Jaidyn Ann
4d4b65da9c
… while making generic state-function-creators for both dialogues and overworld maps. This should make game-specific code more pretty-like!
75 lines
3.3 KiB
Common Lisp
75 lines
3.3 KiB
Common Lisp
;;;; Copyright © 2023, Jaidyn Ann <jadedctrl@posteo.at>
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;;;;
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;;;; This program is free software: you can redistribute it and/or
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;;;; modify it under the terms of the GNU General Public License as
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;;;; published by the Free Software Foundation, either version 3 of
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;;;; the License, or (at your option) any later version.
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;;;;
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;;;; This program is distributed in the hope that it will be useful,
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;;;; but WITHOUT ANY WARRANTY; without even the implied warranty of
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;;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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;;;; GNU General Public License for more details.
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;;;;
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;;;; You should have received a copy of the GNU General Public License
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;;;; along with this program. If not, see <https://www.gnu.org/licenses/>.
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;;;; FLORA-SEARCH-AURORA.ENGINE
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;;;; The core of the game’s engine, the loop. Not much to see here other
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;;;; than a loop. Honest!
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(defpackage :flora-search-aurora.engine
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(:nicknames :fsa.eng :engine :⚙)
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(:export #:state-loop #:main)
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(:use :cl))
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(in-package :flora-search-aurora.engine)
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(defun state-loop
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(states &key (last-matrix (✎:make-screen-matrix)) (matrix (✎:make-screen-matrix)) (state-params nil))
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"Begin the game’s loop, which executes (henceforthly called) state-functions over and over again
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until Hell freezes over and a new king reigns supreme.
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Given a list of state-functions, STATES, it will execute the first function.
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Each state-function must take at least a single parameter, a matrix of characters. A state-function
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should edit this matrix in-place, replacing its elements with characters that will later be printed
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to the terminal.
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What the state-function returns is pretty important, having different repercussions:
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* NIL — The function is removed from STATES, and so the next function in STATES will start
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getting executed instead.
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* NIL; List — The function is popped off STATES and the list is used as the new parameters for
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the next function in STATES.
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* Function — The function is pushed to the front of STATES, and so is executed instead of the
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current function.
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* List — The current function (front of STATES) continues to be executed with the given
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list as a parameters list.
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Make note to add a delay w SLEEP to your state functions, or… well, y’know. Your computer will
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overheat, or something ¯\_(ツ)_/¯"
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(when states
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(multiple-value-bind (state-result new-state-params)
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(apply (car states) (cons matrix state-params)) ;; Run the latest-added update/draw loop
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(✎:print-screen-matrix (✎:matrix-delta last-matrix matrix)) ;; Print its results.
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(force-output)
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(state-loop
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(cond ((functionp state-result)
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(cons state-result states))
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((not state-result)
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(cdr states))
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('t states))
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:last-matrix matrix
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:state-params
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(cond ((not state-result)
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new-state-params)
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((listp state-result)
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state-result))))))
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(defun main (states)
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"A toplevel-worthy function that configures rendering and kicks off the
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game’s loop. Let’s get started!"
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(cl-charms:with-curses ()
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(cl-charms:enable-raw-input :interpret-control-characters 't)
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(✎:hide-cursor)
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(✎:clear-screen)
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(state-loop states)))
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