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vertex.nim
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import nico
import nico/vec
import nico/console
import sets
import hashes
import sequtils
type Bullet = object
pos: Vec2f
vel: Vec2f
ttl: float32
type BoidState = enum
Mine
Vertex
Protected
Battleship
type Boid = ref object
toKill: bool
state: BoidState
stateChangeTimeout: float32
activated: bool
badActivated: bool
ttl: float32
id: int
pos: Vec2f
lastPos: Vec2f
vel: Vec2f
targetVel: Vec2f
steering: Vec2f
angle: float32
mass: float32
cohesion: float32
separation: float32
alignment: float32
maxForce: float32
maxSpeed: float32
neighbors: HashSet[Boid]
shootTimeout: float32
health: float32
splitTimer: float32
introTimer: float32
var nextId = 0
proc newBoid(pos: Vec2f): Boid =
result = new(Boid)
result.id = nextId
result.introTimer = 1.0f
result.toKill = false
result.state = Mine
result.stateChangeTimeout = 0.5f
nextId += 1
result.pos = pos
result.health = 0.5f
result.lastPos = result.pos
result.mass = 5.0f
result.cohesion = 3.5f
result.separation = 10.0f
result.maxForce = 10.0f
result.maxSpeed = 5.0f
result.alignment = 0.5f
result.shootTimeout = 5.0f
result.splitTimer = 10.0f
result.neighbors = initHashSet[Boid]()
proc hash(self: Boid): Hash =
var h: Hash = 0
h = h !& self.id
result = !$h
proc seek(self: Boid, target: Vec2f, weight = 1.0f) =
if (target - self.pos).length2 > 0.01f:
self.steering += (target - self.pos).normalized * self.maxSpeed * weight
proc arrive(self: Boid, target: Vec2f, stoppingDistance = 1.0f, weight = 1.0f) =
self.steering += (target - self.pos).normalized * self.maxSpeed * weight
var boids: seq[Boid]
var bgBoids: seq[Boid]
var bullets: seq[Bullet]
var score = 0
var lives = 3
var wave = 1
var ship: Boid
var invulerable = 0.0f
var waveTimer = 60.0f
var waveSpawnTimer = 10.0f
const maxBoids = 500
const minBoids = 20
const maxBullets = 20
const cohesionRadius = 16.0f
const separationRadius = 12.0f
const shipMaxSpeed = 25.0f
const shipMaxForce = 100.0f
const shipAttackRadius = 12.0f
proc gameInit() =
setConsoleBG(24)
setConsoleFG(21)
score = 0
lives = 3
waveTimer = 60.0f
waveSpawnTimer = 1.5f
wave = 1
invulerable = 5.0f
boids = @[]
bgBoids = @[]
bullets = @[]
ship = newBoid(vec2f(screenWidth.float32 / 2.0f, screenHeight.float32 / 2.0f))
registerConsoleCommand("restart", proc(args: seq[string]): seq[string] =
gameInit()
)
while bgBoids.len < 50:
var newPos = vec2f(rnd(screenWidth.float32), rnd(screenHeight.float32))
bgBoids.add(newBoid(newPos))
consoleLog("restarting")
var shake = 0.0f
proc spawnRandomBoid(): Boid =
var newPos = vec2f(rnd(screenWidth.float32), rnd(screenHeight.float32))
if further(newPos, ship.pos, 32.0f):
if boids.len < maxBoids:
var boid = newBoid(newPos)
return boid
return nil
proc gameUpdate(dt: float32) =
if invulerable > 0:
invulerable -= dt
if waveSpawnTimer <= 0 and boids.len < minBoids:
waveTimer = 0
waveTimer -= dt
if waveTimer < 0:
waveTimer = 60.0f
wave += 1
waveSpawnTimer = wave.float32 * 1.0f
if waveSpawnTimer > 0:
var b = spawnRandomBoid()
if b != nil:
boids.add(b)
waveSpawnTimer -= dt
for b in mitems(bullets):
b.pos += b.vel * dt
b.ttl -= dt
bullets.keepItIf(it.ttl > 0)
if shake > 0:
shake -= dt
boids.keepItIf(it.toKill == false)
if btn(pcLeft):
ship.vel.x -= shipMaxForce * dt
if btn(pcRight):
ship.vel.x += shipMaxForce * dt
if btn(pcUp):
ship.vel.y -= shipMaxForce * dt
if btn(pcDown):
ship.vel.y += shipMaxForce * dt
if mousebtn(0):
let (mx,my) = mouse()
let mv = vec2f(mx,my)
let diff = (mv - ship.pos)
if diff.length2 > 0.01f:
ship.vel += (mv - ship.pos).normalized * shipMaxForce * dt
ship.vel = clamp(ship.vel, shipMaxSpeed)
if ship.vel.length2 > 0.01f:
# ship should rotate towards its velocity vector
let d = angleDiff(ship.vel.angle(), ship.angle)
ship.angle -= d * 0.1f
ship.pos += ship.vel * dt
ship.vel += -ship.vel * 0.9f * dt
if ship.pos.x < 0:
ship.pos.x = screenWidth.float32
ship.lastPos.x = ship.pos.x
if ship.pos.y < 0:
ship.pos.y = screenHeight.float32
ship.lastPos.y = ship.pos.y
if ship.pos.x > screenWidth:
ship.pos.x = 0
ship.lastPos.x = 0
if ship.pos.y > screenHeight:
ship.pos.y = 0
ship.lastPos.y = 0
# background
for b in mitems(bgBoids):
b.lastPos = b.pos
b.steering = vec2f()
var avgpos = b.pos
var avgvel = b.vel
var nflockmates = 1
if not b.activated:
b.neighbors.clear()
for j in bgBoids:
if j != b:
if nearer(b.pos,j.pos, cohesionRadius):
avgpos += j.pos
avgvel += j.vel
nflockmates += 1
b.neighbors.incl(j)
if nearer(b.pos,j.pos, separationRadius):
b.seek(j.pos, -b.separation)
if nflockmates > 1:
avgpos /= nflockmates.float32
avgvel /= nflockmates.float32
b.seek(avgpos, if b.activated: b.cohesion * 10.0 else: b.cohesion)
b.seek(b.pos + avgvel, b.alignment)
b.steering = clamp(b.steering, b.maxForce)
b.vel += b.steering * (1.0 / b.mass) * dt
b.vel = clamp(b.vel, b.maxSpeed)
b.pos += b.vel * dt
if b.pos.x < 0:
b.pos.x = screenWidth.float32
b.lastPos.x = b.pos.x
if b.pos.y < 0:
b.pos.y = screenHeight.float32
b.lastPos.y = b.pos.y
if b.pos.x > screenWidth:
b.pos.x = 0
b.lastPos.x = 0
if b.pos.y > screenHeight:
b.pos.y = 0
b.lastPos.y = 0
var newBoids: seq[Boid] = @[]
# main
for b in mitems(boids):
b.lastPos = b.pos
b.steering = vec2f()
if b.introTimer > 0:
b.introTimer -= dt
if b.activated:
b.seek(ship.pos, -50.0)
b.ttl -= dt
if b.ttl < 0:
b.toKill = true
if b.state == Mine:
if nearer(b.pos, ship.pos, cohesionRadius):
b.maxSpeed = 10.0
b.maxForce = 50.0
b.seek(ship.pos, 50.0)
if b.state == Battleship:
if b.shootTimeout < 0 and bullets.len < maxBullets:
b.shootTimeout = 10.0
var bullet: Bullet
bullet.pos = b.pos
let diff = ship.pos - b.pos
let mag = diff.length
bullet.vel = ((ship.pos + ship.vel * mag * 0.001) - b.pos).normalized * 20.0
bullet.ttl = 10.0
bullets.add(bullet)
else:
b.shootTimeout -= dt
var avgpos = b.pos
var avgvel = b.vel
var nflockmates = 1
if not b.activated:
b.neighbors.clear()
for j in boids:
if j != b:
if nearer(b.pos,j.pos, cohesionRadius):
avgpos += j.pos
avgvel += j.vel
nflockmates += 1
b.neighbors.incl(j)
if nearer(b.pos,j.pos, separationRadius):
b.seek(j.pos, -b.separation)
if nflockmates > 1:
avgpos /= nflockmates.float32
avgvel /= nflockmates.float32
b.seek(avgpos, if b.activated: b.cohesion * 10.0 else: b.cohesion)
b.seek(b.pos + avgvel, b.alignment)
# state changes
if b.health > 0.5:
if b.neighbors.len == 0:
if b.state != Mine:
b.stateChangeTimeout -= dt
if b.stateChangeTimeout < 0:
b.state = Mine
b.stateChangeTimeout = 0.5
elif b.neighbors.len >= 5:
if b.state != Battleship:
b.stateChangeTimeout -= dt
if b.stateChangeTimeout < 0:
b.state = Battleship
b.stateChangeTimeout = 0.5
elif b.neighbors.len == 1:
if b.state != Vertex:
b.stateChangeTimeout -= dt
if b.stateChangeTimeout < 0:
b.state = Vertex
b.stateChangeTimeout = 0.5
else:
if b.state != Protected:
b.stateChangeTimeout -= dt
if b.stateChangeTimeout < 0:
b.state = Protected
b.splitTimer = 20.0
b.stateChangeTimeout = 0.5
else:
b.health += dt * 0.1
if not b.activated and (b.state == Mine or b.state == Battleship or b.state == Protected):
b.splitTimer -= dt
if b.splitTimer < 0:
# split one mine into 3
if boids.len < maxBoids:
var b2 = newBoid(b.pos + rndVec2f(0.1))
b2.vel = b.vel + rndVec2f(0.01)
newBoids.add(b2)
if b.state == Mine:
var b3 = newBoid(b.pos + rndVec2f(0.1))
b3.vel = b.vel + rndVec2f(0.01)
newBoids.add(b3)
b.splitTimer = 10.0
else:
b.splitTimer = 30.0
b.steering = clamp(b.steering, b.maxForce)
b.vel += b.steering * (1.0 / b.mass) * dt
b.vel = clamp(b.vel, b.maxSpeed)
b.pos += b.vel * dt
if b.pos.x < 0:
b.pos.x = screenWidth.float32
b.lastPos.x = b.pos.x
if b.pos.y < 0:
b.pos.y = screenHeight.float32
b.lastPos.y = b.pos.y
if b.pos.x > screenWidth:
b.pos.x = 0
b.lastPos.x = 0
if b.pos.y > screenHeight:
b.pos.y = 0
b.lastPos.y = 0
if not b.activated:
if b.state == Vertex:
if nearer(b.pos, ship.pos, shipAttackRadius):
# attack
b.health -= dt
if b.health < 0:
b.activated = true
b.ttl = 0.5
score += 1
if invulerable <= 0 and nearer(b.pos, ship.pos, 3.0):
# do damage to player
lives -= 1
invulerable = 1.0
shake = 0.5
b.activated = true
b.badActivated = true
var nb = spawnRandomBoid()
if nb != nil:
newBoids.add(nb)
nb = spawnRandomBoid()
if nb != nil:
newBoids.add(nb)
b.ttl = 0.1
if lives < 0:
gameInit()
return
if b.activated and b.ttl < 0.25:
# kill the chain
for n in b.neighbors:
if not n.activated:
n.activated = true
n.ttl = 0.5
if b.badActivated:
n.badActivated = true
var nb = spawnRandomBoid()
if nb != nil:
newBoids.add(nb)
nb = spawnRandomBoid()
if nb != nil:
newBoids.add(nb)
else:
let scoreAdd = case b.state:
of Mine: 0
of Vertex: 1
of Protected: 5
of Battleship: 20
score += scoreAdd
for b in mitems(bullets):
if invulerable <= 0 and nearer(b.pos, ship.pos, 3.0):
# do damage to player
lives -= 1
invulerable = 1.0
shake = 0.5
b.ttl = 0.0
if lives < 0:
gameInit()
return
boids.add(newBoids)
var frame: uint16 = 0
proc gameDraw() =
frame += 1
cls(26)
if shake > 0.0:
setCamera(rnd(2.0)-1.0, rnd(2.0)-1.0)
else:
setCamera()
for b in boids:
for n in b.neighbors:
setColor(23)
if nearer(b.pos, n.pos, cohesionRadius):
if not n.activated:
line(b.pos.vec2i, n.pos.vec2i)
if b.activated:
setColor(if b.badActivated: 25 else: 18)
line(b.pos.vec2i, lerp(b.pos, n.pos, clamp(invLerp(0.5, 0.25, b.ttl), 0.0, 1.0)).vec2i)
if b.state == Vertex:
setColor(if frame mod 4 < 2: 19 else: 18)
# attacking
if nearer(b.pos, ship.pos, shipAttackRadius):
line(b.pos.vec2i, ship.pos.vec2i)
else:
setColor(25)
if nearer(b.pos, ship.pos, 3.0):
line(b.pos.vec2i, ship.pos.vec2i)
if b.introTimer > 0:
setColor(25)
circ(b.pos.x, b.pos.y, b.introTimer * 5.0)
if b.activated and b.ttl < 0.5:
setColor(if b.badActivated: 25 else: 18)
circ(b.pos.x, b.pos.y, b.ttl * 5.0)
for b in boids:
if b.state == Mine:
setColor(if b.activated and not b.badActivated: 18 else: 25)
circ(b.pos.x, b.pos.y, 1)
else:
setColor(if b.activated: (if b.badActivated: 25 else: 18) elif b.state == Vertex: 1 else: 25)
if b.state == Vertex:
circ(b.pos.x, b.pos.y, 1)
elif b.state == Battleship:
circfill(b.pos.x, b.pos.y, if b.shootTimeout < 1.0: 2 else: 1)
if b.shootTimeout < 0.5:
setColor(19)
circfill(b.pos.x, b.pos.y, 1)
else:
pset(b.pos.x, b.pos.y)
# draw ship
block:
setColor(if invulerable > 0 and frame mod 4 < 2: 19 else: 18)
let pa = ship.pos + rotate(vec2f(-3.0, 2.0), ship.angle)
let pb = ship.pos + rotate(vec2f(4.0, 0.0), ship.angle)
let pc = ship.pos + rotate(vec2f(-3.0, -2.0), ship.angle)
line(pa, pb)
line(pb, pc)
line(pc, pa)
for b in bullets:
setColor(19)
circfill(b.pos.x, b.pos.y, 1)
#setColor(1)
#hslider(1,1,32,5, cohesion, 0, 50, "COHE")
#hslider(1,1+6,32,5, separation, 0, 50, "SEPA")
#hslider(1,1+6+6,32,5, separationRadius, 4, 32, "SEPR")
#hslider(1,1+6+6+6,32,5, maxForce, 1, 32, "MAXF")
#hslider(1,1+6+6+6+6,32,5, alignment, 0, 5, "ALGN")
#hslider(1,1+6+6+6+6+6,32,5, maxSpeed, 0, 10, "MAXV")
#hslider(1,1+6+6+6+6+6+6,32,5, mass, 0.1, 10, "MASS")
#hslider(1,1+6+6+6+6+6+6+6,32,5, cohesionRadius, 1, 128, "COHR")
setColor(18)
printr($score, screenWidth - 1, 1)
setColor(25)
printr($lives, screenWidth - 1, 9)
if waveSpawnTimer > 0:
setColor(19)
printc("WAVE " & $wave, screenWidth div 2, screenHeight div 4)
drawConsole()
nico.init("impbox", "vertex")
nico.createWindow("vertex prototype", 1920 div 6 , 1080 div 6, 5)
setPalette(loadPaletteFromGPL("palette.gpl"))
loadSpritesheet(0, "spritesheet.png")
setSpritesheet(0)
loadFont(0, "font.png")
setFont(0)
fixedSize(true)
integerScale(true)
nico.run(gameInit, gameUpdate, gameDraw)