm-forward (/ move-forward len) norm-right (/ move-right len) move-delta (* move-speed sim-dt)] (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)))))))) (values new-x new-z)) (fn init [] (set camera (pxl8.create_camera_3d)) (set world (pxl8.create_world)) (sky.generate-stars 12345) (init-fireball-palette) (set network (net.Net.new {:port 7777})) (when network (network:connect) (network:spawn cam-x cam-y cam-z cam-yaw cam-pitch)) (let [result (world:generate { :type pxl8.PROCGEN_ROOMS :width 64 :height 64 :seed 42 :min_room_size 5 :max_room_size 10 :num_rooms 20})] (if (< result 0) (pxl8.error (.. "Failed to generate rooms - result: " result)) (let [floor-tex (pxl8.procgen_tex {:name "floor" :seed 11111 :width 64 :height 64 :base_color 19}) wall-tex (pxl8.procgen_tex {:name "wall" :seed 12345 :width 64 :height 64 :base_color 4}) sky-tex (pxl8.create_texture [0] 1 1)] (let [result (world:apply_textures [ {:name "floor" :texture_id floor-tex :rule (fn [normal] (> normal.y 0.7))} {:name "ceiling" :texture_id sky-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)))))))) (fn sample-input [] (var move-forward 0) (var move-right 0) (when (pxl8.key_pressed "`") (set auto-run? (not auto-run?)) (when (and auto-run? (pxl8.key_down "w")) (set auto-run-cancel-key "w"))) (when (and auto-run? (not auto-run-cancel-key) (or (pxl8.key_down "w") (pxl8.key_down "s"))) (set auto-run? false) (when (pxl8.key_down "s") (set auto-run-cancel-key "s"))) (when (and auto-run-cancel-key (not (pxl8.key_down auto-run-cancel-key))) (set auto-run-cancel-key nil)) (when (or (pxl8.key_down "w") auto-run?) (set move-forward (+ move-forward 1))) (when (and (pxl8.key_down "s") (not= auto-run-cancel-key "s")) (set move-forward (- move-forward 1))) (when (pxl8.key_down "a") (set move-right (- move-right 1))) (when (pxl8.key_down "d") (set move-right (+ move-right 1))) {:move_x move-right :move_y move-forward :look_dx (pxl8.mouse_dx) :look_dy (pxl8.mouse_dy)}) (fn reconcile [server-tick server-x server-z] (let [predicted (get-position server-tick)] (when predicted (let [dx (- predicted.x server-x) dz (- predicted.z server-z) error (math.sqrt (+ (* dx dx) (* dz dz)))] (when (> error correction-threshold) (set cam-x server-x) (set cam-z server-z) (for [t (+ server-tick 1) client-tick] (let [input (get-pending-input t) hist (get-position t)] (when (and input hist) (let [(new-x new-z) (apply-movement cam-x cam-z hist.yaw input)] (set cam-x new-x) (set cam-z new-z) (store-position t cam-x cam-z hist.yaw)))))))))) (fn update [dt] (let [fps (pxl8.get_fps)] (set fps-sample-count (+ fps-sample-count 1)) (set fps-avg (+ (* fps-avg (/ (- fps-sample-count 1) fps-sample-count)) (/ fps fps-sample-count))) (when (>= fps-sample-count 120) (set fps-sample-count 0) (set fps-avg 0))) (when (world:is_loaded) (let [input (sample-input) grid-max (* grid-size cell-size) movement-yaw cam-yaw] (set time-accumulator (+ time-accumulator dt)) (while (>= time-accumulator sim-dt) (set time-accumulator (- time-accumulator sim-dt)) (set client-tick (+ client-tick 1)) (store-pending-input client-tick input) (let [(new-x new-z) (apply-movement cam-x cam-z movement-yaw input)] (when (and (>= new-x 0) (<= new-x grid-max) (>= new-z 0) (<= new-z grid-max)) (let [(resolved-x _ resolved-z) (world:resolve_collision cam-x cam-y cam-z new-x cam-y new-z 5)] (set cam-x resolved-x) (set cam-z resolved-z))) (store-position client-tick cam-x cam-z movement-yaw))) (when cursor-look? (set cam-yaw (- cam-yaw (* input.look_dx cursor-sensitivity))) (set cam-pitch (math.max (- max-pitch) (math.min max-pitch (- cam-pitch (* input.look_dy cursor-sensitivity)))))) (when (and (not cursor-look?) (pxl8.key_down "up")) (set cam-pitch (math.min max-pitch (+ cam-pitch (* turn-speed dt))))) (when (and (not cursor-look?) (pxl8.key_down "down")) (set cam-pitch (math.max (- max-pitch) (- cam-pitch (* turn-speed dt))))) (when (and (not cursor-look?) (pxl8.key_down "left")) (set cam-yaw (+ cam-yaw (* turn-speed dt)))) (when (and (not cursor-look?) (pxl8.key_down "right")) (set cam-yaw (- cam-yaw (* turn-speed dt)))) (when network (let [(ok err) (pcall (fn [] (network:send_input {:move_x input.move_x :move_y input.move_y :look_dx input.look_dx :look_dy input.look_dy :yaw movement-yaw :tick client-tick}) (network:update dt) (when (network:poll) (let [snapshot (network:snapshot)] (when (and snapshot (> snapshot.tick last-processed-tick)) (set last-processed-tick snapshot.tick) (let [player-id (network:player_id)] (when (> player-id 0) (let [curr (network:entity_userdata player-id)] (when curr (let [srv-x (pxl8.unpack_f32_be curr 0) srv-z (pxl8.unpack_f32_be curr 8)] (reconcile snapshot.tick srv-x srv-z)))))))))))] (when (not ok) (pxl8.error (.. "Network error: " err))))) (set smooth-cam-x (+ (* smooth-cam-x (- 1 cam-smoothing)) (* cam-x cam-smoothing))) (set smooth-cam-z (+ (* smooth-cam-z (- 1 cam-smoothing)) (* cam-z cam-smoothing))) (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))))) (let [moving (or (not= input.move_x 0) (not= input.move_y 0))] (if (and moving grounded?) (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)))))) (set light-time (+ light-time (* dt 0.15)))))) (fn frame [] (pxl8.clear 1) (when (not camera) (pxl8.error "camera is nil!")) (when (not world) (pxl8.error "world is nil!")) (when (and world (not (world:is_loaded))) (pxl8.text "World not loaded yet..." 5 30 12)) (when (and camera world (world:is_loaded)) (let [bob-offset (* (math.sin bob-time) bob-amount) eye-y (+ cam-y bob-offset land-squash) forward-x (- (math.sin cam-yaw)) forward-z (- (math.cos cam-yaw)) target-x (+ smooth-cam-x forward-x) target-y (+ eye-y (math.sin cam-pitch)) target-z (+ smooth-cam-z forward-z) aspect (/ (pxl8.get_width) (pxl8.get_height))] (camera:lookat [smooth-cam-x eye-y smooth-cam-z] [target-x target-y target-z] [0 1 0]) (camera:set_perspective 1.047 aspect 1.0 4096.0) (let [light-pulse (+ 0.7 (* 0.3 (math.sin (* light-time 2)))) forward-x (- (math.sin cam-yaw)) forward-z (- (math.cos cam-yaw)) light-x (+ smooth-cam-x (* 150 forward-x) (* 50 (math.cos light-time))) light-z (+ smooth-cam-z (* 150 forward-z) (* 50 (math.sin light-time))) light-y (+ eye-y 30)] (pxl8.begin_frame_3d camera { :ambient 80 :celestial_dir [0.5 -0.8 0.3] :celestial_intensity 0.5 :lights [{:x light-x :y light-y :z light-z :r 255 :g 200 :b 150 :intensity (* 255 light-pulse) :radius 400}]}) (pxl8.clear_depth) (sky.update-gradient 1 2 6 6 10 18) (sky.render smooth-cam-x eye-y smooth-cam-z) (pxl8.clear_depth) (world:render [smooth-cam-x eye-y smooth-cam-z]) (pxl8.end_frame_3d) (let [dx (- light-x smooth-cam-x) dy (- light-y eye-y) dz (- light-z smooth-cam-z) dist (math.sqrt (+ (* dx dx) (* dy dy) (* dz dz)))] (when (> dist 1) (let [inv-dist (/ 1 dist) dir-x (* dx inv-dist) dir-y (* dy inv-dist) dir-z (* dz inv-dist) cos-yaw (math.cos cam-yaw) sin-yaw (math.sin cam-yaw) cos-pitch (math.cos cam-pitch) sin-pitch (math.sin cam-pitch) rx (+ (* dir-x cos-yaw) (* dir-z sin-yaw)) rz (+ (* (- dir-x) sin-yaw) (* dir-z cos-yaw)) ry (- (* dir-y cos-pitch) (* rz sin-pitch)) fz (+ (* dir-y sin-pitch) (* rz cos-pitch))] (when (> fz 0.01) (let [width (pxl8.get_width) height (pxl8.get_height) fov 1.047 half-fov-tan (math.tan (* fov 0.5)) ndc-x (/ rx (* fz half-fov-tan aspect)) ndc-y (/ ry (* fz half-fov-tan)) sx (math.floor (* (+ 1 ndc-x) 0.5 width)) sy (math.floor (* (- 1 ndc-y) 0.5 height)) screen-size (/ 400 dist) base-radius (math.max 2 (math.min 12 (math.floor screen-size))) pulse-int (math.floor (* 180 light-pulse))] (when (and (>= sx 0) (< sx width) (>= sy 0) (< sy height)) (effects.glows [ {:x sx :y sy :radius (+ base-radius 2) :intensity (/ pulse-int 5) :color (+ FIREBALL_COLOR 1) :shape effects.GLOW_CIRCLE} {:x sx :y sy :radius base-radius :intensity pulse-int :color (+ FIREBALL_COLOR 5) :shape effects.GLOW_DIAMOND}])))))))) (sky.render-stars cam-yaw cam-pitch 1.0) (let [cx (/ (pxl8.get_width) 2) cy (/ (pxl8.get_height) 2) crosshair-size 4 red-color 18] (pxl8.line (- cx crosshair-size) cy (+ cx crosshair-size) cy red-color) (pxl8.line cx (- cy crosshair-size) cx (+ cy crosshair-size) red-color)) (pxl8.text (.. "fps: " (string.format "%.0f" fps-avg)) 5 5 12) (pxl8.text (.. "pos: " (string.format "%.0f" cam-x) "," (string.format "%.0f" cam-y) "," (string.format "%.0f" cam-z)) 5 15 12)))) {:init init :update update :frame frame}