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LeanDoom/Engine.lean

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import SDL
namespace Engine
structure Color where
r : UInt8
g : UInt8
b : UInt8
a : UInt8 := 255
structure Camera where
x : Float
y : Float
angle : Float
speed : Float := 3.0
turnSpeed : Float := 2.0
abbrev Map := Array (Array UInt8)
structure EngineState where
deltaTime : Float
lastTime : UInt32
running : Bool
camera : Camera
gameMap : Map
def SCREEN_WIDTH : Int32 := 1280
def SCREEN_HEIGHT : Int32 := 720
def FOV : Float := 1.047 -- ~60 degrees in radians
def TEXTURE_SIZE : Float := 64.0
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def sampleMap : Map := #[
#[1,1,1,1,1,1,1,1,1,1],
#[1,0,0,0,0,0,0,0,0,1],
#[1,0,1,0,0,0,0,1,0,1],
#[1,0,0,0,0,0,0,0,0,1],
#[1,0,0,0,1,1,0,0,0,1],
#[1,0,0,0,1,1,0,0,0,1],
#[1,0,0,0,0,0,0,0,0,1],
#[1,0,1,0,0,0,0,1,0,1],
#[1,0,0,0,0,0,0,0,0,1],
#[1,1,1,1,1,1,1,1,1,1]
]
inductive Key where
| W | A | S | D | Left | Right | Space | Escape
def keyToScancode : Key UInt32
| .W => SDL.SDL_SCANCODE_W | .A => SDL.SDL_SCANCODE_A | .S => SDL.SDL_SCANCODE_S
| .D => SDL.SDL_SCANCODE_D | .Left => SDL.SDL_SCANCODE_LEFT | .Right => SDL.SDL_SCANCODE_RIGHT
| .Space => SDL.SDL_SCANCODE_SPACE | .Escape => SDL.SDL_SCANCODE_ESCAPE
def isKeyDown (key : Key) : IO Bool := SDL.getKeyState (keyToScancode key)
def isWall (mapp : Map) (x y : Float) : Bool :=
if x < 0.0 || y < 0.0 then true else
let mapX := x.floor.toUInt32.toNat
let mapY := y.floor.toUInt32.toNat
mapY >= mapp.size || mapX >= mapp[mapY]!.size || mapp[mapY]![mapX]! == 1
def castRay (map : Map) (startX startY angle : Float): Float × Float := Id.run do
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let rayDirX := Float.cos angle
let rayDirY := Float.sin angle
let mut mapX := startX.floor
let mut mapY := startY.floor
let deltaDistX := if rayDirX == 0.0 then 1e30 else Float.abs (1.0 / rayDirX)
let deltaDistY := if rayDirY == 0.0 then 1e30 else Float.abs (1.0 / rayDirY)
let stepX := if rayDirX < 0.0 then -1 else 1
let mut sideDistX := if rayDirX < 0.0 then (startX - mapX) * deltaDistX else (mapX + 1.0 - startX) * deltaDistX
let stepY := if rayDirY < 0.0 then -1 else 1
let mut sideDistY := if rayDirY < 0.0 then (startY - mapY) * deltaDistY else (mapY + 1.0 - startY) * deltaDistY
let mut hit := false
let mut side := 0
for _ in [0:25] do
if hit then break
if sideDistX < sideDistY then
sideDistX := sideDistX + deltaDistX
mapX := mapX + Float.ofInt stepX
side := 0
else
sideDistY := sideDistY + deltaDistY
mapY := mapY + Float.ofInt stepY
side := 1
hit := isWall map mapX mapY
let distance := if side == 0
then (mapX - startX + (1.0 - Float.ofInt stepX) / 2.0) / rayDirX
else (mapY - startY + (1.0 - Float.ofInt stepY) / 2.0) / rayDirY
let wallX := if side == 0
then startY + distance * rayDirY
else startX + distance * rayDirX
let texX := (wallX - wallX.floor) * TEXTURE_SIZE
(distance, texX)
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def checkCollision (map : Map) (x y : Float) (radius : Float := 0.3) : Bool :=
let corners := #[
(x - radius, y - radius), (x + radius, y - radius),
(x - radius, y + radius), (x + radius, y + radius)
]
corners.any (fun (cx, cy) => isWall map cx cy)
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def updateCamera (camera : Camera) (deltaTime : Float) : IO Camera := do
let moveSpeed := camera.speed * deltaTime
let mut newX := camera.x
let mut newY := camera.y
let mut newAngle := camera.angle
if isKeyDown .W then
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let testX := camera.x + Float.cos camera.angle * moveSpeed
let testY := camera.y + Float.sin camera.angle * moveSpeed
if !checkCollision sampleMap testX camera.y then newX := testX
if !checkCollision sampleMap camera.x testY then newY := testY
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if isKeyDown .S then
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let testX := camera.x - Float.cos camera.angle * moveSpeed
let testY := camera.y - Float.sin camera.angle * moveSpeed
if !checkCollision sampleMap testX camera.y then newX := testX
if !checkCollision sampleMap camera.x testY then newY := testY
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if isKeyDown .A then newAngle := newAngle - camera.turnSpeed * deltaTime
if isKeyDown .D then newAngle := newAngle + camera.turnSpeed * deltaTime
pure { camera with x := newX, y := newY, angle := newAngle }
def setColor (color : Color) : IO Unit :=
SDL.setRenderDrawColor color.r color.g color.b color.a *> pure ()
def fillRect (x y w h : Int32) : IO Unit :=
SDL.renderFillRect x y w h *> pure ()
def renderScene (state : EngineState) : IO Unit := do
setColor { r := 135, g := 206, b := 235 }
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let _ SDL.renderClear
let rayStep := FOV / SCREEN_WIDTH.toFloat
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for column in [0:SCREEN_WIDTH.toNatClampNeg] do
let rayAngle := state.camera.angle - FOV/2 + column.toFloat * rayStep
let (distance, texX) := castRay state.gameMap state.camera.x state.camera.y rayAngle
let wallHeight := (SCREEN_HEIGHT.toFloat / max 0.1 distance) * 1.5
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let wallStart := (SCREEN_HEIGHT.toFloat - wallHeight) / 2
let visibleStart := max 0 wallStart
let visibleEnd := min SCREEN_HEIGHT.toFloat (wallStart + wallHeight)
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let wallStartInt := visibleStart.toInt32
let wallEndInt := visibleEnd.toInt32
let wallHeightInt := wallEndInt - wallStartInt
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if wallHeightInt > 0 then
let (texYStart, texYEnd) :=
if wallHeight <= SCREEN_HEIGHT.toFloat then (0, TEXTURE_SIZE.toInt32)
else
let zoom := wallHeight / SCREEN_HEIGHT.toFloat
let visible := TEXTURE_SIZE / zoom
let start := 0.5 + (TEXTURE_SIZE - visible) / 2
(start.toInt32, (start + visible).toInt32)
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let _ SDL.renderTextureColumn column.toInt32 wallStartInt wallHeightInt texX.toInt32 texYStart texYEnd
let shade := max 20 (50 - distance * 5).toUInt8
setColor { r := shade, g := shade + 30, b := shade }
fillRect column.toInt32 wallEndInt 1 (SCREEN_HEIGHT - wallEndInt)
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private def updateEngineState (engineState : IO.Ref EngineState) : IO Unit := do
let state engineState.get
let currentTime SDL.getTicks
let deltaTime := (currentTime - state.lastTime).toFloat / 1000.0
let newCamera updateCamera state.camera deltaTime
engineState.set { state with deltaTime, lastTime := currentTime, camera := newCamera }
partial def gameLoop (engineState : IO.Ref EngineState) : IO Unit := do
updateEngineState engineState
let eventType SDL.pollEvent
if eventType == SDL.SDL_QUIT || ( isKeyDown .Escape) then
engineState.modify (fun s => { s with running := false })
let state engineState.get
if state.running then
renderScene state
SDL.renderPresent
gameLoop engineState
partial def run : IO Unit := do
unless ( SDL.init SDL.SDL_INIT_VIDEO) == 1 do
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IO.println "Failed to initialize SDL"
return
unless ( SDL.createWindow "LeanDoomed" SCREEN_WIDTH SCREEN_HEIGHT SDL.SDL_WINDOW_SHOWN) != 0 do
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IO.println "Failed to create window"
SDL.quit
return
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unless ( SDL.createRenderer ()) != 0 do
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IO.println "Failed to create renderer"
SDL.quit
return
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unless ( SDL.loadTexture "wall.png") != 0 do
IO.println "Failed to load texture, using solid colors"
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let initialState : EngineState := {
deltaTime := 0.0, lastTime := 0, running := true,
camera := { x := 1.5, y := 1.5, angle := 0.0 },
gameMap := sampleMap
}
let engineState IO.mkRef initialState
IO.println "Use WASD to move, A/D to turn, ESC to quit"
gameLoop engineState
SDL.quit
def EngineState.setRunning (state : EngineState) (running : Bool) : EngineState :=
{ state with running }
end Engine