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router = require("router")
ecs = require("ecs")
world = require("world")
win = require("window")
sprites = require("world.sprites")
colors = require("color")

class BubbleGraphicsComponent extends world.GraphicsComponent
	@loctbl = {
		{-1,-1}
		{-1,1}
		{1,1}
		{1,1}
		{1,-1}
		{-1,-1}
	}
	@max_bubbles = 6--128
	@bubble_anim = {
		sprites.sphere_normal_1
		sprites.sphere_normal_2
		sprites.sphere_normal_3
		sprites.sphere_normal_4
		sprites.sphere_normal_5
		sprites.sphere_normal_6
	}
	buf_size: () =>
		@@max_bubbles * 6
	populate_buf: (geom_buffer, uv_buffer, offset) =>
		-- we only need to store 1 frame info per 6 vertexes
		@bubble_frames = am.buffer(@buf_size! / 6)\view("ubyte")
		@buf = geom_buffer
		@uv = uv_buffer
		for i = 1, @@max_bubbles * 6-- must be divisible by 6
			geom_buffer[i] = vec3(0,0,0)
			uv_buffer[i] = vec2(1,0)
	join: (entity) =>
		super(entity)
		aspect = win.width / win.height
		program = @.node("use_program")
		@cursor = 0
		@node\remove(program)
		@node\append(am.blend("off")\append(program))
		bind = @.node("bind")
		bind.water = 3
		for name, color in pairs(colors.am_lake_color)
			bind[name] = color
		@ent = entity
		comp = @
		max_frames = @buf_size! / 6
		bf = @bubble_frames
		uv = @uv
		buf = @buf
		@node\action(() ->
			bubble_anim = comp.__class.bubble_anim
			for i = 1,max_frames
				last_frame = bf[i]
				if last_frame < 6
					next_frame = last_frame + 1
					nuv = bubble_anim[next_frame]
					ustart = (i-1) * 6
					uv[ustart + 1] = vec2(nuv.s1, nuv.t1)
					uv[ustart + 2] = vec2(nuv.s2, nuv.t1)
					uv[ustart + 3] = vec2(nuv.s2, nuv.t2)
					uv[ustart + 4] = vec2(nuv.s2, nuv.t2)
					uv[ustart + 5] = vec2(nuv.s1, nuv.t2)
					uv[ustart + 6] = vec2(nuv.s1, nuv.t1)
					bf[i] += 1
				
		)
	add_bubble: (pos) =>
		h = 0.1
		--print("About to add bubble, cursor is", @cursor)
		@bubble_frames[(@cursor / 6)+1] = 1
		for i = 1,6
			@buf[@cursor + i] = vec3(@@loctbl[i][1]*h + pos.x, @@loctbl[i][2]*h + pos.y, 0)
		@cursor += 6
		if @cursor == (@@max_bubbles * 6)
			@cursor = 0
		
[[
bg = BubbleGraphicsComponent("graphic",{})
bubble_ent = ecs.Entity(nil,{
	graphic: bg
})
bubble = (pos) ->
	-- Create a bubble
	bg\add_bubble(pos)
	]]

class FishGraphicComponent extends world.GraphicsComponent
	@fish_size = 0.3
	@static = false
	@loctbl = {
		{-1,-1}
		{-1,1}
		{1,1}
		{1,1}
		{1,-1}
		{-1,-1}
	}
	@bubble_freq = 1
	buf_size: () =>
		6
	populate_buf: (geom_view, normal_view, offset) =>
		@buf = geom_view
		h = @@fish_size / 2
		--@lamp_offset = vec4(2.5,1.4,0,0)
		aspect = win.width / win.height
		--@lamp = world.level.add_lamp(vec4(0,0,0,0.1 * aspect) + @lamp_offset)
		for i = 1,6
			loctbl = @@loctbl[i]
			geom_view[i] = vec3(@@loctbl[i][1] * h, @@loctbl[i][2] * h, -1.5)
		uv = sprites.fish_normal
		normal_view[1] = vec2(uv.s1,uv.t1)
		normal_view[2] = vec2(uv.s1,uv.t2)
		normal_view[3] = vec2(uv.s2,uv.t2)
		normal_view[4] = vec2(uv.s2,uv.t2)
		normal_view[5] = vec2(uv.s2,uv.t1)
		normal_view[6] = vec2(uv.s1,uv.t1)
	join: (entity) =>
		super(entity)
		aspect = win.width / win.height
		program = @.node("use_program")
		@pred = entity\get("pred")
		graphic = entity\get("graphic")
		assert(@pred, "Fish graphic must have a predicted component")
		@node\remove(program)
		@node\append(am.blend("alpha")\append(program))
		bind = @.node("bind")
		for name, color in pairs(colors.am_lake_color)
			bind[name] = color
		bind.water = 3
		@ent = entity
		@last_bubble = am.current_time!
		comp = @
	move: (pos) =>
		h = @@fish_size / 2
		--print("Calling move with", pos)
		--if @ent.state ~= "swimming"
		--	error("called move while not swimming")
		--@phys.shape\moveTo(pos.x,pos.y)
		for i = 1,6
			@buf[i] = vec3(@@loctbl[i][1] * h, @@loctbl[i][2] * h, -0.13) + vec3(pos.x, pos.y, 0)
		--Fuck the bubles, the fish looks better without em
		--if am.current_time! - @last_bubble > @@bubble_freq
			--world.Bubble(pos)
			--bubble(pos)
			--print("should spawn bubble")
			--@last_bubble = am.current_time!

friction = 0.1
class FishPredictedComponent extends ecs.PredictedComponent
	new: (id) =>
		fish_speed = 0.0001
		super(id, {accel: vec2(0,0), vel: vec2(0,0), pos: vec2(0,0)}, "netc", {
				accel: () =>
					--print("ent state:", @cc.state)
					if @cc.state ~= "swimming"
						return vec2(0,0)
					localized = @net.properties.next_loc - @properties.pos
					--direction = math.atan(localized.y / localized.x)
					math.normalize(localized + @properties.vel) * fish_speed
				vel: () =>
					--print("Before calculating vel, properties was ", @properties)
					delta = world.sync_time! - @net.properties.next_loc_time
					--print("Delta time:", delta)
					(@properties.accel / friction) + ((@properties.vel - (@properties.accel / friction)) * math.exp(-friction * delta))
				pos: () =>
					if @properties.pos.x > 20
						error("Very far, stopping")
					delta = world.sync_time! - @net.properties.next_loc_time
					friction_loss = @properties.accel / friction
					(friction_loss * delta) - ((1/friction) * (@properties.vel - friction_loss) * (math.exp(-friction * delta))) + @properties.pos
		})
		@node = am.group!
	join: (entity) =>
		@net = entity\get("net")
		@gc = entity\get("graphic")
		@properties.pos = @net.properties.pos
		@cc = entity\get("control")
		@pc = entity\get("phys")
		@ent = entity
		--print("Got graphic component:",@gc, @gc.node)
		--print("And my node is", @node)
		@gc.node\append(@node)
		s = @
		@node\action(() =>
			s\forward!
		)
	forward: () =>
		super!
		if @ent.state == "catching"
			@gc.node.hidden=true
		else
			--TODO: Fish debugging
			--@gc.node.hidden=true
			@gc\move(@properties.pos)
			@pc.shape\moveTo(@properties.pos.x, @properties.pos.y)

max_fish = 100
nfish = 0
class Fish extends ecs.Entity
	new: (id, pos) =>
		@width = 40 -- TODO: randomize fish width
		components = {
			pred: FishPredictedComponent("pred")
			net: ecs.NetworkedComponent("net",{pos: pos, next_loc: pos, next_loc_time: am.current_time!})
			graphic: FishGraphicComponent("graphic")
			control: require("controllers.fish").FishControllerComponent()
			phys: world.PhysicsComponent("phys",{},"circle",{pos.x, pos.y, @width / 256})
		}
		super(id, components)
		nfish += 1
	destroy: (...) =>
		super(...)

class SpawnFishComponent extends ecs.Component
	new: (id, properties, spawnrect) =>
		super(id, properties)
		@spawnrect = spawnrect
		@spawned = 0
		@last_spawned = world.sync_time!
		@spawn_freq = 8
	
	join: (entity) =>
		--TODO: only do this on the elected peer
		graphic = entity\get("water")
		assert(graphic, "Spawn fish must have a graphic node")
		comp = @
		graphic.node\action(() =>
			if nfish < max_fish and world.sync_time! - comp.last_spawned > comp.spawn_freq
				comp.last_spawned = world.sync_time!
				comp\spawn_fish!
		)
		for i = 1,10 do
			@spawn_fish!
	spawn_fish: () =>
		rngx = math.random(@spawnrect.x, @spawnrect.z)
		rngy = math.random(@spawnrect.y, @spawnrect.w)
		Fish(nil, vec2(rngx, rngy))
		[[
		router = router.r!
		set_spawnable = () ->
			if router.state == "elected"
				graphic\action(() ->
					error("Spawn fish callback")
				)
		]]
		--set_spawnable!
		--router\onchange(set_spawnable)
		[[
		graphic\action(() ->
			error("spawn fish component")
		)
		]]

{:Fish, :SpawnFishComponent}