added ambient particles and started work on the logic stuff
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c465ec71ae
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3 changed files with 316 additions and 42 deletions
2
plant-eyes/README
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plant-eyes/README
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i've split off the logic code while I work on it - it will eventually replace
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plant-eyes.scm
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253
plant-eyes/plant-eyes-logic.scm
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253
plant-eyes/plant-eyes-logic.scm
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#lang scheme/base
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(require fluxus-016/drflux)
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(require scheme/class)
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;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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; p l a n t e y e s
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;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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; notes:
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; keeping with a view/model client/server render/logic separation, although
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; not sure if it's the right approach yet
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; logic side gets ticked at a low frequency
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; render side gets ticked at framerate
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;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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; a message for sending betwixt logic and render side
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(define message%
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(class object%
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(init-field
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(type 'none) ; a symbol denoting the type of the message
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(data '())) ; should be an assoc list map of name to values, eg:
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; '((name "archibold") (age 53))
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; shouldn't put logic objects in here - 'raw' data only
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(define/public (get-data arg-name)
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(cadr (assoc arg-name data)))
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(super-new)))
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;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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; the base class logic object - all logic side objects can
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; send messages to the render side at any time by calling add-message
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; this takes care of the propagation of information. (not just oo fetish, I hope)
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(define game-logic-object%
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(class object%
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(field
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(messages '())
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(children '()))
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(define/public (send-message msg)
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(set! messages (cons msg messages)))
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(define/pubment (update) ; need to augement this if we have child logic objects,
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(let ((m messages)) ; and call update on them too.
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(set! messages '())
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(append
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(inner ('()) update) ; the augmented method gets called here
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m)))
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(super-new)))
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;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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; a twig, which can contain other twigs things.
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; (roots and shoots are both twigs)
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(define twig-logic%
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(class game-logic-object%
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(init-field
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(id #f) ; our id (for matching up with the renderer geometry)
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(plant #f) ; the plant we belong to
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(type 'root) ; or 'shoot
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(dir (vector 0 1 0)) ; the general direction we are pointing in
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(width 1)) ; the width of this root
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(field
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(points '()) ; the 3d points for this twig
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(twigs '()) ; children are stored with the point number they are connected to.
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(ornaments '())) ; the things attached to this twig, an assoc list with point index
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(inherit send-message)
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(define/public (get-type)
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type)
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(define/public (get-dir)
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dir)
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(define/public (get-point point-index)
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(list-ref points point-index))
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(define/public (add-twig point-index twig)
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(set! twigs (cons (list point-index twig) twigs)))
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(define/public (get-twig point-index)
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(cadr (assq point-index twigs)))
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(define/public (add-ornament point-index ornament)
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; tell the renderer something has occurred
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(send-message (make-object message% 'new-ornament
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(list
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(send plant get-id)
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id
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point-index)))
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(set! ornaments (cons (list point-index ornament) ornaments)))
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(define/public (get-ornament point-index)
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(cadr (assq point-index ornaments)))
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; adds the ornament if it's close, and checks sub-twigs
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; returns true if it's succeded
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(define/public (check/add-ornament pickup)
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; check each point in our twig
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(let ((found (foldl
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(lambda (point found)
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; if we havent found anything yet and it's intersecting
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(cond ((and (not found) (< (vdist point (send pickup get-pos)) (+ width (send pickup get-size))))
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(add-ornament (send pickup create-ornament plant))
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#t)
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(else #f)))
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#f
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points)))
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; now check each sub-twig
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(if (not found)
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(foldl
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(lambda (twig found)
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(if (not found)
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(send twig check/add-ornament)
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#f))
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#f
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twigs)
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found)))
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(define/augment (update)
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(append
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(map
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(lambda (ornament)
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(send ornament update))
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ornaments)
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(map
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(lambda (twig)
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(send twig update))
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twigs)))
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(super-new)))
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;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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; abilities live on twigs, and can do things.
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; this is the base class for all abilities.
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(define ornament-logic%
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(class game-logic-object%
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(init-field
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(plant #f) ; the plant we belong to
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(twig #f) ; the twig we are on
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(point-index -1)) ; the index to the point on our twig
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(field
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(pos (send twig get-point point-index))) ; figure out the position here
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(define/public (get-pos)
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pos)
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(super-new)))
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;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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; pickups map to abilities, and live out in space
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; this is the base class for all pickups.
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(define pickup-logic%
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(class game-logic-object%
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(field
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(type 'none)
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(pos (vector 0 0 0)))
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(define/public (get-pos)
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pos)
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; converts pickup->ormament
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; override this
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(define/public (create-ornament plant)
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(make-object ornament-logic% plant)) ; todo twig/point-index???
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(super-new)))
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;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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(define plant-logic%
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(class game-logic-object%
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(init-field
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(pos (vector 0 0 0)))
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(field
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(twigs '()) ; a assoc list map of ages to twigs
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(age 0) ; the age of this plant
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(max-twigs 10)) ; the maximum twigs allowed at any time - oldest removed first
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(define/public (check/add-ornament pickup)
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(foldl
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(lambda (twig found)
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(if (not found)
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(send twig check/add-ornament pickup)
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#f))
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#f
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twigs))
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(define/public (destroy-twig twig)
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0)
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; a util to keep a fixed size list of twigs, calling destroy twig when needed.
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(define (cons-twig thing in count out)
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(cond
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((null? in)
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(cons thing out))
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((zero? count)
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(destroy-twig (car in))
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(cons thing out))
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(else (cons-twig thing (cdr in) (- count 1) (append out (list (car in)))))))
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(define/public (add-twig twig)
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(set! twigs (cons-twig twig twigs max-twigs '())))
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(define/augment (update)
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(map
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(lambda (twig)
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(send twig update))
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twigs))
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(super-new)))
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;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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(define game-logic%
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(class game-logic-object%
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(field
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(plants '())
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(pickups '()))
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(define/public (add-plant plant)
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(set! plants (cons plant plants)))
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(define/public (add-pickups pickup)
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(set! pickups (cons pickup pickups)))
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; todo - distribute the checking of stuff like
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; this to a random selection of pickups/plants
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; to distribute the cpu load
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(define/augment (update)
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(for-each
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(lambda (pickup)
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(for-each
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(lambda (plant)
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(send plant check/add-ormament pickup))
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plants))
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pickups)
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(map
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(lambda (plant)
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(send plant update))
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plants))
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(super-new)))
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;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@ -1,8 +1,13 @@
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#lang scheme/base
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(require fluxus-016/drflux)
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(require scheme/class)
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(require scheme/class)
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(clear)
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(define (build-ring n sr er)
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;=====================================================================
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(clear)
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(define (build-ring n sr er)
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(let ((p (build-polygons (+ (* n 2) 2) 'triangle-strip)))
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(let ((p (build-polygons (+ (* n 2) 2) 'triangle-strip)))
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(with-primitive p
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(with-primitive p
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(pdata-index-map!
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(pdata-index-map!
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(recalc-normals 1))
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(recalc-normals 1))
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p))
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p))
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(define camera (build-locator))
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(define camera (build-locator))
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(define twig%
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(define twig%
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(class object%
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(class object%
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(init-field
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(init-field
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(size 100)
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(size 100)
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@ -123,7 +128,21 @@
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(class object%
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(class object%
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(field
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(field
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(twigs '())
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(twigs '())
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(pickups (build-list 10 (lambda (_)
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(nutrients (let ((p (with-state
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(hint-depth-sort)
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(texture (load-texture "textures/particle.png"))
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(build-particles 5000))))
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(with-primitive p
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(pdata-map!
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(lambda (p)
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(vmul (vadd (crndvec) (vector 0 -1 0)) 90))
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"p")
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(pdata-map!
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(lambda (s)
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(vector 1 1 1))
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"s"))
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p))
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(pickups (build-list 1 (lambda (_)
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(make-object pickup% (vmul (vsub (crndvec) (vector 0 1 0)) 50)))))
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(make-object pickup% (vmul (vsub (crndvec) (vector 0 1 0)) 50)))))
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(indicator (let ((p (with-state
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(indicator (let ((p (with-state
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(hint-depth-sort)
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(hint-depth-sort)
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