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Author SHA1 Message Date
DramaticShape e3c13edda7 add smooth turning, removing collision sound effect 2026-08-02 22:42:46 -04:00
DramaticShape c0c180fd01 horde mode initial commit 2026-08-02 21:01:11 -04:00
20 changed files with 3824 additions and 33 deletions
+69
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@@ -1,5 +1,74 @@
# Changelog
## 1.5.4
### Added
- **HORDE MODE.** Enter the konami code -- Up Up Down Down Left Right
Left Right B A -- standing in the overworld, and Kanto turns on you.
The sky drops to a starless violet night, the Lavender Town theme
comes up, the camera locks into the player's own head, a voxel
handgun with working iron sights appears in their right hand, and
waves of people walk out of the dark to kill them. The map's own NPCs
join in. Every mob that falls screams as a random Pokemon. Score goes
up per kill and per wave cleared; there is no pausing. When the health
runs out, a GAME OVER card offers the score and PRESS A -- and pressing
it puts the map, the cell, the facing, the camera rung, the hour, the
music and every NPC back exactly as they were.
The code is read off GAME BOY BUTTONS rather than off keys, so it
works on a keyboard, a pad, a phone's touch overlay and a pair of VR
controllers without knowing which one is in use. Fire on left click,
the pad's right trigger or B, a tap on a touch screen, or the right
trigger in VR; reload on R, the pad's X, or B on the right hand; aim
down the sights on right click or the left trigger (in VR you aim by
pointing, and the sights are real geometry to line up).
The crowd walks the same grid the game walks, chases along a flow
field swept out from the player -- so they come through doorways and
around buildings rather than into walls -- and they follow the player
through a door into the building on the far side of it.
- **The horde's gun, on the Game Boy's own sound hardware.** The
gunshot, the dry fire, the magazine dropping out and seating, and the
slide coming home are all authored as channel programs and
synthesized by the game's emulated APU (`lib/HordeSfx.lua`). No audio
files ship with the mod. Three shot variants round-robin so a fast
trigger finger overlaps its own echoes instead of cutting them off.
### Changed
- **SMOOTH TURN**, a new options row under VR (OFF by default), turns the
right stick into a continuous turn instead of the 45-degree snap. The
snap stays the default deliberately -- a software turn moves the world
past a head that did not move, which is the most reliable way to make
somebody ill in a headset -- but it costs continuity, so the choice is
the player's. The row only exists while VR is ON: a comfort setting for
a device that is not plugged in decides nothing.
- **The wall bump is silent in first person**, on the flat screen and in
VR alike. On the grid a blocked step is a discrete event -- you pressed
a direction, the game refused, and the bump answers you once. The free
walk has no such moment: the body slides along whatever it grazes, so
walking a fence line or rounding a doorframe is blocked on one axis
continuously and the sound came out as a rattle rather than as an
answer. The grid walk keeps its own bump untouched.
- **`FirstPerson.fovScale`** is a new seam on the first-person rig: a
plain multiplier on the field of view, for anything that wants to
narrow the lens without owning the camera. Horde mode's iron sights
ease it from 65 degrees to 40. It is folded into the orbit blend and
into the shadow signature, so a lens that narrows while the player
stands still still re-fits the sun's box.
- **VR gains an aim pose and a fire action** (`lib/VRXR.lua`). The fire
action is suggested ALONGSIDE START on the right trigger rather than
instead of it -- bindings are suggested once, before the session
attaches its action sets, so they cannot be swapped when a mode
starts, and OpenXR is happy for two actions to share an input.
Outside horde mode nothing reads it and the trigger is START exactly
as it was.
## 1.5.2
### Added
+21
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@@ -0,0 +1,21 @@
MIT License
Copyright (c) 2026 DramaticShape
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
+11 -2
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@@ -28,6 +28,13 @@ menu.
The **VR** options row (OFF / ON, off by default) drives a PCVR headset
through OpenXR on Windows — SteamVR, Oculus or WMR.
The **SMOOTH TURN** row appears under it while VR is ON (OFF by
default): ON turns the right stick into a continuous turn instead of the
45° snap. The snap is the default deliberately — a software turn moves
the world past a head that did not move, which is the most reliable way
to make somebody ill in a headset — but it costs continuity, so the
choice is yours.
### VR controls
Suggested onto Touch, Index and WMR controllers (rebindable in the
@@ -41,14 +48,16 @@ alongside.
| either trigger | START |
| left stick click | step the VOXEL angle ladder (same as the "3" key) |
| right stick up / down | *diorama only* — zoom the model |
| right stick left / right | *1ST only* — snap-turn 45° |
| right stick left / right | *1ST only* — snap-turn 45°, or turn smoothly with **SMOOTH TURN** on |
| grip squeeze + raise / lower that hand | *diorama only* — drag the table's height |
| head | *1ST and battles* — look; FreeMove walks where you look |
| left hand | *1ST and battles* — the Pokédex: menus, dialogs and the 2D battle screen on its screen |
## Licenses
This mod redistributes one third-party binary:
This mod is released under the **MIT License** — see [`LICENSE`](LICENSE).
It redistributes one third-party binary:
- **`assets/vr/openxr_loader.dll`** — the Khronos OpenXR loader
(version 1.0.10.2, x64, unmodified), © The Khronos Group Inc.,
+41 -1
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@@ -102,6 +102,15 @@ FirstPerson.yaw = 0
FirstPerson.pitch = FirstPerson.PITCH_DEFAULT
FirstPerson.blend = 0
-- A multiplier on the first-person field of view, for anything that wants
-- to narrow the lens without owning the rig: 1 is the ordinary 65
-- degrees, and horde mode's iron sights ease it down toward 40 while the
-- player is looking down them (lib/HordeGun). Kept here rather than in
-- the caller because the fov is folded into the orbit blend below, and
-- because signature() has to know -- a lens that narrows while the player
-- stands still still has to re-fit the shadow box.
FirstPerson.fovScale = 1
local wasEngaged = false
local stick = { x = 0, y = 0 } -- right stick, latest event values
local mouseDX, mouseDY = 0, 0 -- relative counts since last update
@@ -464,7 +473,7 @@ function FirstPerson.frame(me, cx, cy, vw, vh)
rig = {
eye = mix(oEye, head),
focus = mix(oFocus, fpFocus),
fov = oFov + (FirstPerson.FOV - oFov) * e,
fov = oFov + (FirstPerson.FOV * FirstPerson.fovScale - oFov) * e,
up = up,
curve = k,
}
@@ -503,6 +512,7 @@ function FirstPerson.signature()
math.floor(b * 64),
math.floor(FirstPerson.yaw * 64),
math.floor(FirstPerson.pitch * 64),
math.floor(FirstPerson.fovScale * 64),
}, ",")
end
@@ -595,11 +605,30 @@ function FirstPerson.install()
-- pressed is remembered per button, so the release always reaches the
-- overlay even if the capture ended while the button was down --
-- otherwise a click that outlives the rung strands A held forever.
--
-- HORDE MODE re-reads the same two buttons as a weapon: left fires,
-- right holds the sights. Claimed BEFORE the A/B mapping below rather
-- than on top of it, so a click during the mode never also lands as a
-- GB button -- otherwise the A that ends the GAME OVER card would be
-- spent by the shot that ended the run.
local mouseHeld = {}
local MOUSE_BTN = { [1] = "a", [2] = "b" }
local function hordeMouse(button, down)
local Horde = V.require("Horde")
if not Horde.playing() then return false end
if button == 1 then
if down then V.require("HordeGun").fire() end
return true
elseif button == 2 then
V.require("HordeGun").setAds(down)
return true
end
return false
end
do
local inner = love.mousepressed
love.mousepressed = function(x, y, button, istouch, presses)
if captured and not istouch and hordeMouse(button, true) then return end
if captured and not istouch and MOUSE_BTN[button] then
local Input = require("src.core.Input")
mouseHeld[button] = true
@@ -612,6 +641,9 @@ function FirstPerson.install()
do
local inner = love.mousereleased
love.mousereleased = function(x, y, button, istouch, presses)
-- a release always reaches whoever owns the press: the horde's
-- aim-hold has to let go even if the mode ended mid-click
if not mouseHeld[button] and hordeMouse(button, false) then return end
if mouseHeld[button] then
local Input = require("src.core.Input")
mouseHeld[button] = nil
@@ -651,6 +683,14 @@ function FirstPerson.install()
local onControl = nil
pcall(function() onControl = TouchControls:hitTest(x, y) end)
if not onControl and not lookTouch then
-- HORDE MODE: a tap on open screen is a SHOT, fired on the press
-- rather than on a release that turned out not to be a drag --
-- a shooter that waits to find out whether you meant it is a
-- shooter that misses. The same finger still becomes the look
-- drag below, so aiming and firing are one gesture.
if V.require("Horde").playing() then
V.require("HordeGun").fire()
end
lookTouch = { id = id, x = x, y = y }
return
end
+25 -17
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@@ -177,12 +177,21 @@ end
-- ------- the blocked push
--
-- The grid game's blocked step is where half its verbs live: the map-edge
-- crossing, the ledge hop, the boulder shove, the route-gate warp fired
-- by collision, and the honest bonk. Hand the engine the quantised
-- direction and let its own handlers decide -- each one validates itself
-- (checkLedgeHop matches the tile pair, checkEdgeExit checks the bounds),
-- so calling them on every firm push is safe. Returns true when one of
-- them took the frame over.
-- crossing, the ledge hop, the boulder shove, and the route-gate warp
-- fired by collision. Hand the engine the quantised direction and let its
-- own handlers decide -- each one validates itself (checkLedgeHop matches
-- the tile pair, checkEdgeExit checks the bounds), so calling them on
-- every firm push is safe. Returns true when one of them took the frame
-- over.
--
-- The one verb NOT restated here is the bonk. On the grid a blocked step
-- is a discrete event -- you pressed a direction, the game refused, and
-- the bump answers you once. A free walk has no such moment: the body
-- SLIDES along whatever it grazes, so a player walking a fence line or
-- rounding a doorframe is blocked on one axis continuously, and the same
-- sound comes out as a rattle for as long as they keep walking. It is
-- feedback for a refusal that is not happening. The grid walk keeps its
-- own bump (the engine's, in OverworldController) untouched.
local function pushSpecials(state, dir, why)
local p = state.player
p.facing = dir -- the handlers read the push off the facing
@@ -199,13 +208,6 @@ local function pushSpecials(state, dir, why)
return true
end
end
if why ~= "entity" then
if (state.bumpCooldown or 0) <= 0 then
local Game = require("src.core.Game")
require("src.core.Sound").play(Game.data, "Collision")
state.bumpCooldown = 16
end
end
return false
end
@@ -234,11 +236,19 @@ function FreeMove.tick(state)
-- which way a bonk points
p.facing = FirstPerson.compassFacing()
if input:wasPressed("a") then
-- HORDE MODE takes both of these away for as long as it runs: there is
-- no pausing (START), and nobody stops to read a sign with the horde
-- coming (A, which is also the button the mode's own GAME OVER card
-- wants left unspent). Everything below -- the walk, the wall slide and
-- the blocked-push verbs, warps included -- keeps working, because the
-- crowd has to be able to follow the player through a door.
local suppressed = V.require("Horde").suppressWorldInput()
if not suppressed and input:wasPressed("a") then
state:interact()
return
end
if input:wasPressed("start") then
if not suppressed and input:wasPressed("start") then
require("src.core.Sound").play(Game.data, "Start_Menu")
require("src.ui.Screens").push(Game, "StartMenu")
return
@@ -266,8 +276,6 @@ function FreeMove.tick(state)
if not moving then return end
state.bumpCooldown = math.max(0, (state.bumpCooldown or 0) - 1)
local speed = (Game.save and Game.save.onBike) and FreeMove.BIKE
or FreeMove.WALK
local dx, dz = wx * speed, wz * speed
+707
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@@ -0,0 +1,707 @@
-- HORDE MODE: the code, the dark, and the way back.
--
-- Up Up Down Down Left Right Left Right B A, standing in the overworld,
-- and Kanto turns on you: the sky goes to a starless violet night, the
-- Lavender Town theme comes up, the camera locks into the player's own
-- head, a handgun appears in their right hand, and waves of people walk
-- out of the dark to kill them. Score goes up per kill; when the health
-- runs out a GAME OVER screen offers a score and PRESS A, and pressing it
-- puts everything back exactly as it was.
--
-- WHAT THIS FILE OWNS: the code detector, the state machine, the snapshot
-- and its restore, and every hook that holds the world still while the
-- mode runs. The gun is lib/HordeGun, the crowd is lib/HordeMobs, the
-- readout is lib/HordeHud, the sounds are lib/HordeSfx and the ending is
-- lib/HordeGameOver.
--
-- IT IS NOT A STACK STATE, and that is the load-bearing decision. Pushing
-- a state over the overworld stops StateStack ticking the overworld,
-- which stops OverworldState:handleInput, which stops FreeMove -- the
-- player would be unable to walk. So horde mode is a MODE FLAG driven
-- from the voxel pipeline's update hook, exactly as lib/OverworldBattle
-- rides it: the one tick that keeps running through menus, transitions
-- and battles. The GAME OVER screen IS a pushed state, because by then
-- the walking is over and freezing the world under it is the point.
--
-- THE CODE IS READ OFF GAME BOY BUTTONS, not off keys. Every input device
-- the engine has -- keyboard, gamepad, raw joystick, the touch overlay,
-- and the VR controllers (lib/VR.driveControls feeds Input:overlayPressed
-- and the stick path) -- lands in src/core/Input as one of eight buttons.
-- One detector on that abstraction is therefore a detector on ALL of
-- them, which is why the code works on a headset with no keyboard in the
-- room. It reads Input.pressQueue from the `input.step` hook, the fixed
-- step's own boundary, so it sees every edge exactly once whatever the
-- frame rate did.
--
-- THE DARK is not a new renderer. DayNight is pinned to NIGHT and then
-- its two public colour functions are WRAPPED and multiplied down toward
-- violet -- so the sky bands, the world tint, the flat 2D world (DayTint
-- paints the same multiply), the water's reflection and the shadow rig
-- all darken together, because every one of them already reads those two
-- functions. Wrapped rather than edited in place because both memoise
-- into file-local caches this module cannot reach.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Voxel = V.require("VoxelState")
local Voxel3D = V.require("Voxel3D")
local DayNight = V.require("DayNight")
local FirstPerson = V.require("FirstPerson")
local HordeSfx = V.require("HordeSfx")
local Horde = {}
-- lib modules that require THIS one back (the mobs read the session, the
-- gun reports kills). Loaded on first use rather than at the top, so the
-- require cycle never closes.
local Mobs, Gun, Hud
local function parts()
Mobs = Mobs or V.require("HordeMobs")
Gun = Gun or V.require("HordeGun")
Hud = Hud or V.require("HordeHud")
return Mobs, Gun, Hud
end
-- ------- tuning
--
-- Every number the mode is balanced on, in one place.
Horde.MAX_HP = 100
Horde.CONTACT_DAMAGE = 9 -- one mob's touch
Horde.INTRO_TIME = 3.6 -- the beat before the first wave
Horde.DYING_TIME = 1.1 -- from the last hit to the GAME OVER card
Horde.SONG = "Music_Lavender"
-- how far down NIGHT is dragged. The sky's bands and the world tint are
-- multiplied by these; the third is how much of the colour is pulled out
-- on the way (1 keeps it, 0 is greyscale) -- a little desaturation is
-- what turns "dark" into "grim".
Horde.GLOOM_SKY = { 0.34, 0.30, 0.46 }
Horde.GLOOM_WORLD = { 0.42, 0.38, 0.56 }
Horde.GLOOM_INDOOR = { 0.55, 0.50, 0.68 }
Horde.GLOOM_SAT = 0.72
Horde.SHADOW_BOOST = 1.45 -- the moon presses harder than it should
-- ------- state
Horde.active = false -- every hook in this file gates on it
Horde.state = "idle" -- idle | intro | active | dying | gameover
Horde.session = nil
-- Whether the combat is live: mobs move, the gun fires, damage lands.
-- False during the intro beat, the death fade, the GAME OVER card -- and
-- while ANYTHING is on the stack above the overworld, which is what
-- stops the trigger from firing into a world the player has stopped
-- looking at while the exit prompt asks them a question.
function Horde.playing()
if not (Horde.active and Horde.state == "active") then return false end
local ok, live = pcall(function()
local G = require("src.core.Game")
local ow = G.overworld
return G.stack and ow and G.stack:top() == ow and not ow.transitioning
end)
return ok and live == true
end
-- Whether the mode owns the camera rung right now, which is the whole of
-- what "locked to first person" means: main.lua's cycleVoxel refuses
-- while this is true, and that one function is what the 3 key, the pad's
-- SELECT and the VR stick click all call.
function Horde.viewLocked()
return Horde.active
end
-- Whether the free walk should skip its A (talk) and START (menu)
-- branches. Nobody stops to read a sign mid-firefight, and START has a
-- different job here (see askExit).
function Horde.suppressWorldInput()
return Horde.active
end
local function game()
local ok, G = pcall(require, "src.core.Game")
return ok and G or nil
end
local function overworld(G)
G = G or game()
return G and G.overworld or nil
end
-- The way out, on demand. START -- the pad's, the keyboard's ESCAPE, the
-- touch overlay's -- and the VR left stick click all ask this, and it
-- asks the player. Nothing here ends the mode; the prompt does that
-- through Horde.finish if the answer is yes.
--
-- Refused while anything is already on top of the overworld, so the
-- question cannot stack on itself or arrive over the GAME OVER card.
--
-- BELOW the two helpers above, deliberately: a Lua local is only in
-- scope after its declaration, so a function written above them captures
-- the GLOBAL of that name instead -- which is nil, and only says so when
-- somebody presses the button.
function Horde.askExit(G)
G = G or game()
if not (Horde.active and Horde.state ~= "gameover") then return false end
local ow = overworld(G)
if not (G and G.stack and ow and G.stack:top() == ow) then return false end
if ow.transitioning then return false end
local pushed = false
pcall(function()
require("src.ui.Screens").push(G, "HordeExitPrompt")
pushed = true
end)
return pushed
end
-- ------- the code
--
-- Advance on the expected button; on a wrong one, fall back to the
-- longest run already entered that is still a valid start of the code,
-- and try again from there. That fallback is why this is a table rather
-- than a counter: the code STARTS with a repeat, so a player who presses
-- Up three times has, on the third, still entered "Up Up" -- and a naive
-- "wrong button, back to the beginning" rule would throw one of them
-- away and refuse a code that was in fact typed correctly. (It is the
-- prefix function from Knuth-Morris-Pratt, over ten buttons.)
--
-- The timeout is in fixed steps, 60 to the second: a code is a deliberate
-- act, and a stray Up a minute ago should not be half of one.
local SEQUENCE = { "up", "up", "down", "down",
"left", "right", "left", "right", "b", "a" }
local IDLE_STEPS = 150 -- two and a half seconds between buttons
-- FALLBACK[n] = how much of the code is still entered after n matched
-- buttons and then a wrong one
local FALLBACK = { [0] = 0, [1] = 0 }
do
local k = 0
for i = 2, #SEQUENCE do
while k > 0 and SEQUENCE[k + 1] ~= SEQUENCE[i] do k = FALLBACK[k] end
if SEQUENCE[k + 1] == SEQUENCE[i] then k = k + 1 end
FALLBACK[i] = k
end
end
local progress = 0
local sinceLast = 0
-- Named for the suite: how far into the code the detector has got.
function Horde._progress()
return progress
end
local function resetCode()
progress, sinceLast = 0, 0
end
-- Can the mode start from where the player is standing? The overworld has
-- to be the live state (not a menu, not a battle, not a transition wipe),
-- the 3D pass has to exist to put a camera inside, and the world has to be
-- free-roaming rather than mid-cutscene.
--
-- MID-STEP IS ALLOWED, and that is not an oversight. Six of the code's ten
-- buttons are directions, so entering it on a d-pad walks the player four
-- cells across the map -- and at the moment the closing A lands they are
-- very often still animating the last of those steps. Refusing a code for
-- being mid-step would refuse most of the codes anyone actually enters.
-- The snapshot records the cell the step began from, which is where the
-- restore puts them back.
function Horde.canStart(G)
G = G or game()
if not G or Horde.active then return false end
local ow = overworld(G)
if not (ow and ow.map and ow.player) then return false end
if not (G.stack and G.stack:top() == ow) then return false end
if ow.transitioning or ow.scripted or ow.engaging then return false end
if ow.player.inputLocked then return false end
if not Voxel3D.available() then return false end
return true
end
-- One fixed step of the detector, over the edges about to be promoted.
-- Separated from the hook so the suite can drive it with a plain list.
function Horde.feed(queue)
if Horde.active then
resetCode()
return false
end
sinceLast = sinceLast + 1
if progress > 0 and sinceLast > IDLE_STEPS then resetCode() end
local fired = false
for _, btn in ipairs(queue or {}) do
sinceLast = 0
while progress > 0 and SEQUENCE[progress + 1] ~= btn do
progress = FALLBACK[progress]
end
if SEQUENCE[progress + 1] == btn then
progress = progress + 1
if progress >= #SEQUENCE then
resetCode()
fired = true
end
end
end
return fired
end
-- ------- the snapshot
--
-- Everything the mode changes, read back before it changes any of it.
-- Presentational settings included: the rung, the two engine FX levels the
-- rung clearing would zero, and the clock -- a player who was watching a
-- CYCLE sunset gets their sunset back.
local function snapshot(G)
local ow = overworld(G)
local p = ow.player
local Pipelines = require("src.render.Pipelines")
local opts = G.save and G.save.options or {}
local snap = {
mapId = ow.map.id,
cellX = p.cellX, cellY = p.cellY,
px = p.px, py = p.py,
facing = p.facing,
viewLevel = Pipelines.level("voxel"),
tilt = opts.tilt or 0,
gbcfx = opts.gbcfx or 0,
fpYaw = FirstPerson.yaw,
fpPitch = FirstPerson.pitch,
dayIndex = DayNight.setting:read(),
dayClock = DayNight.clock,
}
return snap
end
-- ------- the gloom
--
-- Installed once and inert while the mode is off: each wrapper calls
-- through and returns the base answer untouched unless Horde.active.
local gloomInstalled = false
local function desaturate(r, g, b, keep)
local lum = 0.30 * r + 0.59 * g + 0.11 * b
return lum + (r - lum) * keep,
lum + (g - lum) * keep,
lum + (b - lum) * keep
end
local function installGloom()
if gloomInstalled then return end
gloomInstalled = true
-- The sky's bands. Sky.bands caches BY COLOUR VALUE, so darkening what
-- this returns rebuilds the band ramp on its own -- and puts it back the
-- same way when the mode ends.
do
local base = DayNight.palette
local cacheIn, cacheOut = nil, nil
DayNight.palette = function(t)
local pal = base(t)
if not Horde.active then return pal end
if cacheIn == pal then return cacheOut end
local k = Horde.GLOOM_SKY
local out = {}
for i, c in ipairs(pal) do
local r, g, b = c[1] * k[1], c[2] * k[2], c[3] * k[3]
r, g, b = desaturate(r, g, b, Horde.GLOOM_SAT)
out[i] = { math.floor(r), math.floor(g), math.floor(b) }
end
cacheIn, cacheOut = pal, out
return out
end
end
-- The world multiply -- the voxel shader's tint uniform AND, through
-- DayTint, the flat 2D world. Indoors normally returns neutral white;
-- under the horde it does not, because a Pokemon Centre with the horde
-- in it should not look like a Pokemon Centre.
do
local base = DayNight.tint
local cacheIn, cacheOut, cacheOutdoor = nil, nil, nil
DayNight.tint = function(outdoor, t)
local c = base(outdoor, t)
if not Horde.active then return c end
if cacheIn == c and cacheOutdoor == outdoor then return cacheOut end
local k = outdoor and Horde.GLOOM_WORLD or Horde.GLOOM_INDOOR
local r, g, b = c[1] * k[1], c[2] * k[2], c[3] * k[3]
r, g, b = desaturate(r, g, b, Horde.GLOOM_SAT)
cacheIn, cacheOutdoor, cacheOut = c, outdoor, { r, g, b }
return cacheOut
end
end
-- and the shadows press harder: applyRig writes SHADOW_ALPHA from the
-- hour, so the boost goes on after it has had its say
do
local base = DayNight.applyRig
DayNight.applyRig = function(outdoor)
local t = base(outdoor)
if Horde.active then
Voxel3D.SHADOW_ALPHA = math.min(0.75,
(Voxel3D.SHADOW_ALPHA or 0) * Horde.SHADOW_BOOST)
end
return t
end
end
end
-- ------- starting
-- The banner over the world: text, and how long it holds before fading.
function Horde.banner(text, hold)
local s = Horde.session
if not s then return end
s.bannerText = text
s.bannerT = 0
s.bannerHold = hold or 2.2
end
function Horde.begin(G)
G = G or game()
if not Horde.canStart(G) then return false end
local Pipelines = require("src.render.Pipelines")
local mobs, gun = parts()
local snap = snapshot(G)
Horde.session = {
hp = Horde.MAX_HP, maxHp = Horde.MAX_HP,
score = 0, wave = 0, kills = 0,
t = 0, introT = Horde.INTRO_TIME, dyingT = 0,
damageFlash = 0, hitMarker = 0, hurtCooldown = 0,
bannerText = nil, bannerT = 0, bannerHold = 0,
snapshot = snap,
spawned = {}, -- mapId -> { [objIndex] = true }, for the scrub
mobs = {},
waveRemaining = 0, waveGap = 0, spawnGap = 0, followQueue = 0,
startedAt = os and os.time and os.time() or 0,
}
Horde.active = true
Horde.state = "intro"
-- the rung, forced and then held: FP_LEVEL is the one rung with a camera
-- inside the world, and cycleVoxel refuses to leave it while active
Pipelines.setLevel("voxel", Voxel.FP_LEVEL)
Pipelines.syncOptions(G.save.options)
G.save.options.tilt, G.save.options.gbcfx = 0, 0
pcall(function() require("src.render.Tilt").setLevel(0) end)
pcall(function() require("src.render.GBCFX").setLevel(0) end)
pcall(G.writeOptions, G)
-- night, pinned; the gloom wrappers do the rest on top of it
local nightIndex = 3 -- DayNight.setting values: sync/day/NIGHT/...
for i, v in ipairs(DayNight.setting.values) do
if v == "night" then nightIndex = i end
end
DayNight.setting:setIndex(nightIndex, G)
pcall(function()
require("src.core.Music").play(G.data, Horde.SONG, true,
{ reason = "horde" })
end)
gun.reset()
mobs.begin(G)
Horde.banner("A DARKNESS APPROACHES", 2.6)
return true
end
-- ------- damage and score
function Horde.addScore(n)
local s = Horde.session
if not s then return end
s.score = s.score + (n or 0)
end
-- A mob reached the player. Returns true when the hit landed (it is on a
-- cooldown, so a crowd of six does not delete the player in one frame).
function Horde.damage(n)
local s = Horde.session
if not (s and Horde.playing()) then return false end
if s.hurtCooldown > 0 then return false end
s.hurtCooldown = 0.55
s.hp = math.max(0, s.hp - (n or Horde.CONTACT_DAMAGE))
s.damageFlash = 1
HordeSfx.play(HordeSfx.HURT)
if s.hp <= 0 then
Horde.state = "dying"
s.dyingT = Horde.DYING_TIME
pcall(function() require("src.core.Sound").stopLoop("Low_Health_Alarm") end)
end
return true
end
-- ------- the ending
local function pushGameOver(G)
Horde.state = "gameover"
local s = Horde.session
local best = 0
pcall(function() best = V.mod.save:get("hordeBest", 0) or 0 end)
if s.score > best then
best = s.score
pcall(function() V.mod.save:set("hordeBest", best) end)
end
s.best = best
pcall(function() require("src.core.Music").stop() end)
pcall(function()
require("src.ui.Screens").push(G, "HordeGameOver")
end)
end
-- Put everything back. Called from the GAME OVER card's A press.
--
-- Order matters: active goes false FIRST, so the music hook, the gloom
-- wrappers and the mob spawner have all stood down before anything is
-- restored under them. The warp home is taken even when the player never
-- left the map they started on -- setMap rebuilds the cast from the map
-- record, which is what puts every NPC the horde ate back on its feet.
function Horde.finish(G)
G = G or game()
local s = Horde.session
if not s then return false end
local mobs = parts()
local snap = s.snapshot or {}
Horde.active = false
Horde.state = "idle"
resetCode()
mobs.cleanup(G)
pcall(function() require("src.core.Sound").stopLoop("Low_Health_Alarm") end)
-- the clock, back to the hour and the setting the player kept
if snap.dayIndex then DayNight.setting:setIndex(snap.dayIndex, G) end
if snap.dayClock then DayNight.clock = snap.dayClock end
-- the rung and the two FX levels the rung clearing zeroed
pcall(function()
local Pipelines = require("src.render.Pipelines")
Pipelines.setLevel("voxel", snap.viewLevel or 0)
Pipelines.syncOptions(G.save.options)
G.save.options.tilt = snap.tilt or 0
G.save.options.gbcfx = snap.gbcfx or 0
require("src.render.Tilt").setLevel(snap.tilt or 0)
require("src.render.GBCFX").setLevel(snap.gbcfx or 0)
G:writeOptions()
end)
if snap.fpYaw then FirstPerson.yaw = snap.fpYaw end
if snap.fpPitch then FirstPerson.pitch = snap.fpPitch end
Horde.session = nil
-- home, through the engine's own warp: a fade, a setMap, and the map's
-- own music coming back up on the other side (the hook that was forcing
-- Lavender is inert now)
local ow = overworld(G)
if ow and snap.mapId then
pcall(function()
ow:startWarpTo(snap.mapId, snap.cellX, snap.cellY, snap.facing or "down",
function()
-- the pixel position and the facing, restated on
-- the far side of the fade. setMap already placed
-- both, but the free walk owns them while the rung
-- is still easing out of the head, and the head was
-- looking wherever the last shot was aimed
local p = overworld(G) and overworld(G).player
if not p then return end
if snap.px then p.px, p.py = snap.px, snap.py end
if snap.facing then p.facing = snap.facing end
end,
{ via = "warp" })
end)
end
return true
end
-- ------- the tick
--
-- Rides the voxel pipeline's update hook, which Game:update calls every
-- frame whatever the level and whatever is on the stack -- so the mode
-- keeps thinking through a warp's transition wipe and under the GAME OVER
-- card, which is exactly what a mode that owns the whole screen needs.
function Horde.update(dt)
if not Horde.active then return end
local s = Horde.session
if not s then
Horde.active = false
return
end
dt = math.min(dt or 0, 0.1) -- a hitch must not teleport the wave
local G = game()
local mobs, gun, hud = parts()
s.t = s.t + dt
s.damageFlash = math.max(0, s.damageFlash - dt * 2.2)
s.hitMarker = math.max(0, s.hitMarker - dt * 4)
s.hurtCooldown = math.max(0, s.hurtCooldown - dt)
if s.bannerText then
s.bannerT = s.bannerT + dt
if s.bannerT > s.bannerHold + 1.1 then s.bannerText = nil end
end
hud.update(dt)
if Horde.state == "intro" then
s.introT = s.introT - dt
if s.introT <= 0 then
Horde.state = "active"
mobs.nextWave(G)
end
return
end
if Horde.state == "dying" then
s.dyingT = s.dyingT - dt
mobs.update(dt, G) -- the crowd keeps coming while you fall
if s.dyingT <= 0 then pushGameOver(G) end
return
end
if Horde.state ~= "active" then return end
-- the world only ticks while the overworld is actually the live state:
-- during a warp's wipe there is no map under the mobs to walk on
local ow = overworld(G)
local live = G and G.stack and ow and G.stack:top() == ow
and not ow.transitioning
gun.update(dt, live)
if live then mobs.update(dt, G) end
-- the siren the game already owns, for the last third of the health bar
local low = s.hp <= s.maxHp * 0.3
if low ~= s.alarmOn then
s.alarmOn = low
pcall(function()
local Sound = require("src.core.Sound")
if low then Sound.startLoop(G.data, "Low_Health_Alarm")
else Sound.stopLoop("Low_Health_Alarm") end
end)
end
end
-- ------- the seams
--
-- Every engine and mod hook the mode needs, installed once. main.lua
-- calls this AFTER FreeMove.install and the SELECT wrap, so the
-- handleInput wrap this adds sits outside both of theirs.
local installed = false
function Horde.install()
if installed then return end
installed = true
local mod = V.mod
installGloom()
-- THE CODE. `input.step` runs once per fixed step, immediately before
-- Input:step promotes the queue into this step's edges -- so pressQueue
-- is exactly "the buttons that were pressed since last time", in order,
-- from every device at once. Read, never consumed: the game still gets
-- every one of them.
mod.hooks:wrap("input.step", function(next, G, dt)
local inp = G and G.input
if inp and inp.pressQueue and Horde.feed(inp.pressQueue) then
pcall(Horde.begin, G)
elseif Horde.playing() and inp and inp.pressQueue then
-- B is a trigger while the horde is up (the pad's B, the keyboard's,
-- the touch overlay's). Read here rather than in the frame tick
-- because THIS is the boundary that sees each press exactly once.
for _, btn in ipairs(inp.pressQueue) do
if btn == "b" then
local _, gun = parts()
gun.fire()
end
end
end
return next(G, dt)
end)
-- Lavender, and it stays Lavender. Every song choice in the engine goes
-- through this hook, so a door into a building cannot change the record.
mod.hooks:wrap("music.select", function(next, chosen, ctx)
if Horde.active and Horde.state ~= "gameover" then
return next(Horde.SONG, ctx)
end
return next(chosen, ctx)
end)
-- no wild encounters: returning nil from this hook suppresses the roll
-- outright, which is the documented way to do it
mod.hooks:wrap("encounter.roll", function(next, encDef, ctx)
if Horde.active then return nil end
return next(encDef, ctx)
end)
-- and no trainer walking up to talk. Wrapped rather than set through
-- self.engaging, which would also freeze the player's own input.
do
local OverworldState = require("src.world.OverworldController")
if not OverworldState.dramaticShapeHordeSight then
local inner = OverworldState.checkTrainerSight
function OverworldState:checkTrainerSight(...)
if Horde.active then return end
return inner(self, ...)
end
OverworldState.dramaticShapeHordeSight = true
end
end
-- THE BUTTONS THE WORLD MAY NOT HAVE. A, START, SELECT and B are the
-- mode's, and this wrap is where they are taken -- the OUTERMOST wrap on
-- handleInput, installed after FreeMove's and after the SELECT hook, so
-- the edges are gone before either of them looks.
--
-- It has to be here rather than inside the free walk, because the free
-- walk is not always the one reading: the rung is forced to 1ST at the
-- moment the code completes, but the camera takes a few frames to blend
-- into the head, and until it does the GRID walk still owns the frame.
-- That is not a corner case -- it is the very first frame of every run,
-- and the code's own closing A was landing in it and opening a dialogue
-- with whoever the player happened to be standing next to.
--
-- The EDGE is cleared, not the hold: pressed[] is rebuilt from scratch
-- every fixed step, so this reaches exactly this step's presses and
-- nothing downstream of it can revive one.
do
local OverworldState = require("src.world.OverworldController")
if not OverworldState.dramaticShapeHordeInput then
local inner = OverworldState.handleInput
function OverworldState:handleInput(...)
if Horde.active then
local G = game()
local inp = G and G.input
if inp and inp.pressed then
-- START is the way out, and it is asked rather than taken:
-- read here, BEFORE the edge is cleared, so the engine's own
-- START menu never sees it
if inp.pressed.start then Horde.askExit(G) end
inp.pressed.a = nil -- no talking
inp.pressed.b = nil -- the trigger, already read
inp.pressed.start = nil -- and no start menu
inp.pressed.select = nil -- no changing the view
end
end
return inner(self, ...)
end
OverworldState.dramaticShapeHordeInput = true
end
end
-- the crowd follows the player through the door: a warp lands a new map
-- with none of the old one's actors on it, so the roster is re-seeded on
-- the far side (lib/HordeMobs)
mod.events:on("map.entered", function(payload)
if not Horde.active then return end
local mobs = parts()
pcall(mobs.onMapEntered, payload)
end)
end
return Horde
+94
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-- HORDE MODE: the way out.
--
-- START (the pad's, the keyboard's ESCAPE, the touch overlay's) and the
-- VR left stick click all land here: a plain yes/no over the frozen
-- world, asking whether to leave. YES hands over to Horde.finish, which
-- is the same restore the GAME OVER card runs -- the map, the cell, the
-- facing, the camera rung, the hour, the music and every NPC put back
-- exactly as they were. NO drops the player straight back into the
-- firefight.
--
-- Pushing a state is what pauses the mode, and it is the only thing that
-- can: horde mode rides the pipeline's update hook rather than the state
-- stack precisely so that nothing on the stack stops it, but the combat
-- inside Horde.update is gated on the overworld actually being the live
-- state, so this prompt freezes the crowd and the gun for as long as it
-- is up. That is the correct behaviour for a confirmation and it is why
-- "no pausing" does not extend to this one.
--
-- Drawn the way the game draws a yes/no: a white bordered box with black
-- text and the filled arrow beside the row (see Theme.choiceBox, which
-- is where the original's own YES_NO_MENU sits). Black on white because
-- that is what the font IS -- the sheets are black glyphs on transparent
-- and no colour can lighten one.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Horde = V.require("Horde")
local HordeExitPrompt = {}
HordeExitPrompt.__index = HordeExitPrompt
-- the question's box, and the choice box under it, in 8px tiles
local ASK = { tx = 1, ty = 6, tw = 18, th = 4 }
local PICK = { tx = 13, ty = 10, tw = 6, th = 6 }
function HordeExitPrompt.new(game)
local self = setmetatable({}, HordeExitPrompt)
self.game = game
-- NOT opaque: the horde is still standing out there behind this, which
-- is most of what makes the question feel like a decision
self.isOpaque = false
self.index = 2 -- NO, the way every dangerous prompt starts
self.done = false
return self
end
local function sfx(game, name)
pcall(function()
require("src.core.Sound").play(game.data, name)
end)
end
function HordeExitPrompt:update()
if self.done then return end
local input = self.game and self.game.input
if not input then return end
if input:wasPressed("up") or input:wasPressed("down") then
self.index = self.index == 1 and 2 or 1
elseif input:wasPressed("a") then
self.done = true
sfx(self.game, "Press_AB")
self.game.stack:pop()
if self.index == 1 then pcall(Horde.finish, self.game) end
elseif input:wasPressed("b") or input:wasPressed("start") then
-- B and START both mean "no": the button that opened this closes it,
-- which is the one thing a player who opened it by accident will try
self.done = true
sfx(self.game, "Press_AB")
self.game.stack:pop()
end
end
function HordeExitPrompt:draw()
local ok, Font = pcall(require, "src.render.Font")
if not ok then return end
local okT, Theme = pcall(require, "src.ui.Theme")
Font.drawBox(ASK.tx, ASK.ty, ASK.tw, ASK.th)
love.graphics.setColor(0, 0, 0, 1)
Font.draw("EXIT MINI GAME?", (ASK.tx + 2) * 8, (ASK.ty + 2) * 8)
Font.drawBox(PICK.tx, PICK.ty, PICK.tw, PICK.th)
love.graphics.setColor(0, 0, 0, 1)
Font.draw("YES", (PICK.tx + 2) * 8, (PICK.ty + 2) * 8)
Font.draw("NO", (PICK.tx + 2) * 8, (PICK.ty + 4) * 8)
local cursor = okT and Theme.cursor or 0xED
Font.drawCode(cursor, (PICK.tx + 1) * 8,
(PICK.ty + 2 + (self.index - 1) * 2) * 8)
love.graphics.setColor(1, 1, 1, 1)
end
return HordeExitPrompt
+107
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@@ -0,0 +1,107 @@
-- HORDE MODE: the card at the end.
--
-- A stack state, unlike the mode itself -- and for the opposite reason.
-- Horde mode cannot be a pushed state because pushing one stops the
-- overworld ticking and the player could not walk; the GAME OVER card
-- WANTS exactly that. Pushed, it freezes the world underneath, takes the
-- buttons, and stands there until A.
--
-- It draws in the engine's own 160x144 UI canvas with the game's own
-- font, which is what makes it work in VR for free: with a headset live
-- and something other than the overworld on top of the stack, lib/VR
-- already puts the flat screen on the floating panel (or on the Pokedex
-- in the player's left hand). A card drawn the way the game draws cards
-- arrives there with no VR code at all.
--
-- A pops it and hands over to Horde.finish, which is what puts the world
-- back: the map, the cell, the facing, the camera rung, the hour, the
-- music, and every NPC the horde had turned into a mob.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Horde = V.require("Horde")
local W, H = 160, 144
local HordeGameOver = {}
HordeGameOver.__index = HordeGameOver
function HordeGameOver.new(game)
local self = setmetatable({}, HordeGameOver)
self.game = game
self.isOpaque = true
self.t = 0
-- the session is read ONCE, here: Horde.finish clears it, and this card
-- outlives that by a frame or two while the warp home fades
local s = Horde.session or {}
self.score = math.floor(s.score or 0)
self.best = math.floor(s.best or 0)
self.wave = math.max(1, s.wave or 1)
self.kills = s.kills or 0
self.done = false
return self
end
function HordeGameOver:update(dt)
self.t = self.t + (dt or 0)
if self.done then return end
-- a beat of dead air before the prompt takes input, so the button that
-- was being mashed at the moment of death does not dismiss the card
if self.t < 0.6 then return end
local input = self.game and self.game.input
if input and input:wasPressed("a") then
self.done = true
pcall(function()
require("src.core.Sound").play(self.game.data, "Press_AB")
end)
self.game.stack:pop()
pcall(Horde.finish, self.game)
end
end
-- THE CARD IS DRAWN THE WAY THE GAME DRAWS CARDS: a bordered white box
-- with black text in it (Font.drawBox then setColor(0,0,0)), exactly as
-- HallOfFame and every menu do. That is not decoration -- the UI canvas
-- is a FOUR-SHADE Game Boy screen, and an arbitrary colour drawn into it
-- has nowhere to land. A first cut of this card painted a dark red on
-- near-black and composited as a rectangle of pure black, with the score
-- in it and invisible.
local function centred(Font, str, y, scale)
scale = scale or 1
local w = Font.width(str) * scale
love.graphics.push()
love.graphics.translate(math.floor((W - w) / 2), y)
love.graphics.scale(scale, scale)
Font.draw(str, 0, 0)
love.graphics.pop()
end
function HordeGameOver:draw()
local ok, Font = pcall(require, "src.render.Font")
if not ok then return end
-- the whole screen as one box: isOpaque keeps the stack from drawing
-- the world under it, but the canvas still holds whatever was there
Font.drawBox(0, 0, 20, 18)
love.graphics.setColor(0, 0, 0, 1)
centred(Font, "GAME OVER", 3 * 8, 2)
centred(Font, ("SCORE %d"):format(self.score), 8 * 8)
centred(Font, ("WAVE %d"):format(self.wave), 10 * 8)
centred(Font, ("KILLS %d"):format(self.kills), 11 * 8)
if self.best > 0 then
centred(Font, (self.score >= self.best) and "NEW BEST!"
or ("BEST %d"):format(self.best), 13 * 8)
end
-- the prompt blinks the way every "press a button" in this game blinks
if self.t > 0.6 and (self.t % 1.0) < 0.62 then
centred(Font, "PRESS A", 15 * 8)
end
love.graphics.setColor(1, 1, 1, 1)
end
return HordeGameOver
+511
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@@ -0,0 +1,511 @@
-- HORDE MODE: the handgun.
--
-- A voxel model in the player's right hand, authored here in METRES the
-- way lib/Pokedex authors the device in the left one -- because the VR
-- mapping's scale is what turns metres into world pixels, a mesh built
-- this way is the right size in the hand at every scale the mod has, and
-- the same mesh serves the flat screen's view model.
--
-- IN VR the gun rides the tracked right hand through VRRig.propMatrix,
-- pointed by the runtime's AIM pose where one exists (the pose a runtime
-- defines as "where the user is pointing") and by the grip pose where it
-- does not. You aim it by pointing it. The iron sights are real geometry,
-- and lining them up is how you shoot accurately, because the shot is
-- traced down the model's own barrel axis.
--
-- ON THE FLAT SCREEN there is no hand to track, so the gun is carried by
-- the camera: a model matrix built from the first-person eye and its yaw
-- and pitch, with the gun hanging at the hip until the player aims. AIM
-- DOWN SIGHTS slides it to the centre of the screen with the sight line
-- ON the eye axis -- the model is authored with its rear notch at the
-- origin precisely so that offset is (0, 0, forward) -- and narrows the
-- field of view, which is the whole of what aiming does here.
--
-- THE SHOT IS A RAY, traced the same way in both modes: march it in world
-- pixels, let terrain height stop it (a wall is a tall cell, so a cell
-- whose ground is above the ray's height is a wall the bullet hits), and
-- test every live mob against it as a standing cylinder. Nearest wins,
-- and a hit above the shoulder line counts double.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Mat4 = V.require("Mat4")
local Voxel3D = V.require("Voxel3D")
local VRRig = V.require("VRRig")
local FirstPerson = V.require("FirstPerson")
local Horde = V.require("Horde")
local HordeSfx = V.require("HordeSfx")
local HordeGun = {}
-- ------- tuning
HordeGun.MAG = 8
HordeGun.RELOAD_TIME = 1.5
HordeGun.FIRE_COOLDOWN = 0.17 -- semi-auto, and it fits the reload clicks
HordeGun.RANGE = 220 -- world pixels: about fourteen cells
HordeGun.HIT_RADIUS = 6 -- a person is about twelve pixels wide
HordeGun.ADS_TIME = 0.13
HordeGun.ADS_FOV = math.rad(40)
-- Where the gun sits relative to the EYE, in metres, hip and aimed. The
-- model's own origin is its rear sight notch, so the aimed offset is a
-- pure push forward: nothing to line up, it is already lined up.
HordeGun.HIP = { -0.115, -0.125, 0.30 }
HordeGun.ADS = { 0, -0.002, 0.34 }
-- Where it sits relative to the tracked hand, in METRES and in the POSE's
-- own axes -- so with the barrel pointed away from the player (see below)
-- -Z is forward, and this nudges the gun a little down and forward of the
-- pose origin so the hand is behind it rather than inside it.
HordeGun.HAND_OFFSET = { 0, -0.012, -0.02 }
-- THE BARREL, AND WHICH WAY IS FORWARD.
--
-- OpenXR's AIM pose -- the one this rides where the runtime offers it --
-- is defined with its **-Z axis pointing the way the user is aiming**.
-- The model below is authored with its barrel along **+Z**, because that
-- is what the flat screen's view model wants (Ry(yaw)*Rx(pitch) carries
-- +Z onto the look direction). Half a turn about Y is what reconciles
-- them, and it is the whole of the attachment.
--
-- Getting this wrong does not read as "slightly off": the first cut
-- copied the Pokedex's quarter-turn about X, which lays a flat slab along
-- the controller's body and is exactly right for a slab -- on a gun it
-- pointed the muzzle at the player's own face.
HordeGun.HAND_YAW = math.pi
-- AND A PITCH, because a hand is not a tripod. A controller held the way
-- you hold a pistol -- fist closed, wrist cocked -- has its own aim axis
-- running up and forward out of the top of your fist, well above the line
-- your hand FEELS like it is pointing along. A model laid flat on that
-- axis reads as a gun held by somebody with a broken wrist.
--
-- So the gun tips its muzzle down 45 degrees off the pose, which puts the
-- barrel back on the line the grip implies. The shot follows: the ray is
-- read off the finished matrix's own +Z column (see place), so it comes
-- out of the barrel as drawn rather than off the pose it was hung on --
-- point the gun, hit the thing.
HordeGun.HAND_PITCH = math.rad(45)
-- ------- the model
--
-- One voxel is 8mm, so the pistol below comes out about 18cm long -- a
-- compact service automatic. Authored around the REAR SIGHT NOTCH at the
-- origin, barrel down +Z, up +Y. (+X is the viewer's LEFT: the world runs
-- +X east and +Z south, so a body facing +Z has its right hand toward
-- -X, which is why the hip offset's x is negative.)
local VOX = 0.008
local COLORS = {
{ 60, 62, 72 }, -- 1 slide
{ 30, 31, 38 }, -- 2 frame / shadowed
{ 46, 40, 40 }, -- 3 grip
{ 104, 108, 122 }, -- 4 highlight
{ 248, 240, 176 }, -- 5 sight dot
{ 18, 18, 22 }, -- 6 bore
{ 132, 136, 148 }, -- 7 trigger
{ 255, 246, 196 }, -- 8 flash core
{ 255, 168, 56 }, -- 9 flash edge
}
local paletteTex, bodyMesh, flashMesh = nil, nil, nil
local function palette()
if paletteTex then return paletteTex end
if not (love.image and love.image.newImageData
and love.graphics and love.graphics.newImage) then return nil end
local ok, data = pcall(love.image.newImageData, #COLORS, 1)
if not (ok and data) then return nil end
for i, c in ipairs(COLORS) do
pcall(data.setPixel, data, i - 1, 0,
c[1] / 255, c[2] / 255, c[3] / 255, 1)
end
local built, img = pcall(love.graphics.newImage, data)
if not built then return nil end
pcall(img.setFilter, img, "nearest", "nearest")
paletteTex = img
return img
end
-- one solid box, in voxels, straight into the shared vertex format
local function box(verts, indices, x, y, z, w, h, d, color)
local u = (color - 0.5) / #COLORS
local ox, oy, oz = x * VOX, y * VOX, z * VOX
local sx, sy, sz = w * VOX, h * VOX, d * VOX
for face = 1, 6 do
local corners = Voxel3D.FACE_CORNERS[face]
local shade = Voxel3D.FACE_SHADE[face]
local n = #verts / 4
for _, c in ipairs(corners) do
verts[#verts + 1] = { ox + c[1] * sx, oy + c[2] * sy, oz + c[3] * sz,
u, 0.5, shade }
end
Voxel3D.pushQuad(indices, n)
end
end
local function buildBody()
if bodyMesh then return bodyMesh end
local v, i = {}, {}
-- slide, and the bore's dark eye at the end of it
box(v, i, -2, -5, -1, 4, 4, 18, 1)
box(v, i, -2, -2, -1, 4, 0.6, 18, 4) -- the light along the top edge
box(v, i, -1, -4, 16.6, 2, 2, 0.6, 6)
-- frame under the slide, and the dust cover forward of the guard
box(v, i, -1.8, -8, 0.5, 3.6, 3.2, 12, 2)
-- the grip, three blocks stepping back: a raked butt without a hull
box(v, i, -1.8, -11, -1.2, 3.6, 3.2, 5, 3)
box(v, i, -1.8, -14, -2.6, 3.6, 3.2, 5, 3)
box(v, i, -1.8, -16.8, -3.8, 3.6, 3, 5, 2)
-- trigger guard: the bar under, the post in front
box(v, i, -1.4, -11.4, 3.6, 2.8, 1, 4.4, 2)
box(v, i, -1.4, -11.4, 7.4, 2.8, 3.4, 1, 2)
box(v, i, -0.9, -10.8, 4.6, 1.8, 2, 1, 7) -- the trigger itself
-- IRON SIGHTS. Two rear posts with a notch between them at the origin,
-- one front post at the muzzle: look through the gap, put the front
-- post's dot in it, and the barrel is pointing where you are looking.
box(v, i, -2, -1, -0.2, 0.9, 1.3, 1.4, 2)
box(v, i, 1.1, -1, -0.2, 0.9, 1.3, 1.4, 2)
box(v, i, -1.95, -0.2, 0.3, 0.5, 0.5, 0.5, 5)
box(v, i, 1.45, -0.2, 0.3, 0.5, 0.5, 0.5, 5)
box(v, i, -0.45, -1, 15.2, 0.9, 1.5, 1, 2)
box(v, i, -0.3, 0.1, 15.4, 0.6, 0.6, 0.6, 5)
bodyMesh = Voxel3D.newMesh(v, i)
return bodyMesh
end
-- the muzzle flash: a bright cross of boxes off the bore, drawn for two
-- frames after a shot and never lit by anything
local function buildFlash()
if flashMesh then return flashMesh end
local v, i = {}, {}
box(v, i, -1.6, -4.6, 17.4, 3.2, 3.2, 2.6, 8)
box(v, i, -3.4, -3.8, 17.6, 6.8, 1.6, 1.8, 9)
box(v, i, -0.9, -6.4, 17.6, 1.8, 6.4, 1.8, 9)
box(v, i, -1.1, -4.1, 19.6, 2.2, 2.2, 2.2, 9)
flashMesh = Voxel3D.newMesh(v, i)
return flashMesh
end
-- ------- state
local gun = {
ammo = HordeGun.MAG,
reloading = false,
reloadT = 0,
reloadStage = 0,
cooldown = 0,
ads = false,
adsBlend = 0,
kick = 0,
flash = 0,
frame = nil, -- the VR hand's model matrix for this frame
ray = nil, -- the VR aim ray in world space, if there is one
}
HordeGun.state = gun
function HordeGun.reset()
gun.ammo = HordeGun.MAG
gun.reloading, gun.reloadT, gun.reloadStage = false, 0, 0
gun.cooldown, gun.kick, gun.flash = 0, 0, 0
gun.ads, gun.adsBlend = false, 0
gun.frame, gun.ray = nil, nil
end
-- how far into the aim the sights are, 0..1 -- read by the HUD (the
-- crosshair goes away) and by the camera (the field of view narrows)
function HordeGun.adsBlend()
return gun.adsBlend
end
function HordeGun.ammo()
return gun.ammo, HordeGun.MAG, gun.reloading
end
function HordeGun.setAds(on)
gun.ads = on and true or false
end
-- ------- the shot
-- The eye and the direction it is looking, in world pixels. In VR this is
-- the gun's own barrel (set by the VR frame); on the flat screen it is
-- the camera, because the gun follows the camera exactly.
local function ray(G)
if gun.ray then return gun.ray end
local ow = G and G.overworld
if not (ow and ow.player and ow.map) then return nil end
local p = ow.player
local gh = 0
pcall(function()
gh = V.require("VoxelScene").groundAt(ow.map, p.cellX, p.cellY) or 0
end)
local cp = math.cos(FirstPerson.pitch)
return {
p.px + 8, gh + FirstPerson.EYE_HEIGHT, p.py + 8,
math.sin(FirstPerson.yaw) * cp,
-math.sin(FirstPerson.pitch),
math.cos(FirstPerson.yaw) * cp,
}
end
-- How far the ray travels before terrain stops it. A wall in this world
-- is a cell whose ground stands taller than the ray does where it crosses
-- it, which is the same test for a fence you can shoot over, a building
-- you cannot, and a doorway you can shoot through.
local function occlusion(map, r)
local VoxelScene = V.require("VoxelScene")
local step = 3
local t = step
while t <= HordeGun.RANGE do
local x = r[1] + r[4] * t
local y = r[2] + r[5] * t
local z = r[3] + r[6] * t
local cx, cy = math.floor(x / 16), math.floor(z / 16)
if not map:inBounds(cx, cy) then return t end
local gh = 0
local ok, got = pcall(VoxelScene.groundAt, map, cx, cy)
if ok and got then gh = got end
if y < gh - 0.5 then return t end
if y < 0 then return t end
t = t + step
end
return HordeGun.RANGE
end
-- The nearest mob the ray reaches, and whether it caught the head.
local function pick(G, r, maxT)
local Mobs = V.require("HordeMobs")
local VoxelScene = V.require("VoxelScene")
local ow = G and G.overworld
if not (ow and ow.map) then return nil end
local flat = r[4] * r[4] + r[6] * r[6]
if flat < 1e-6 then return nil end
local best, bestT, bestHead = nil, maxT, false
for _, e in ipairs(Mobs.list()) do
local npc = e.npc
if npc and not e.dead and e.mapId == ow.map.id then
local mx, mz = npc.px + 8, npc.py + 8
local t = ((mx - r[1]) * r[4] + (mz - r[3]) * r[6]) / flat
if t > 0 and t < bestT then
local hx = r[1] + r[4] * t - mx
local hz = r[3] + r[6] * t - mz
if hx * hx + hz * hz <= HordeGun.HIT_RADIUS * HordeGun.HIT_RADIUS then
local gh = 0
local ok, got = pcall(VoxelScene.groundAt, ow.map,
npc.cellX, npc.cellY)
if ok and got then gh = got end
local y = r[2] + r[5] * t
if y >= gh - 2 and y <= gh + 17 then
best, bestT, bestHead = e, t, y >= gh + 11
end
end
end
end
end
return best, bestHead
end
-- Pull the trigger. Every input device funnels here (see Horde.install,
-- FirstPerson's mouse and touch wraps, and VR.driveControls), so the
-- cooldown below is also what keeps two devices reporting the same press
-- from spending two rounds.
function HordeGun.fire()
if not Horde.playing() then return false end
if gun.cooldown > 0 or gun.reloading then return false end
if gun.ammo <= 0 then
gun.cooldown = 0.35
HordeSfx.play(HordeSfx.DRY)
HordeGun.reload()
return false
end
local G = require("src.core.Game")
gun.ammo = gun.ammo - 1
gun.cooldown = HordeGun.FIRE_COOLDOWN
gun.kick = 1
gun.flash = 0.05
HordeSfx.shot()
local r = ray(G)
if r then
local ow = G.overworld
local maxT = ow and ow.map and occlusion(ow.map, r) or HordeGun.RANGE
local hit, head = pick(G, r, maxT)
if hit then
local Mobs = V.require("HordeMobs")
local result = Mobs.hit(hit, head and 2 or 1)
local s = Horde.session
if s then
s.hitMarker = 1
if result == "kill" and head then Horde.addScore(50) end
end
end
end
if gun.ammo <= 0 then HordeGun.reload() end
return true
end
function HordeGun.reload()
if gun.reloading or gun.ammo >= HordeGun.MAG then return false end
gun.reloading = true
gun.reloadT = 0
gun.reloadStage = 0
return true
end
-- ------- the frame
function HordeGun.update(dt, live)
if not Horde.active then
FirstPerson.fovScale = 1 -- give the lens back on the way out
return
end
gun.cooldown = math.max(0, gun.cooldown - dt)
gun.kick = math.max(0, gun.kick - dt * 7)
gun.flash = math.max(0, gun.flash - dt)
local target = (gun.ads and live) and 1 or 0
local astep = dt / HordeGun.ADS_TIME
if gun.adsBlend < target then
gun.adsBlend = math.min(target, gun.adsBlend + astep)
else
gun.adsBlend = math.max(target, gun.adsBlend - astep)
end
-- the lens narrows with the sights. Half of what aiming does here is
-- the model coming to the centre of the screen; the other half is this
local e = gun.adsBlend * gun.adsBlend * (3 - 2 * gun.adsBlend)
FirstPerson.fovScale = 1 - (1 - HordeGun.ADS_FOV / FirstPerson.FOV) * e
if gun.reloading then
local was = gun.reloadT
gun.reloadT = gun.reloadT + dt
-- three clicks on their own clock: the magazine out, the fresh one
-- in, the slide home. Staged by time rather than animated frames so
-- the sound and the dip below stay in step at any frame rate.
local marks = { { 0.10, HordeSfx.MAG_OUT }, { 0.62, HordeSfx.MAG_IN },
{ 1.15, HordeSfx.RACK } }
for _, m in ipairs(marks) do
if was < m[1] and gun.reloadT >= m[1] then HordeSfx.play(m[2]) end
end
if gun.reloadT >= HordeGun.RELOAD_TIME then
gun.reloading = false
gun.reloadT = 0
gun.ammo = HordeGun.MAG
end
end
end
-- ------- VR placement
--
-- Called from the VR frame with the same mapping the eyes got. `pose` is
-- the tracked right hand -- the runtime's aim pose where it has one.
function HordeGun.place(pose, pivot, anchor, scale, yaw)
if not (Horde.active and pose) then
HordeGun.clear()
return
end
local m = VRRig.propMatrix(pose, pivot, anchor, scale, yaw)
m = Mat4.mul(m, Mat4.translate(HordeGun.HAND_OFFSET[1],
HordeGun.HAND_OFFSET[2],
HordeGun.HAND_OFFSET[3]))
m = Mat4.mul(m, Mat4.rotateY(HordeGun.HAND_YAW))
m = Mat4.mul(m, Mat4.rotateX(HordeGun.HAND_PITCH))
-- the recoil, up and back along the gun's own axes
local k = gun.kick
if k > 0 then
m = Mat4.mul(m, Mat4.translate(0, 0, -0.05 * k))
m = Mat4.mul(m, Mat4.rotateX(-0.30 * k))
end
gun.frame = m
-- the barrel, in world pixels: the shot goes where the gun points, so
-- lining the sights up with an eye is what aims it
local o = { m[4], m[8], m[12] }
local dx, dy, dz = m[3], m[7], m[11] -- the model's +Z column
local len = math.sqrt(dx * dx + dy * dy + dz * dz)
if len > 1e-6 then
gun.ray = { o[1], o[2], o[3], dx / len, dy / len, dz / len }
else
gun.ray = nil
end
end
function HordeGun.clear()
gun.frame, gun.ray = nil, nil
end
-- ------- drawing
--
-- Runs inside VoxelScene's drawScene, once per eye in VR and once per
-- frame flat, after the world -- so the gun composites with real depth
-- and leaning it into a wall occludes honestly.
-- Should the gun be drawn at all this frame? Keyed on the first-person
-- rig's own IDENTITY rather than on the rung's number, because a staged
-- VR battle places a camera through the same seam and the gun has no
-- business in it.
function HordeGun.visible()
if not Horde.active then return false end
if gun.frame then return true end
return FirstPerson.cardBlend() > 0.35
end
-- The flat screen's view model matrix: carried by the camera, offset to
-- the hip or the sight line, with the recoil on top.
local function flatModel()
local cam = Voxel3D.camera
local eye = cam and cam.eye
if not eye then return nil end
local a = gun.adsBlend
a = a * a * (3 - 2 * a)
local hip, ads = HordeGun.HIP, HordeGun.ADS
local ox = hip[1] + (ads[1] - hip[1]) * a
local oy = hip[2] + (ads[2] - hip[2]) * a
local oz = hip[3] + (ads[3] - hip[3]) * a
-- the reload dip: the gun swings down and out of the shot while the
-- hands are busy, easing back as the slide comes home
if gun.reloading then
local t = math.min(1, gun.reloadT / HordeGun.RELOAD_TIME)
local dip = math.sin(math.min(1, t * 1.15) * math.pi)
oy = oy - 0.09 * dip
ox = ox - 0.03 * dip
end
local k = gun.kick
oz = oz - 0.045 * k
local m = Mat4.translate(eye[1], eye[2], eye[3])
m = Mat4.mul(m, Mat4.rotateY(FirstPerson.yaw))
m = Mat4.mul(m, Mat4.rotateX(FirstPerson.pitch - 0.34 * k))
m = Mat4.mul(m, Mat4.scale(VRRig.FP_SCALE, VRRig.FP_SCALE, VRRig.FP_SCALE))
m = Mat4.mul(m, Mat4.translate(ox, oy, oz))
if gun.reloading then
local t = math.min(1, gun.reloadT / HordeGun.RELOAD_TIME)
m = Mat4.mul(m, Mat4.rotateX(-0.55 * math.sin(math.min(1, t * 1.15)
* math.pi)))
end
return m
end
function HordeGun.draw()
if not HordeGun.visible() then return end
local model = gun.frame or flatModel()
if not model then return end
local body, pal = buildBody(), palette()
if not (body and pal) then return end
Voxel3D.draw(body, pal, model)
if gun.flash > 0 then
local flash = buildFlash()
if flash then Voxel3D.draw(flash, pal, model) end
end
end
function HordeGun.invalidate()
paletteTex, bodyMesh, flashMesh = nil, nil, nil
end
return HordeGun
+484
View File
@@ -0,0 +1,484 @@
-- HORDE MODE: the readout.
--
-- Health, ammunition, score, wave, the crosshair, the hit marker, the red
-- that closes in when something reaches you, and the banners -- "A
-- DARKNESS APPROACHES", then "WAVE 1" and every wave after it.
--
-- IT IS DRAWN TWICE, INTO TWO DIFFERENT PLACES, and that is not
-- duplication for its own sake. The flat screen's HUD goes into the SCENE
-- canvas through Voxel3D.beginOverlay -- the same seam the overworld's FX
-- bubbles use -- because that canvas is what the window composites. A
-- headset never sees that canvas: with VR live the window's world pass
-- short-circuits to the mirror, and the eyes are rendered on their own in
-- lib/VR. So the eye canvases get their own pass, at the same instant the
-- VR frame paints its fade over them, in the same 2D idiom.
--
-- Both call the same draw with a different scale and a different safe
-- area: a headset wants everything well inside the lens rather than
-- pinned to the corners, because the corners of a VR frame are off the
-- edge of the visible world.
--
-- EVERY WORD IS ON A WHITE PLATE, and that is not a style choice -- it is
-- what the font is. The Game Boy font sheets are BLACK glyphs on
-- transparent, so setColor cannot make a letter pale: multiplying black
-- by white is still black. That is why every box in the game is drawn
-- white first and its text black on top (Font.drawBox, then
-- setColor(0,0,0)), and it is why a first cut of this HUD -- pale text,
-- straight onto the night -- composited as black letters on a black
-- street and could not be read at all. Plates also happen to be the right
-- answer aesthetically: the game already talks to the player in white
-- boxes, and a horde mode that shouts in the same voice belongs to it.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Horde = V.require("Horde")
local HordeHud = {}
local Font = nil
local function font()
if Font then return Font end
local ok, F = pcall(require, "src.render.Font")
if ok then Font = F end
return Font
end
-- the pulse under the low-health plate and the banner's own breathing
local blink = 0
function HordeHud.update(dt)
blink = (blink + (dt or 0)) % 1.0
end
-- named for the suite: the banner's line breaking, which is the part with
-- an answer worth pinning
HordeHud._layout = nil -- assigned below, once `layout` exists
-- ------- pieces
--
-- Every helper takes a scale `s` and draws in GB pixels multiplied by it,
-- so one layout serves a 4x window and a headset's eye buffer alike.
local PAD = 3 -- plate padding, in GB pixels
-- A white plate with a dark edge: the surface a black glyph can be read
-- on. Returns the interior origin, so a caller lays text out from there.
local function plate(x, y, w, h, s, alpha)
love.graphics.setColor(0.06, 0.05, 0.09, (alpha or 1) * 0.92)
love.graphics.rectangle("fill", x - s, y - s, w + 2 * s, h + 2 * s)
love.graphics.setColor(0.93, 0.94, 0.90, alpha or 1)
love.graphics.rectangle("fill", x, y, w, h)
return x + PAD * s, y + PAD * s
end
local function textWidth(str, s)
local F = font()
if not F then return 0 end
return F.width(str) * s
end
-- Black glyphs at `s` times their size. Black because that is the only
-- colour the font has (see the header).
local function text(str, x, y, s)
local F = font()
if not F then return 0 end
love.graphics.setColor(0, 0, 0, 1)
love.graphics.push()
love.graphics.translate(math.floor(x), math.floor(y))
love.graphics.scale(s, s)
F.draw(str, 0, 0)
love.graphics.pop()
end
-- One line of text on its own plate, anchored left or right.
local function label(str, x, y, s, align)
local tw = textWidth(str, s)
local pw, ph = tw + PAD * 2 * s, 8 * s + PAD * 2 * s
local px = (align == "right") and (x - pw) or x
local ix, iy = plate(px, y, pw, ph, s)
text(str, ix, iy, s)
return pw, ph
end
-- The health bar: a plate with a red bar inside it, so the red reads
-- against white rather than against a night street.
local function healthBar(x, y, w, h, s, fill, flash)
local ix, iy = plate(x, y, w, h, s)
local iw, ih = w - PAD * 2 * s, h - PAD * 2 * s
love.graphics.setColor(0.80, 0.80, 0.78, 1)
love.graphics.rectangle("fill", ix, iy, iw, ih)
local r, g, b = 0.78, 0.12, 0.16
if flash then r, g, b = 1, 0.45, 0.35 end
love.graphics.setColor(r, g, b, 1)
love.graphics.rectangle("fill", ix, iy, math.max(0, iw * fill), ih)
end
-- The crosshair: four ticks around a gap that opens as the gun kicks, and
-- gone entirely down the sights, where the iron sights ARE the crosshair.
-- Drawn as a dark pair under a light pair so it survives both a white
-- wall and a black doorway.
local function crosshair(cx, cy, s, spread, alpha)
local gap = (3 + spread * 4) * s
local len = 4 * s
local t = math.max(1, s)
local function ticks(o, thick, r, g, b, a)
love.graphics.setColor(r, g, b, a)
love.graphics.rectangle("fill", cx - gap - len - o, cy - thick / 2 - o,
len + 2 * o, thick + 2 * o)
love.graphics.rectangle("fill", cx + gap - o, cy - thick / 2 - o,
len + 2 * o, thick + 2 * o)
love.graphics.rectangle("fill", cx - thick / 2 - o, cy - gap - len - o,
thick + 2 * o, len + 2 * o)
love.graphics.rectangle("fill", cx - thick / 2 - o, cy + gap - o,
thick + 2 * o, len + 2 * o)
end
ticks(math.max(1, s * 0.5), t, 0, 0, 0, alpha * 0.85)
ticks(0, t, 0.98, 0.98, 1, alpha)
end
local function hitMarker(cx, cy, s, amount)
if amount <= 0 then return end
love.graphics.setColor(1, 0.30, 0.26, amount)
local o = 5 * s
local len = 5 * s
local t = math.max(1, s)
for _, d in ipairs({ { -1, -1 }, { 1, -1 }, { -1, 1 }, { 1, 1 } }) do
love.graphics.push()
love.graphics.translate(cx + d[1] * o, cy + d[2] * o)
love.graphics.rotate(math.pi / 4 * (d[1] * d[2] > 0 and 1 or -1))
love.graphics.rectangle("fill", -t / 2, -len / 2, t, len)
love.graphics.pop()
end
end
-- How wide a run of glyphs comes out at `bs` pixels per font pixel, with
-- `track` of air after each one.
local function runWidth(F, codes, bs, track)
local total = 0
for _, code in ipairs(codes) do
total = total + F.advanceOf(code) * bs + track
end
return total - track
end
-- The banner's lines, and the size to draw them at.
--
-- THE SCALE IS NEGOTIATED, not assumed. The caller's scale comes from the
-- window's own zoom, so a player zoomed well in gets a large `s` -- and
-- "A DARKNESS APPROACHES" at twice a large scale is wider than the
-- screen, which is how the words ran off both edges. So: shrink until the
-- longest single WORD fits, then wrap the words into as many lines as
-- that leaves. Wrapping first and shrinking only when a word alone cannot
-- fit keeps the announcement as big as the frame can carry it.
local function layout(F, str, scale, maxW)
local words = {}
for word in tostring(str):gmatch("%S+") do words[#words + 1] = word end
if #words == 0 then return nil end
local bs = math.max(1, scale * 2)
local function track(size) return math.max(1, math.floor(size / 2)) end
while bs > 1 do
local widest = 0
for _, word in ipairs(words) do
local ww = runWidth(F, F.encode(word), bs, track(bs))
if ww > widest then widest = ww end
end
if widest <= maxW then break end
bs = bs - 1
end
local tr = track(bs)
local spaceW = runWidth(F, F.encode(" "), bs, tr) + tr
local lines, line, lineW = {}, nil, 0
for _, word in ipairs(words) do
local ww = runWidth(F, F.encode(word), bs, tr)
if not line then
line, lineW = word, ww
elseif lineW + spaceW + ww <= maxW then
line, lineW = line .. " " .. word, lineW + spaceW + ww
else
lines[#lines + 1] = { text = line, width = lineW }
line, lineW = word, ww
end
end
lines[#lines + 1] = { text = line, width = lineW }
return lines, bs, tr
end
HordeHud._layout = layout
-- The banner: a plate across the middle of the frame with the words on
-- it, as big as the frame can carry. It fades in and out rather than
-- cutting -- an announcement, not a notification -- and the plate fades
-- with it.
local function banner(w, h, scale)
local sess = Horde.session
if not (sess and sess.bannerText) then return end
local t, hold = sess.bannerT, sess.bannerHold
local alpha
if t < 0.4 then alpha = t / 0.4
elseif t < hold then alpha = 1
else alpha = math.max(0, 1 - (t - hold) / 1.1) end
if alpha <= 0 then return end
local F = font()
if not F then return end
local margin = 6 * scale
local lines, bs, tr = layout(F, sess.bannerText, scale, w - margin * 2)
if not lines then return end
local lineH = 8 * bs
local gap = math.max(1, math.floor(bs * 0.4))
local pad = PAD * 2 * scale
local ph = #lines * lineH + (#lines - 1) * gap + pad * 2
local y = math.floor(h * 0.30 - ph / 2)
-- the plate runs the full width: a band across the world, which reads
-- as the game interrupting itself rather than as a label on it
plate(0, y, w, ph, scale, alpha)
local iy = y + pad
love.graphics.setColor(0, 0, 0, alpha)
for i, line in ipairs(lines) do
local pen = math.floor((w - line.width) / 2)
local ly = iy + (i - 1) * (lineH + gap)
for _, code in ipairs(F.encode(line.text)) do
love.graphics.push()
love.graphics.translate(pen, ly)
love.graphics.scale(bs, bs)
F.drawCode(code, 0, 0)
love.graphics.pop()
pen = pen + F.advanceOf(code) * bs + tr
end
end
end
-- ------- the whole thing
--
-- `inset` is how far off the edges the corners sit, which is the one real
-- difference between a window and a headset.
local function draw(w, h, s, inset)
local sess = Horde.session
if not sess then return end
local Gun = V.require("HordeGun")
local ammo, mag, reloading = Gun.ammo()
local ads = Gun.adsBlend()
love.graphics.push("all")
love.graphics.setBlendMode("alpha")
-- The red. A VIGNETTE rather than a wash over everything: a full-screen
-- fill strong enough to register at a glance also hides the thing that
-- just hit you, which in a mode about being surrounded is the one thing
-- it must not do. Bands closing in from the edges instead, so the
-- middle of the frame stays readable and the alarm arrives in the
-- corner of the eye.
local hurt = sess.damageFlash
local low = 1 - math.min(1, sess.hp / (sess.maxHp * 0.35))
local wash = math.max(hurt * 0.9, low * 0.6
* (0.7 + 0.3 * math.sin(blink * math.pi * 2)))
if wash > 0 then
local band = math.min(w, h) * 0.38
local steps = 8
for i = 1, steps do
local t = i / steps
local d = band * t
love.graphics.setColor(0.60, 0.02, 0.06, wash * 0.13)
love.graphics.rectangle("fill", 0, 0, w, d)
love.graphics.rectangle("fill", 0, h - d, w, d)
love.graphics.rectangle("fill", 0, 0, d, h)
love.graphics.rectangle("fill", w - d, 0, d, h)
end
end
-- health, top left
local barW, barH = 60 * s, 8 * s + PAD * 2 * s
healthBar(inset, inset, barW, barH, s, sess.hp / sess.maxHp, hurt > 0.3)
label(("%d"):format(math.ceil(sess.hp)), inset, inset + barH + 3 * s, s)
-- score and wave, top right
label(("SCORE %d"):format(math.floor(sess.score)), w - inset, inset, s,
"right")
label(("WAVE %d"):format(math.max(1, sess.wave)),
w - inset, inset + (8 * s + PAD * 2 * s) + 3 * s, s, "right")
-- ammunition, bottom right: the rounds as pips over the count, which
-- reads at a glance in a firefight where a number does not
local ammoStr = reloading and "RELOADING" or ("%d / %d"):format(ammo, mag)
local _, ah = label(ammoStr, w - inset, h - inset - (8 * s + PAD * 2 * s), s,
"right")
local pipW, pipH, pipGap = 3 * s, 7 * s, 2 * s
local pipsW = mag * (pipW + pipGap) - pipGap
local px = w - inset - pipsW
local py = h - inset - ah - pipH - 5 * s
love.graphics.setColor(0.06, 0.05, 0.09, 0.85)
love.graphics.rectangle("fill", px - 2 * s, py - 2 * s,
pipsW + 4 * s, pipH + 4 * s)
for i = 1, mag do
if i <= ammo and not reloading then
love.graphics.setColor(0.98, 0.86, 0.36, 1)
else
love.graphics.setColor(0.32, 0.30, 0.36, 1)
end
love.graphics.rectangle("fill", px + (i - 1) * (pipW + pipGap), py,
pipW, pipH)
end
if reloading then
local t = math.min(1, Gun.state.reloadT / Gun.RELOAD_TIME)
love.graphics.setColor(0.55, 0.78, 0.98, 1)
love.graphics.rectangle("fill", px, py + pipH + 1 * s, pipsW * t, 2 * s)
end
-- the sight picture
local cx, cy = w / 2, h / 2
if ads < 0.6 then
crosshair(cx, cy, s, Gun.state.kick, (1 - ads / 0.6) * 0.9)
end
hitMarker(cx, cy, s, sess.hitMarker)
banner(w, h, s)
love.graphics.pop()
love.graphics.setColor(1, 1, 1, 1)
end
-- ------- the two callers
-- The flat window. Called from the voxel pipeline's overlay block, into
-- the scene canvas -- which is at the window's PIXEL size and may be
-- supersampled on top of that, so the caller's scale carries both.
--
-- The caller's scale is CAPPED against the canvas rather than taken as
-- given, because that scale is the world's zoom: zoom in far enough and
-- the health bar was a metre wide and half of it off the top of the
-- screen. A readout is not part of the world and should not zoom with
-- it -- so it sizes off the frame it is drawn in, which keeps its
-- apparent size the same at every zoom and grows it honestly on a bigger
-- display (and with supersampling, which is in both numbers).
function HordeHud.drawFlat(w, h, scale)
if not Horde.active then return end
local cap = math.max(1, math.floor(h / 260))
local s = math.max(1, math.min(math.floor((scale or 1) + 0.5), cap))
draw(w, h, s, 8 * s)
end
-- ------- and the headset's, which is not a screen overlay at all
--
-- A VR eye gets NO 2D overlay. An earlier cut drew this same HUD into
-- both eye canvases and it came out torn down the middle: the eye frusta
-- are ASYMMETRIC, so the same canvas pixel is a different ANGLE in each
-- eye, and the two images never fuse. Nor is there a crosshair to draw --
-- the gun is a real object with real sights and the shot goes down its
-- barrel, so a dot painted at the centre of the frame would be pointing
-- at something else entirely.
--
-- What the headset gets instead is this: the readout as a TEXTURE, which
-- lib/VR puts on the POKEDEX in the player's left hand -- already
-- tracked, already lit, and already the surface this mod shows
-- information on. Geometry in the world, so both eyes see it from their
-- own position and the stereo is correct by construction. (It rode the
-- gun for one revision and that was worse: a screen on the slide sits
-- exactly where the iron sights have to be looked through.)
--
-- Sized to the device's own screen, which is the GB frame's 10:9.
local panelCanvas = nil
local PANEL_W, PANEL_H = 160, 144
function HordeHud.panelTexture()
if not Horde.active then return nil end
if not (love.graphics and love.graphics.newCanvas) then return nil end
local sess = Horde.session
if not sess then return nil end
local F = font()
if not F then return nil end
if not panelCanvas then
local ok, c = pcall(love.graphics.newCanvas, PANEL_W, PANEL_H)
if not ok then return nil end
panelCanvas = c
pcall(panelCanvas.setFilter, panelCanvas, "nearest", "nearest")
end
local Gun = V.require("HordeGun")
local ammo, mag, reloading = Gun.ammo()
local ok = pcall(function()
love.graphics.push("all")
love.graphics.setCanvas(panelCanvas)
love.graphics.setBlendMode("alpha")
love.graphics.clear(0.93, 0.94, 0.90, 1)
-- the health bar, framed, across the top
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle("fill", 8, 8, PANEL_W - 16, 20)
love.graphics.setColor(0.80, 0.80, 0.78, 1)
love.graphics.rectangle("fill", 11, 11, PANEL_W - 22, 14)
love.graphics.setColor(0.78, 0.12, 0.16, 1)
love.graphics.rectangle("fill", 11, 11,
(PANEL_W - 22) * math.max(0, sess.hp / sess.maxHp),
14)
love.graphics.setColor(0, 0, 0, 1)
F.draw(("HP %d"):format(math.ceil(sess.hp)), 8, 34)
F.draw(reloading and "RELOADING" or ("AMMO %d/%d"):format(ammo, mag),
8, 50)
-- the round pips, so ammunition reads without counting digits
local pipW, gap = 9, 5
for i = 1, mag do
if i <= ammo and not reloading then
love.graphics.setColor(0.85, 0.65, 0.10, 1)
else
love.graphics.setColor(0.72, 0.73, 0.70, 1)
end
love.graphics.rectangle("fill", 8 + (i - 1) * (pipW + gap), 66, pipW, 12)
end
love.graphics.setColor(0, 0, 0, 1)
F.draw(("WAVE %d"):format(math.max(1, sess.wave)), 8, 86)
F.draw(("%d"):format(math.floor(sess.score)), 8, 102)
-- and the banner, wrapped to the panel rather than to the frame.
-- BLACK on the panel's own white, like everything else here: the font
-- sheets are black glyphs on transparent, so a pale letter is not a
-- thing that can be drawn (see the header).
if sess.bannerText then
local lines, bs, tr = layout(F, sess.bannerText, 1, PANEL_W - 8)
if lines then
local top = PANEL_H - 8 * bs * #lines - 5
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle("fill", 0, top - 2, PANEL_W, 1)
for i, line in ipairs(lines) do
local pen = math.floor((PANEL_W - line.width) / 2)
local ly = PANEL_H - 8 * bs * (#lines - i + 1) - 3
for _, code in ipairs(F.encode(line.text)) do
love.graphics.push()
love.graphics.translate(pen, ly)
love.graphics.scale(bs, bs)
F.drawCode(code, 0, 0)
love.graphics.pop()
pen = pen + F.advanceOf(code) * bs + tr
end
end
end
end
love.graphics.setCanvas()
love.graphics.pop()
end)
pcall(love.graphics.setCanvas)
if not ok then return nil end
return panelCanvas
end
-- window resize / hot reload
function HordeHud.invalidate()
if panelCanvas and panelCanvas.release then
pcall(panelCanvas.release, panelCanvas)
end
panelCanvas = nil
end
return HordeHud
+553
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@@ -0,0 +1,553 @@
-- HORDE MODE: the crowd.
--
-- Waves of people who want to touch you, walking the same grid the game
-- walks, wearing the overworld's own character sheets. Every mob IS a
-- real engine NPC (OverworldState:addRuntimeObject), which is what buys
-- the whole feature for nothing: the engine interpolates their steps,
-- the collision system lets them jostle, the voxel pass billboards them
-- with the right frame for the angle you see them from, and the flat 2D
-- path draws them too. Nothing here draws a character.
--
-- THEY ARE DRIVEN, NOT SCRIPTED. OverworldState:scriptMove would be the
-- obvious way to walk one, and it is a trap: a queued script move sets
-- `scripted` on the state, which blocks the PLAYER's input for as long as
-- it runs. So mobs are spawned with movement = "STAY" (which leaves
-- NPC:update's wander branch inert) and this file writes facing / target /
-- moving / progress directly, once per step. NPC:update then does the
-- pixel interpolation and the cell commit exactly as it does for a
-- wandering shopkeeper.
--
-- PATHING IS A FLOW FIELD, not A* per mob. One breadth-first sweep out
-- from the player's cell, over the map's walkable cells, gives EVERY mob
-- its next step at once -- and gives it correctly through doorways and
-- around buildings, which is what "gang up on the player" actually
-- requires. Rebuilt a few times a second rather than per frame; between
-- rebuilds a mob just walks downhill on the numbers. It also answers two
-- other questions for free: how far a cell is from the player (so a spawn
-- point can be picked at a fair distance and be guaranteed REACHABLE),
-- and whether a mob is adjacent enough to swing.
--
-- The sweep ignores entity occupancy on purpose. Mobs are solid to each
-- other, so a pack funnelling down a corridor will jam -- and the fix for
-- that is not a cleverer path, it is that a mob whose downhill step is
-- occupied tries its second choice and otherwise waits. That is what
-- makes them pool around the player instead of forming a queue.
--
-- FOLLOWING THROUGH DOORS. A warp tears down every NPC on the old map, so
-- the roster cannot survive one. What survives is the COUNT: the number
-- still alive when the player ran, re-spawned on the far side over the
-- next few seconds, from the cells nearest the door they came in by. From
-- the player's chair that is the horde coming through the door after them.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Horde = V.require("Horde")
local HordeSfx = V.require("HordeSfx")
local HordeMobs = {}
-- ------- tuning
-- Wave n throws this many at you, and no more than CAP stand at once.
local function waveSize(n) return 4 + 3 * n end
local CAP = 14
local SPAWN_INTERVAL = 0.75 -- seconds between arrivals inside a wave
local WAVE_GAP = 4.0 -- the breather, and the banner's window
local FOLLOW_INTERVAL = 0.55 -- how fast they pour through a door
-- Frames per cell. The engine's own walk is 16; the horde is quicker than
-- a shopkeeper and gets quicker as the waves stack, floored so it never
-- outruns the player's own free walk.
local function stepFrames(n)
return math.max(9, 15 - math.floor(n / 2))
end
local function mobHp(n) return math.min(4, 1 + math.floor(n / 3)) end
local function killScore(n) return 100 + 25 * (n - 1) end
local function waveBonus(n) return 250 * n end
-- How close a mob comes before it stops walking and starts swinging, in
-- CELLS, and how close it has to be to land the hit, in world pixels.
--
-- The standoff is the difference between a horde and a wall. Nothing
-- stops a mob taking the cell next to the player -- and when it does, a
-- sixteen-pixel figure a cell away fills a sixty-five-degree lens edge to
-- edge, so being surrounded looks like a texture rather than like people.
-- Two cells back they read as figures closing in, the ring holds a dozen
-- of them, and the player can still see what they are shooting at.
local STANDOFF = 2
local REACH = 40
-- The cast. Overworld sprite sheets that read as a threat coming out of
-- the dark; anything missing from the loaded game is dropped at spawn.
local CAST = {
"SPRITE_ROCKET", "SPRITE_CHANNELER", "SPRITE_SCIENTIST", "SPRITE_BIKER",
"SPRITE_GUARD", "SPRITE_SUPER_NERD", "SPRITE_HIKER", "SPRITE_SWIMMER",
"SPRITE_GYM_GUIDE", "SPRITE_BLACK_HAIR_BOY_1", "SPRITE_GIRL",
"SPRITE_MIDDLE_AGED_MAN", "SPRITE_FISHER", "SPRITE_GAMBLER",
}
local OWNER = "DRAMATIC_SHAPE"
-- ------- the flow field
--
-- dist[cy * w + cx] = steps from the player, over walkable cells only.
-- Nil where the sweep never reached, which is the same answer as "no way
-- there from here" -- an island across water, a room behind a locked door.
local field = { mapId = nil, w = 0, h = 0, dist = nil, at = nil, age = 0 }
local REBUILD_EVERY = 0.28
local function passable(map, cx, cy)
if not map:inBounds(cx, cy) then return false end
if not map:isWalkableCell(cx, cy) then return false end
-- a warp cell is walkable but standing on one takes the warp; mobs may
-- cross them (that IS the door they follow you through) so they stay in
return true
end
-- fixed order, so a tie between two equally good steps always breaks the
-- same way -- a mob that dithers between two cells reads as broken, and a
-- pairs() walk over a hash would give a different answer every run
local DIRS = { "right", "left", "down", "up" }
local DX = { right = 1, left = -1, down = 0, up = 0 }
local DY = { right = 0, left = 0, down = 1, up = -1 }
local function rebuildField(map, px, py)
local w, h = map.widthCells, map.heightCells
local dist = {}
-- a plain array queue: BFS on a grid never revisits a cell, so no heap
-- and no priority is needed and the whole sweep is one pass
local qx, qy = { px }, { py }
local head = 1
dist[py * w + px] = 0
while head <= #qx do
local cx, cy = qx[head], qy[head]
head = head + 1
local d = dist[cy * w + cx] + 1
for i = 1, 4 do
local dir = DIRS[i]
local nx, ny = cx + DX[dir], cy + DY[dir]
local key = ny * w + nx
if dist[key] == nil and passable(map, nx, ny) then
dist[key] = d
qx[#qx + 1], qy[#qy + 1] = nx, ny
end
end
end
field.mapId, field.w, field.h, field.dist = map.id, w, h, dist
field.at = { px, py }
field.age = 0
end
local function distAt(cx, cy)
if not field.dist then return nil end
if cx < 0 or cy < 0 or cx >= field.w or cy >= field.h then return nil end
return field.dist[cy * field.w + cx]
end
-- named for the suite: the sweep, and the distance it wrote to a cell
HordeMobs._dist = distAt
HordeMobs._rebuild = rebuildField
-- ------- spawning
local function liveSprites(G)
local out = {}
local sprites = G and G.data and G.data.sprites
for _, key in ipairs(CAST) do
if sprites and sprites[key] then out[#out + 1] = key end
end
if #out == 0 and sprites then
-- a total conversion with none of the vanilla sheets: take whatever
-- walker it does have rather than spawning nothing at all
local keys = {}
for key, def in pairs(sprites) do
if def and def.walker then keys[#keys + 1] = key end
end
table.sort(keys)
for i = 1, math.min(6, #keys) do out[i] = keys[i] end
end
return out
end
-- Cells at a fair distance from the player that the flow field says are
-- actually reachable, preferring the far end of the band so the horde
-- arrives from off in the dark rather than on top of you.
local function spawnCells(map, near, far, want)
local out = {}
if not field.dist then return out end
for key, d in pairs(field.dist) do
if d >= near and d <= far then
local cy = math.floor(key / field.w)
local cx = key - cy * field.w
out[#out + 1] = { cx, cy, d }
end
end
-- shuffle, then bias toward distance: sorting outright would file every
-- mob in from the same corner
for i = #out, 2, -1 do
local j = love.math.random(i)
out[i], out[j] = out[j], out[i]
end
table.sort(out, function(a, b) return a[3] > b[3] end)
while #out > (want or 16) do table.remove(out) end
return out
end
local function occupiedCell(state, cx, cy)
local Collision = require("src.world.Collision")
return Collision.occupied(state.entities, cx, cy, nil) ~= nil
end
-- One mob, on a cell, on the live map. Returns the roster entry or nil.
local function spawnAt(G, state, cx, cy, wave)
local s = Horde.session
if not s then return nil end
local sprites = liveSprites(G)
if #sprites == 0 then return nil end
local def = {
x = cx, y = cy,
sprite = sprites[love.math.random(#sprites)],
movement = "STAY",
range = "DOWN",
name = "HORDE",
hordeMob = true,
}
local mapId = state.map.id
local okAdd, npcId = pcall(state.addRuntimeObject, state, mapId, def, OWNER)
if not (okAdd and npcId) then return nil end
s.spawned[mapId] = s.spawned[mapId] or {}
s.spawned[mapId][def.index] = true
local npc = nil
for _, e in ipairs(state.npcs) do
if e.id == npcId then npc = e break end
end
if not npc then return nil end
npc.wanders = false
npc.stepFrames = stepFrames(wave)
local entry = {
npc = npc, id = npcId, mapId = mapId,
hp = mobHp(wave), attackT = 0,
}
s.mobs[#s.mobs + 1] = entry
return entry
end
-- ------- removal
--
-- Targeted, because the engine's own removeRuntimeObject walks every map
-- in the game to find one object and a firefight calls this several times
-- a second.
local function dropNpc(state, npcId)
for _, list in ipairs({ state.npcs or {}, state.entities or {} }) do
for i = #list, 1, -1 do
if list[i].id == npcId then table.remove(list, i) end
end
end
if state.npcPool then state.npcPool[npcId] = nil end
end
-- Take this mode's objects back out of a map record. Runtime objects live
-- in Game.data.maps[id].objects until removed, and setMap respawns from
-- that list -- so a def left behind is a mob waiting on the far side of a
-- door long after the mode ended.
local function scrubMap(G, mapId, indices)
local def = G and G.data and G.data.maps and G.data.maps[mapId]
if not def or not def.objects then return end
for i = #def.objects, 1, -1 do
local obj = def.objects[i]
if obj and obj.hordeMob and (not indices or indices[obj.index]) then
table.remove(def.objects, i)
end
end
end
-- ------- the roster's own step
local function faceToward(npc, cx, cy)
local dx, dy = cx - npc.cellX, cy - npc.cellY
if math.abs(dx) > math.abs(dy) then
return dx > 0 and "right" or "left"
end
return dy > 0 and "down" or "up"
end
-- Walk one mob downhill on the flow field. The best neighbour is the one
-- with the lowest distance; when it is taken, the second best is tried,
-- and when both are taken the mob waits a beat -- which is what makes a
-- pack pool around the player instead of queueing behind one another.
local function stepMob(state, entry)
local npc = entry.npc
if npc.moving then return end
local here = distAt(npc.cellX, npc.cellY)
-- close enough: stand and swing rather than crowding into the lens
if here and here <= STANDOFF then
local p = state.player
npc.facing = faceToward(npc, p.cellX, p.cellY)
return
end
local best, bestD, second, secondD = nil, nil, nil, nil
for i = 1, 4 do
local dir = DIRS[i]
local tx, ty = npc.cellX + DX[dir], npc.cellY + DY[dir]
local d = distAt(tx, ty)
-- the standoff is enforced on the cell being ENTERED, not the one
-- being stood on: a mob that checked only where it was would still
-- finish the step it was already taking and end up in the lens
if d and d < STANDOFF then d = nil end
if d and (not here or d < here) then
if not bestD or d < bestD then
second, secondD = best, bestD
best, bestD = { dir, tx, ty }, d
elseif not secondD or d < secondD then
second, secondD = { dir, tx, ty }, d
end
end
end
for _, pick in ipairs({ best, second }) do
if pick then
local dir, tx, ty = pick[1], pick[2], pick[3]
if not occupiedCell(state, tx, ty) then
npc.facing = dir
npc.targetX, npc.targetY = tx, ty
npc.moving = true
npc.progress = 0
return
end
end
end
-- boxed in: keep facing the player so the pack still reads as a threat
local p = state.player
npc.facing = faceToward(npc, p.cellX, p.cellY)
end
-- ------- the public surface
function HordeMobs.begin(G)
local s = Horde.session
if not s then return end
local state = G and G.overworld
if not (state and state.map) then return end
field.mapId = nil
s.wave, s.waveRemaining, s.waveGap, s.spawnGap = 0, 0, 0, 0
HordeMobs.convertLocals(state)
end
-- Everyone already standing on the map joins in. Their sprite, their
-- position, their business -- now walking at the player. Nothing is
-- stored to undo it, because the restore warps through setMap, which
-- rebuilds every one of them from the map record (see Horde.finish).
function HordeMobs.convertLocals(state)
local s = Horde.session
if not (s and state and state.npcs) then return end
local known = {}
for _, e in ipairs(s.mobs) do known[e.npc] = true end
for _, npc in ipairs(state.npcs) do
if not known[npc] and not npc.passable then
npc.wanders = false
npc.frozen = false
npc.stepFrames = stepFrames(math.max(1, s.wave))
s.mobs[#s.mobs + 1] = {
npc = npc, id = npc.id, mapId = state.map.id,
hp = mobHp(math.max(1, s.wave)), attackT = 0, local_ = true,
}
end
end
end
function HordeMobs.nextWave(G)
local s = Horde.session
if not s then return end
s.wave = s.wave + 1
s.waveRemaining = waveSize(s.wave)
s.spawnGap = 0
Horde.banner(("WAVE %d"):format(s.wave), 1.6)
HordeSfx.play(HordeSfx.WAVE)
for _, e in ipairs(s.mobs) do
e.npc.stepFrames = stepFrames(s.wave)
end
end
-- A mob took a bullet. Returns "kill", "hit", or nil.
function HordeMobs.hit(entry, damage)
local s = Horde.session
if not (s and entry) then return nil end
entry.hp = entry.hp - (damage or 1)
if entry.hp > 0 then
HordeSfx.play(HordeSfx.HIT)
return "hit"
end
entry.dead = true
s.kills = s.kills + 1
Horde.addScore(killScore(math.max(1, s.wave)))
HordeSfx.randomCry()
return "kill"
end
-- Every live mob, for the gun's ray to test against.
function HordeMobs.list()
local s = Horde.session
return s and s.mobs or {}
end
function HordeMobs.update(dt, G)
local s = Horde.session
if not s then return end
local state = G and G.overworld
if not (state and state.map and state.player) then return end
local p = state.player
-- the flow field, rebuilt on a clock and whenever the player changes
-- cell far enough that the old numbers point at where they used to be
field.age = field.age + dt
local moved = field.at
and (math.abs(field.at[1] - p.cellX) + math.abs(field.at[2] - p.cellY)) or 99
if field.mapId ~= state.map.id or field.age >= REBUILD_EVERY or moved >= 2 then
rebuildField(state.map, p.cellX, p.cellY)
end
-- the dead, collected before anything walks
for i = #s.mobs, 1, -1 do
local e = s.mobs[i]
if e.dead or not e.npc then
if e.npc then dropNpc(state, e.id) end
table.remove(s.mobs, i)
end
end
-- the living
local pcx, pcy = p.px + 8, p.py + 8
for _, e in ipairs(s.mobs) do
local npc = e.npc
e.attackT = math.max(0, e.attackT - dt)
stepMob(state, e)
local dx, dz = (npc.px + 8) - pcx, (npc.py + 8) - pcy
if dx * dx + dz * dz <= REACH * REACH then
if e.attackT <= 0 then
e.attackT = 0.8
npc.facing = faceToward(npc, p.cellX, p.cellY)
Horde.damage()
end
end
end
if not Horde.playing() then return end
-- the crowd that followed the player through a door, arriving
if s.followQueue > 0 then
s.spawnGap = s.spawnGap - dt
if s.spawnGap <= 0 and #s.mobs < CAP then
s.spawnGap = FOLLOW_INTERVAL
local cells = spawnCells(state.map, 2, 9, 8)
local cell = cells[1]
if cell and spawnAt(G, state, cell[1], cell[2], s.wave) then
s.followQueue = s.followQueue - 1
else
s.followQueue = s.followQueue - 1 -- nowhere to put them; let it go
end
end
return
end
-- the wave itself
if s.waveRemaining > 0 then
s.spawnGap = s.spawnGap - dt
if s.spawnGap <= 0 and #s.mobs < CAP then
s.spawnGap = SPAWN_INTERVAL
local cells = spawnCells(state.map, 7, 18, 10)
if #cells == 0 then cells = spawnCells(state.map, 3, 30, 10) end
local cell = cells[1]
if cell and spawnAt(G, state, cell[1], cell[2], s.wave) then
s.waveRemaining = s.waveRemaining - 1
else
s.spawnGap = 1.5 -- no room right now; try again shortly
end
end
elseif #s.mobs == 0 then
s.waveGap = s.waveGap + dt
if s.waveGap == dt then
Horde.addScore(waveBonus(s.wave))
Horde.banner(("WAVE %d CLEAR"):format(s.wave), 1.8)
end
if s.waveGap >= WAVE_GAP then
s.waveGap = 0
HordeMobs.nextWave(G)
end
end
end
-- ------- the door
--
-- map.entered fires after setMap has rebuilt the world, which means every
-- mob instance from the old map is already gone. What is left to do is
-- take our defs off the old map (or they respawn if the player ever comes
-- back), remember how many were chasing, and let update() walk them in.
function HordeMobs.onMapEntered(payload)
local s = Horde.session
if not s then return end
local G = require("src.core.Game")
local state = G.overworld
if not (state and state.map) then return end
local newId = state.map.id
local following = 0
for _, e in ipairs(s.mobs) do
if e.mapId ~= newId and not e.local_ then following = following + 1 end
end
-- the old map's records, and any instance the pool kept
for mapId, indices in pairs(s.spawned) do
if mapId ~= newId then
scrubMap(G, mapId, indices)
s.spawned[mapId] = nil
end
end
for i = #s.mobs, 1, -1 do
if s.mobs[i].mapId ~= newId then table.remove(s.mobs, i) end
end
field.mapId = nil
s.followQueue = math.max(s.followQueue, following)
s.spawnGap = math.min(s.spawnGap, 0.4)
HordeMobs.convertLocals(state)
end
-- ------- the end
--
-- Every def this mode wrote, off every map it wrote one to. The live
-- instances go too, though the restore's own warp would have taken them:
-- cleanup has to leave a consistent world even when it is called from a
-- path that never warps.
function HordeMobs.cleanup(G)
G = G or require("src.core.Game")
local s = Horde.session
local state = G.overworld
if s then
for _, e in ipairs(s.mobs) do
if state and not e.local_ then dropNpc(state, e.id) end
end
for mapId, indices in pairs(s.spawned) do
scrubMap(G, mapId, indices)
end
s.mobs, s.spawned = {}, {}
s.followQueue, s.waveRemaining = 0, 0
else
-- a session that vanished under us (a reload mid-mode): sweep every
-- map for this mode's marker rather than leaving actors behind
for mapId in pairs((G.data and G.data.maps) or {}) do
scrubMap(G, mapId, nil)
end
end
field.mapId, field.dist, field.at = nil, nil, nil
end
-- named for the suite, down here because the walk is defined above it
HordeMobs._stepMob = stepMob
return HordeMobs
+262
View File
@@ -0,0 +1,262 @@
-- HORDE MODE: the gun, in Game Boy hardware.
--
-- Every sound this mode makes is SYNTHESIZED on the same emulated APU the
-- rest of the game speaks through -- no sample files ship with the mod.
-- That is a deliberate aesthetic choice as much as a legal one: Lavender
-- Town is playing, the cries are the real cries, and a 44kHz foley
-- gunshot dropped on top would read as a different program running in the
-- same window. Authored here with ChipAsm (src/audio/ChipAsm.lua), which
-- assembles note tables into the channel bytecode ChipAudio interprets.
--
-- WHAT A GUNSHOT IS, on this hardware. Channel 4 is a noise generator
-- whose `parameter` byte is NR43: the high nibble is the shift clock (LOW
-- values are BRIGHT, high values are low rumble), bit 3 picks the short
-- 7-bit LFSR (metallic and pitched) over the long 15-bit one (white
-- hiss), and the low three bits divide. A real gunshot is a bright crack
-- collapsing into a body and then a room tail, so each sound here is a
-- STAGED program: three or four noise notes marching down the parameter
-- byte, each shorter-lived than the last. `len` is in frames of 1/60s,
-- `volume` is 0-15, and `fade` is the envelope period -- 1 decays fastest,
-- 7 slowest, 0 holds for the note's whole length.
--
-- The shot also gets two frames of channel 1 underneath it: a square note
-- swept hard downward, which is the only way to put a low thump on this
-- chip. It costs the music its lead channel for 1/30s per shot, which is
-- inaudible as interference and is most of what makes the shot feel like
-- it has weight.
--
-- THREE SHOT VARIANTS, round-robined. Sound.play caches ONE Source per
-- registered name and restarts it (stop then play), so firing twice on
-- one name cuts the first shot's tail off. Three names means three
-- Sources, so a fast trigger finger overlaps its own echoes the way a
-- real one does -- and the variants differ slightly in their tails, which
-- takes the machine-gun sameness off a repeated sound.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local HordeSfx = {}
-- the registered names, in the shape the rest of the mode asks for them
HordeSfx.SHOTS = { "DS_HORDE_SHOT_1", "DS_HORDE_SHOT_2", "DS_HORDE_SHOT_3" }
HordeSfx.DRY = "DS_HORDE_DRY"
HordeSfx.MAG_OUT = "DS_HORDE_MAG_OUT"
HordeSfx.MAG_IN = "DS_HORDE_MAG_IN"
HordeSfx.RACK = "DS_HORDE_RACK"
HordeSfx.HIT = "DS_HORDE_HIT"
HordeSfx.HURT = "DS_HORDE_HURT"
HordeSfx.WAVE = "DS_HORDE_WAVE"
-- ------- the programs
-- The shot's noise stage list: bright crack, body, tail, room. `tail`
-- lets the three variants differ in how the last stage rings out without
-- restating the whole program.
local function shotNoise(tail)
return {
-- the crack: one frame, full volume, brightest parameter the chip has
{ noiseNote = { len = 1, volume = 15, fade = 1, parameter = 0x00 } },
-- the body: the shift clock drops, the 7-bit LFSR gives it a metallic
-- edge -- this is the part that reads as "a mechanism did that"
{ noiseNote = { len = 2, volume = 13, fade = 2, parameter = 0x2C } },
-- the tail: lower, softer, longer
{ noiseNote = { len = 3, volume = 8, fade = 3, parameter = tail[1] } },
-- the room: a low breath of noise fading under everything
{ noiseNote = { len = tail[2], volume = 4, fade = 4, parameter = tail[3] } },
}
end
-- The thump under the crack: channel 1's frequency register swept down
-- hard. 0x600 is around 250Hz; the sweep drags it into the floor over the
-- two frames it lives, which is a kick drum by another name.
local THUMP = {
{ pitchSweep = { pace = 2, subtract = true, shift = 3 } },
{ squareNote = { len = 2, volume = 12, fade = 2, frequency = 0x600 } },
}
local function shot(tail)
return {
channels = {
{ hw = 1, program = THUMP },
{ hw = 4, program = shotNoise(tail) },
},
}
end
-- The reload, in three separate sounds the gun fires on its own clock:
-- the magazine dropping out, the fresh one seating, and the slide coming
-- back and going home. Noise only -- these are mechanical clicks, and
-- keeping them off the tone channels leaves the music alone.
local PROGRAMS = {
[HordeSfx.SHOTS[1]] = shot({ 0x55, 5, 0x76 }),
[HordeSfx.SHOTS[2]] = shot({ 0x54, 6, 0x77 }),
[HordeSfx.SHOTS[3]] = shot({ 0x65, 4, 0x86 }),
-- the hammer falling on nothing: one dull tick, no tail
[HordeSfx.DRY] = {
channels = {
{ hw = 4, program = {
{ noiseNote = { len = 1, volume = 7, fade = 1, parameter = 0x38 } },
{ noiseNote = { len = 1, volume = 3, fade = 1, parameter = 0x54 } },
} },
},
},
-- the magazine leaving: a click and a soft drop away from it
[HordeSfx.MAG_OUT] = {
channels = {
{ hw = 4, program = {
{ noiseNote = { len = 1, volume = 10, fade = 1, parameter = 0x1A } },
{ noiseNote = { len = 2, volume = 5, fade = 2, parameter = 0x58 } },
} },
},
},
-- the fresh magazine seating: a firmer, lower clack with a bit of body
[HordeSfx.MAG_IN] = {
channels = {
{ hw = 4, program = {
{ noiseNote = { len = 1, volume = 13, fade = 1, parameter = 0x18 } },
{ noiseNote = { len = 2, volume = 8, fade = 2, parameter = 0x46 } },
{ noiseNote = { len = 2, volume = 3, fade = 3, parameter = 0x67 } },
} },
},
},
-- the slide: back (bright scrape), a frame of nothing, then home (hard)
[HordeSfx.RACK] = {
channels = {
{ hw = 4, program = {
{ noiseNote = { len = 2, volume = 9, fade = 2, parameter = 0x25 } },
{ rest = 1 },
{ noiseNote = { len = 1, volume = 14, fade = 1, parameter = 0x11 } },
{ noiseNote = { len = 2, volume = 6, fade = 2, parameter = 0x44 } },
} },
},
},
-- a bullet arriving: short, bright, gone -- the hit marker's own sound
[HordeSfx.HIT] = {
channels = {
{ hw = 4, program = {
{ noiseNote = { len = 1, volume = 11, fade = 1, parameter = 0x14 } },
{ noiseNote = { len = 1, volume = 5, fade = 2, parameter = 0x42 } },
} },
},
},
-- being hit: a low ugly thud on the noise channel with a square groan
-- under it, sweeping DOWN -- the sound of losing something
[HordeSfx.HURT] = {
channels = {
{ hw = 1, program = {
{ pitchSweep = { pace = 3, subtract = true, shift = 4 } },
{ squareNote = { len = 6, volume = 11, fade = 3, frequency = 0x480 } },
} },
{ hw = 4, program = {
{ noiseNote = { len = 2, volume = 12, fade = 2, parameter = 0x66 } },
{ noiseNote = { len = 4, volume = 6, fade = 3, parameter = 0x78 } },
} },
},
},
-- a wave arriving: two rising square stabs, deliberately not a fanfare
[HordeSfx.WAVE] = {
channels = {
{ hw = 1, program = {
{ squareNote = { len = 3, volume = 10, fade = 2, frequency = 0x5C0 } },
{ rest = 1 },
{ squareNote = { len = 6, volume = 12, fade = 3, frequency = 0x680 } },
} },
},
},
}
-- ------- registration
-- Assemble every program and put it in the sfx registry. Called once from
-- main.lua at load. A malformed note table raises inside ChipAsm; each is
-- assembled under pcall so one bad program is one missing sound rather
-- than a mod that fails to load.
function HordeSfx.register(mod)
local ok, ChipAsm = pcall(require, "src.audio.ChipAsm")
if not (ok and ChipAsm) then return false end
local n = 0
for name, spec in pairs(PROGRAMS) do
local built, out = pcall(ChipAsm.sfx, spec)
if built and out and out.chip then
local reg = pcall(function()
mod.content.sfx:register(name, { chip = out.chip })
end)
if reg then n = n + 1 end
elseif mod.log then
mod.log:error("horde: sfx %s did not assemble: %s", name, tostring(out))
end
end
return n > 0
end
-- ------- playback
--
-- One indirection so callers never touch Sound directly and a headless
-- run (no love.audio) costs a pcall rather than an error.
local function play(name)
pcall(function()
local Game = require("src.core.Game")
require("src.core.Sound").play(Game.data, name)
end)
end
HordeSfx.play = play
local shotIndex = 0
-- The next shot in the round-robin, so consecutive rounds overlap rather
-- than cutting each other off (see the header).
function HordeSfx.shot()
shotIndex = shotIndex % #HordeSfx.SHOTS + 1
play(HordeSfx.SHOTS[shotIndex])
end
-- ------- the cries
--
-- Every mob that dies screams as something from the national dex. The
-- list is built once from the live cry registry -- whatever the game and
-- whatever mods are loaded have between them -- so this needs no data of
-- its own and picks up a total conversion's roster for free.
local cryList = nil
local function cries()
if cryList then return cryList end
local out = {}
pcall(function()
local Game = require("src.core.Game")
local table_ = Game.data and Game.data.audio and Game.data.audio.cries
for species in pairs(table_ or {}) do out[#out + 1] = species end
end)
table.sort(out) -- love.math.random over a stable order, not hash order
cryList = out
return out
end
-- A random cry, at a random-ish pitch. Nothing is more Pokemon than the
-- wrong animal noise coming out of a man in a suit.
function HordeSfx.randomCry()
local list = cries()
if #list == 0 then return nil end
local species = list[love.math.random(#list)]
pcall(function()
local Game = require("src.core.Game")
require("src.core.Sound").playCry(Game.data, species)
end)
return species
end
-- a fresh boot (or a hot reload) rebuilds the species list
function HordeSfx.invalidate()
cryList = nil
end
return HordeSfx
+109 -9
View File
@@ -59,6 +59,25 @@ local VR = {}
-- spoken for, and a headset is not something to toggle by accident.
VR.setting = ModSetting.new("vr", "VR", { false, true }, { "OFF", "ON" })
-- How the right stick turns you in first person. OFF is the 45-degree
-- SNAP this mod shipped with and the reason for it is comfort, not
-- taste: a software turn moves the world past a head that did not move,
-- which is vection with no vestibular signal to match it, and it is the
-- single most reliable way to make somebody ill in a headset. A snap
-- gives the inner ear nothing to disagree with.
--
-- But snap turning is not free either -- it costs continuity, and the
-- players who have their sea legs generally want the stick. So it is a
-- row rather than a decision: OFF by default, on for anyone who asks,
-- and the row only exists while there is a headset to use it in.
VR.smoothTurn = ModSetting.new("smoothturn", "SMOOTH TURN",
{ false, true }, { "OFF", "ON" })
-- radians per second at full deflection, with a squared response so the
-- first half of the throw aims and the rest turns -- the same curve
-- FirstPerson gives the flat screen's right stick
VR.SMOOTH_TURN_RATE = 2.2
-- Where the diorama's UI panel floats vs first person's. These are the
-- FALLBACK screens: wherever the pokedex is up and lit -- first
-- person's menus, a battle's 2D scene -- no quad is submitted at all
@@ -181,6 +200,11 @@ local function shutdown(reason)
BattleCam.still = false
VoxelScene.spriteLean = nil
Pokedex.clear()
-- the horde's gun too: its VR frame is a matrix built from a hand pose,
-- and a stale one left behind would pin the model to wherever the
-- controller was when the session died -- on the FLAT screen, where the
-- view model should have taken over
V.require("HordeGun").clear()
zoom, heightOff = 1, 0
fpYawOff, snapArmed = 0, true
camMode, fadeAlpha = "explore", 0
@@ -311,11 +335,46 @@ local function renderWorld(views, ctl)
if scr then
Pokedex.screen(scr[1], scr[2], scr[3], scr[4], scr[5])
end
elseif V.require("Horde").active then
-- HORDE MODE's readout, on the device already in the player's left
-- hand. It cannot be a flat overlay: the eye buffers have
-- ASYMMETRIC frusta, so the same canvas pixel is a different ANGLE
-- in each eye and a 2D HUD drawn into both tears down the middle.
-- The Pokedex is real geometry both eyes see from their own
-- position, so the stereo is correct by construction -- and it is
-- already tracked, already lit, and already the thing this mod
-- puts information on. (The gun wore it briefly and that was
-- worse: a screen on the slide sits exactly where the iron sights
-- need to be looked through.)
--
-- The UV rect goes over the usual way up: v = 0 at the TOP, which
-- is how the device's screen quad reads every other texture it
-- wears. An inverted rect was tried first, on the theory that a
-- self-drawn canvas samples from the bottom -- it does not here,
-- and it stood the readout on its head.
local tex = V.require("HordeHud").panelTexture()
if tex then Pokedex.screen(tex, 0, 0, 1, 1) end
end
else
Pokedex.clear()
end
-- and the horde's gun on the tracked RIGHT hand, under the same
-- mapping. The AIM pose where the runtime offers one -- the barrel
-- should point where the player is pointing, not along their wrist --
-- and the grip pose as the fallback. Placed here rather than in the
-- draw because the shot is traced down the model's own axis, so the
-- matrix has to exist before anything can be hit with it.
do
local HordeGun = V.require("HordeGun")
local right = ctl and (ctl.aimr or ctl.handr) or nil
if right and fp and not battle and V.require("Horde").active then
HordeGun.place(right, pivot, anchor, scale, mountYaw)
else
HordeGun.clear()
end
end
local eyes = {}
for i = 1, 2 do
local v = views[i]
@@ -339,7 +398,10 @@ local function renderWorld(views, ctl)
end
-- the snap's fade, over the finished eyes: plain black at this moment's
-- strength, drawn before the blit so the headset never sees the swap
-- strength, drawn before the blit so the headset never sees the swap.
-- A full-frame fill is the ONE 2D thing that is safe to draw into an
-- eye buffer -- it covers everything, so it does not matter that the
-- two frusta disagree about where any given pixel points.
if fadeAlpha > 0 then
pcall(function()
for i = 1, 2 do
@@ -501,9 +563,25 @@ local function driveControls(ctl, dt, fp)
if not (ok and Game.input) then return end
local inp = Game.input
setGB(inp, "a", ctl.a)
setGB(inp, "b", ctl.b)
setGB(inp, "start", ctl.start)
-- HORDE MODE re-reads the right hand as a weapon: the trigger fires
-- (its own OpenXR action, suggested alongside START on the same input
-- -- see VRXR.setupInput), and B reloads. START is dropped rather than
-- forwarded, because the mode does not pause. Everything else -- the
-- stick's walk, the snap turn, A -- keeps working, so the player can
-- still move and look while they are being chased.
local Horde = V.require("Horde")
if Horde.playing() then
local Gun = V.require("HordeGun")
if ctl.fireChanged and ctl.fire then Gun.fire() end
if ctl.bChanged and ctl.b then Gun.reload() end
setGB(inp, "a", ctl.a)
setGB(inp, "b", false)
setGB(inp, "start", false)
else
setGB(inp, "a", ctl.a)
setGB(inp, "b", ctl.b)
setGB(inp, "start", ctl.start)
end
-- the left stick, through the engine's OWN stick handler: it quantises
-- to the grid d-pad for the diorama, and FirstPerson.moveVector reads
@@ -512,12 +590,32 @@ local function driveControls(ctl, dt, fp)
inp:gamepadaxis(nil, "leftx", ctl.moveX or 0)
inp:gamepadaxis(nil, "lefty", -(ctl.moveY or 0))
if ctl.toggleChanged and ctl.toggle then VR.stepView() end
-- the left stick click: the VOXEL ladder ordinarily, and the way out of
-- horde mode while it runs (the rung is locked there, so the click has
-- nothing else to do, and a headset has no ESCAPE key)
if ctl.toggleChanged and ctl.toggle then
if Horde.active then Horde.askExit() else VR.stepView() end
end
-- first person's snap turn: a flick of the right stick steps the view
-- 45 degrees, once per flick -- it re-arms only when the stick comes
-- back toward centre, so holding it turns exactly once
if fp and camMode ~= "battle" then
-- first person's turn on the right stick. SMOOTH TURN ON makes it a
-- rate -- hold and the world rotates under you -- and OFF (the
-- default) makes it a 45-degree snap per flick: see the row's own
-- reasoning where it is declared. Either way the offset turns the
-- MAPPING, so the eyes, the walk direction, the pokedex and the gun
-- all agree about which way the world now faces.
if fp and camMode ~= "battle" and VR.smoothTurn:get() == true then
local sx = ctl.lookX or 0
local a = math.abs(sx)
if a > 0.2 then
a = (a - 0.2) / 0.8
-- increasing yaw turns LEFT in this mod's compass, so a stick
-- pushed right subtracts -- the same sign the snap below uses
fpYawOff = wrapPi(fpYawOff
- (sx > 0 and 1 or -1) * a * a
* VR.SMOOTH_TURN_RATE * (dt or 0))
end
snapArmed = true -- so a switch back to snap mid-flick re-arms
elseif fp and camMode ~= "battle" then
local sx = ctl.lookX or 0
if math.abs(sx) > 0.65 then
if snapArmed then
@@ -675,6 +773,8 @@ function VR.invalidate()
if dexCanvas and dexCanvas.release then pcall(dexCanvas.release, dexCanvas) end
dexCanvas = nil
Pokedex.invalidate()
V.require("HordeGun").invalidate()
V.require("HordeHud").invalidate()
for k in pairs(fboCache) do fboCache[k] = nil end
end
+21
View File
@@ -528,6 +528,18 @@ local function setupInput()
gripr = makeAction(set, "grip_r", XR.ACTION_TYPE_FLOAT, "Right Grip"),
handl = makeAction(set, "hand_l", XR.ACTION_TYPE_POSE, "Left Hand"),
handr = makeAction(set, "hand_r", XR.ACTION_TYPE_POSE, "Right Hand"),
-- HORDE MODE's two. `fire` is bound ALONGSIDE start on the right
-- trigger rather than instead of it: bindings are suggested once,
-- before the session attaches its action sets, so they cannot be
-- swapped when the mode starts -- and OpenXR is happy for two actions
-- to share an input. Outside the mode nothing reads `fire`, so the
-- trigger is START exactly as it always was; inside it, lib/VR reads
-- `fire` and drops START on the floor (there is no pausing anyway).
-- `aimr` is the pose a runtime defines as "where the user is
-- pointing", which is what a gun wants -- the grip pose points along
-- the controller's own body, which is a wrist, not a barrel.
fire = makeAction(set, "fire", XR.ACTION_TYPE_BOOLEAN, "Fire"),
aimr = makeAction(set, "aim_r", XR.ACTION_TYPE_POSE, "Right Aim"),
}
local function suggest(profile, list)
@@ -560,6 +572,8 @@ local function setupInput()
{ A.gripr, "/user/hand/right/input/squeeze/value" },
{ A.handl, "/user/hand/left/input/grip/pose" },
{ A.handr, "/user/hand/right/input/grip/pose" },
{ A.fire, "/user/hand/right/input/trigger/value" },
{ A.aimr, "/user/hand/right/input/aim/pose" },
}
-- Index has X/Y on no hand -- its A/B exist on BOTH -- so the two X/Y
-- rows are swapped for left A/B there
@@ -582,6 +596,8 @@ local function setupInput()
{ A.gripr, "/user/hand/right/input/squeeze/click" },
{ A.handl, "/user/hand/left/input/grip/pose" },
{ A.handr, "/user/hand/right/input/grip/pose" },
{ A.fire, "/user/hand/right/input/trigger/value" },
{ A.aimr, "/user/hand/right/input/aim/pose" },
})
pcall(suggest, "/interaction_profiles/khr/simple_controller", {
{ A.a, "/user/hand/right/input/select/click" },
@@ -599,7 +615,11 @@ local function setupInput()
check(xr.xrCreateActionSpace(session, info, out), "xrCreateActionSpace")
return out[0]
end
-- the aim pose gets a space of its own; a runtime that refused the
-- binding simply never locates it, and the gun falls back to the grip
local spaces = { handl = handSpace(A.handl), handr = handSpace(A.handr) }
local okAim, aimSpace = pcall(handSpace, A.aimr)
if okAim and aimSpace then spaces.aimr = aimSpace end
local sets = ffi.new("XrActionSet[1]")
sets[0] = set
@@ -660,6 +680,7 @@ function VRXR.input(time)
o.b, o.bChanged = readBool(A.b)
o.start, o.startChanged = readBool(A.start)
o.toggle, o.toggleChanged = readBool(A.toggle)
o.fire, o.fireChanged = readBool(A.fire)
o.gripL = readFloat(A.gripl)
o.gripR = readFloat(A.gripr)
+17
View File
@@ -1130,6 +1130,23 @@ function VoxelScene.render(state, w, h, vw, vh, paletteFor, eyes)
Voxel3D.glass(true)
end
-- HORDE MODE's handgun, in the same slot and for the same reasons: a
-- prop over the world with real depth, no wireframe and no glass. In VR
-- it rides the tracked right hand (lib/VR placed it this frame); on the
-- flat screen it is carried by the camera, which is why it draws here
-- rather than in the overlay -- a view model that is 2D cannot be
-- occluded by the wall the player just backed into.
do
local HordeGun = V.require("HordeGun")
if HordeGun.visible() then
Voxel3D.glass(false)
Voxel3D.seams(false)
HordeGun.draw()
Voxel3D.seams(true)
Voxel3D.glass(true)
end
end
end -- drawScene
if not eyes then
+114 -3
View File
@@ -93,6 +93,13 @@ local AntiAlias = V.require("AntiAlias")
local FirstPerson = V.require("FirstPerson")
local FreeMove = V.require("FreeMove")
local VR = V.require("VR")
-- HORDE MODE: the konami code's minigame. Horde owns the state machine and
-- every hook; the other four are the gun, the crowd, the readout and the
-- chip-synthesized sounds it fires. See lib/Horde.lua for the whole design.
local Horde = V.require("Horde")
local HordeGun = V.require("HordeGun")
local HordeHud = V.require("HordeHud")
local HordeSfx = V.require("HordeSfx")
-- Forward declaration: the voxel pipeline's update hook (registered below)
-- calls this, and it is defined further down with the settings it drives.
@@ -191,6 +198,12 @@ mod.content.render_pipelines:register("voxel", {
-- and the whole battle. Ahead of the active() gate below, because a 3D
-- battle does not require the free-roam mode to be switched on.
OverworldBattle.update(dt)
-- The horde, on the same always-running tick and for the same reason:
-- it owns no pass of the frame, it is a MODE over the overworld, and
-- it has to keep thinking while a warp's wipe covers the screen (the
-- crowd follows the player through the door) and under the GAME OVER
-- card, which is a pushed state that stops everything below it.
Horde.update(dt)
-- VOID FILL picks the block the border ring is made of, and in this
-- mode that ring is BAKED INTO THE MESH rather than drawn each frame.
-- So the option has to reach the cache or nothing happens on screen
@@ -256,6 +269,12 @@ mod.content.render_pipelines:register("voxel", {
-- pixels, so only the scale needs saying.
ctx.drawFx(function(wx, wy) return Voxel3D.project(wx, 0, wy) end,
ctx.scale * AntiAlias.factor())
-- the horde's readout rides the same overlay, over the FX: health,
-- ammunition, the crosshair and the banners, sized in the same
-- supersampled canvas pixels everything else here is drawn in. A
-- headset never reaches this line (drawWorld returns the mirror
-- above) -- lib/VR draws the same HUD onto each eye instead.
HordeHud.drawFlat(rw, rh, ctx.scale * AntiAlias.factor())
Voxel3D.endOverlay()
end
-- and back to the window's own size, which is what the engine composites
@@ -445,14 +464,25 @@ local SETTINGS = {
-- says why); off Windows -- mobile above all -- there is no VR to have
-- and the row does not exist
when = function() return VR.supported() end, full = true },
-- Under the VR row and only while it is ON: a comfort setting for a
-- device that is not plugged in decides nothing, and this one is read
-- exclusively by the headset's right stick.
{ VR.smoothTurn,
"Turn smoothly with the right stick instead of snapping 45 degrees a "
.. "flick. OFF by default, and deliberately: a software turn moves the "
.. "world past a head that did not move, which is the most reliable way "
.. "to make somebody ill in a headset. Turn it on if you have your sea "
.. "legs and want the continuity.",
when = function() return VR.enabled() end, full = true },
}
local schema = {}
for _, entry in ipairs(SETTINGS) do
-- the VR row is absent from the mod manager's page too where the
-- the VR rows are absent from the mod manager's page too where the
-- platform cannot do VR at all -- the OPTIONS menu's `when` gates are
-- situational (a row hidden for now), this one is existential
if entry[1] ~= VR.setting or VR.supported() then
local vrOnly = entry[1] == VR.setting or entry[1] == VR.smoothTurn
if not vrOnly or VR.supported() then
schema[#schema + 1] = entry[1]:schema(entry[2])
end
end
@@ -507,6 +537,11 @@ local HOTKEYS = {
-- the key has always delegated (see the wrap below for why).
local function cycleVoxel(game)
local Pipelines = require("src.render.Pipelines")
-- HORDE MODE holds the rung at 1ST for as long as it runs. Refused HERE
-- rather than at each caller because this one function IS every way a
-- player can step the ladder: the "3" key, the pad's SELECT, and the VR
-- left-stick click all come through it.
if Horde.viewLocked() then return false end
local top = game.stack and game.stack:top()
if not Pipelines.canToggle("voxel", top, game.overworld) then return false end
Pipelines.setLevel("voxel", Voxel.nextHotkeyLevel(Pipelines.level("voxel")))
@@ -535,6 +570,16 @@ do
local inner = Game.keypressed
function Game:keypressed(key)
-- HORDE MODE owns the keyboard's spare keys while it runs: R reloads,
-- and the mode keys are swallowed rather than left to change the rung
-- or the post-processing out from under a locked camera.
if Horde.active then
if key == "r" then
HordeGun.reload()
return
end
if HOTKEYS[key] then return end
end
local claim = HOTKEYS[key]
local top = self.stack and self.stack:top()
-- A screen with its own key handler gets the key first, exactly as the
@@ -886,6 +931,63 @@ OverworldBattle.install()
FirstPerson.install()
FreeMove.install()
-- ------- horde mode
--
-- The sounds are registered before anything can ask for one; the hooks go
-- in AFTER FreeMove (and, below, after the SELECT wrap) so the mode's own
-- handleInput reasoning sits outside both of theirs, for the same reason
-- the SELECT hook does.
--
-- The GAME OVER card is a screens-registry record rather than a state
-- this file pushes directly: that is the engine's own seam for a mod
-- owning a screen, and it means the card is reachable by id from a driver
-- or a test without going through a death.
HordeSfx.register(mod)
mod.content.screens:register("HordeGameOver", {
new = function(game) return V.require("HordeGameOver").new(game) end,
})
mod.content.screens:register("HordeExitPrompt", {
new = function(game) return V.require("HordeExitPrompt").new(game) end,
})
-- The gamepad's triggers, which nothing else in the engine or this mod
-- claims: the RIGHT one fires and the LEFT one aims. Read as axes because
-- that is what SDL calls them; the 0.5 crossing is the press. Installed
-- beside the other input wraps, and inert with the mode off.
do
local Game = require("src.core.Game")
if not Game.dramaticShapeHordeTriggers then
local inner = Game.gamepadaxis
local rightDown = false
function Game:gamepadaxis(joystick, axis, value)
if Horde.playing() then
if axis == "triggerright" then
local down = (value or 0) > 0.5
if down and not rightDown then HordeGun.fire() end
rightDown = down
elseif axis == "triggerleft" then
HordeGun.setAds((value or 0) > 0.35)
end
elseif rightDown then
rightDown = false
end
return inner(self, joystick, axis, value)
end
-- and X reloads, the only pad button the overworld does not already use
local innerBtn = Game.gamepadpressed
function Game:gamepadpressed(joystick, button)
if Horde.playing() and button == "x" then
HordeGun.reload()
return
end
return innerBtn(self, joystick, button)
end
Game.dramaticShapeHordeTriggers = true
end
end
-- ------- SELECT walks the angle ladder
--
-- The same step the "3" key makes, on the pad's own button: a phone (and
@@ -918,6 +1020,15 @@ do
end
end
-- ------- the konami code, and everything it turns on
--
-- Installed last of the input seams so its handleInput reasoning sits
-- outside FreeMove's and SELECT's. The detector itself does not live on
-- handleInput at all -- it reads the fixed step's own press queue, which
-- is where keyboard, pad, touch and the VR controllers have all already
-- become the same eight buttons. See lib/Horde.lua.
Horde.install()
-- ------- edge-anchored menus stay in the GB frame while a headset is live
--
-- The engine's zoom-aware anchoring (Renderer:setUIAnchor) docks the START
@@ -1044,7 +1155,7 @@ mod.hooks:wrap("world.tod", function(next, tod, ctx)
return DayNight.tod()
end)
mod.exports.version = "1.5.2"
mod.exports.version = "1.5.4"
-- exposed so a companion mod can pin its own tiles' shapes or read the
-- camera without reaching into this mod's file layout
mod.exports.lib = V
+1 -1
View File
@@ -1,7 +1,7 @@
{
"id": "DRAMATIC_SHAPE",
"name": "Dramatic Shape Voxel Mod",
"version": "1.5.2",
"version": "1.5.4",
"api": 2,
"entry": "main.lua",
"profile": "content",
+8
View File
@@ -19,6 +19,8 @@ return {
"SELECT in free roam steps the VOXEL ladder exactly as hotkey 3 does -- the button has no overworld job in Gen 1, and phones and pads have no number row; menus keep it untouched",
"on the 1ST rung ONLY, the grid walk is replaced by free camera-relative movement: collision, warps, ledges, encounters and scripts still run through the engine's own machinery, and every other rung leaves movement untouched",
"on the 1ST rung the mouse cursor is captured for free look; left click is A, right click is B, and any touch off the overlay's controls drags the view",
"on the 1ST rung the wall-bump sound is silent -- the free walk slides along whatever it grazes rather than making a discrete blocked step, so the grid game's bonk came out as a rattle; the grid walk keeps its own",
"while HORDE MODE runs, the world is held still around it: no wild encounters, no trainers walking up, no talking to anyone, no START menu and no changing the camera rung -- doors and warps keep working, because the crowd follows the player through them",
},
added = {
"VOXEL options row and hotkey 3 (OFF / 15 / 35 / 50 / 75 degrees / 1ST, a first-person camera with free look and free movement)",
@@ -33,6 +35,9 @@ return {
"an over-the-shoulder battle camera on a slow parallax orbit, with a depth-of-field pass that holds both mons sharp",
"a sky behind the diorama at the 75-degree rung, outdoor maps only, coloured by the active palette mode",
"a hand-authored tile shape profile (data/voxel_heights.lua) a mod can extend",
"SMOOTH TURN options row (OFF / ON, off by default, and only on the menu while VR is ON): turn continuously with the right stick instead of snapping 45 degrees a flick. The snap is the default because a software turn moves the world past a head that did not move, which is the reliable way to make somebody ill in a headset -- but it costs continuity, so the choice is the player's",
"HORDE MODE, on the konami code (Up Up Down Down Left Right Left Right B A) standing in the overworld: the sky drops to a starless violet night, the Lavender Town theme comes up, the camera locks into the player's own head (in VR too), a voxel handgun with working iron sights appears in the right hand, and waves of people -- the map's own NPCs among them -- walk out of the dark to kill you. Score per kill, a random Pokemon cry for each one that falls, no pausing; the horde follows you through doors. Health out is a GAME OVER card with the score and PRESS A, which puts the map, the cell, the facing, the camera rung, the hour, the music and every NPC back exactly as they were. Fire on left click, the pad's right trigger or B, a tap on a touch screen, or the right trigger in VR; reload on R, the pad's X, or B on the right controller; aim down the sights on right click or the left trigger",
"the horde's gunshot, dry fire, magazine and slide sounds, synthesized on the game's own emulated Game Boy sound hardware (no audio files ship with the mod)",
},
known = {
"needs shader and depth-canvas support; without them the rows still cycle but the world stays 2D and battles draw plainly",
@@ -53,6 +58,9 @@ return {
"while the VR row is ON, 3D-BTL is held ON and BACK SPRITES held OFF (the headset's battle staging assumes both), and both rows leave the OPTIONS menu until VR goes off -- their stored values come back with them",
"while a headset is live the battle HUDs keep their classic in-frame slots instead of snapping to the window's edges, and the engine's edge-anchored menus (the START menu above all) are held inside the frame the same way, on the flat mirror too -- both VR screens crop to the GB frame, and a block at the window's edge would be cropped away with it",
"VR swapchains prefer plain RGBA8; a runtime that only offers sRGB shows slightly lifted colours",
"HORDE MODE needs the 3D pass, like every rung that has a camera in it: without one the code is refused and nothing happens",
"the horde's crowd are the overworld's own sprite billboards, so at close range they are flat cards the size of a person -- they hold two cells off the player for that reason, close enough to swing and far enough to be seen past",
"a run is not saved: the score and the best score ride the save slot, but the mode itself has no state to resume, and quitting mid-run simply ends it",
},
},
credits = {
+340
View File
@@ -4151,6 +4151,346 @@ vrRigSection()
Pipelines.setLevel("voxel", 0)
end)()
-- ------- HORDE MODE
--
-- The parts that can be judged without a screen: the code detector (which
-- reads Game Boy buttons, so this is the same test the pad, the touch
-- overlay and the VR controllers would pass), the registrations, the
-- gloom's arithmetic, and the flow field the crowd chases along.
;(function()
local lib = run.loader.exports.DRAMATIC_SHAPE.lib
local Horde = lib.require("Horde")
local Mobs = lib.require("HordeMobs")
local Gun = lib.require("HordeGun")
-- ------- the code
local KONAMI = { "up", "up", "down", "down",
"left", "right", "left", "right", "b", "a" }
local function feedAll(list)
local fired = false
for _, btn in ipairs(list) do
if Horde.feed({ btn }) then fired = true end
end
return fired
end
T.eq(feedAll(KONAMI), true, "the konami code completes the detector")
T.eq(Horde._progress(), 0, "and the detector resets behind itself")
-- a wrong button in the middle is a wrong code
T.eq(feedAll({ "up", "up", "down", "down", "left", "left" }), false,
"a wrong button abandons the code")
T.eq(Horde._progress(), 0, "and leaves nothing part-entered")
-- the two Ups are two EDGES, which every device gives (the analog stick's
-- hysteresis is what guarantees it there): one held Up is not two
T.eq(feedAll({ "up", "up" }), false, "two Ups alone do not fire")
T.eq(Horde._progress(), 2, "but they do stand at two")
T.eq(feedAll({ "a" }), false, "a stray A after them is not the code")
T.eq(Horde._progress(), 0, "and drops the run entirely")
-- a false start re-enters on the first button rather than dying: pressing
-- Up three times still leaves a code in progress
feedAll({ "up", "up", "up" })
T.eq(Horde._progress(), 2,
"a third Up restarts the run rather than voiding it")
Horde.feed({})
feedAll({ "down", "down", "left", "right", "left", "right", "b" })
T.eq(Horde.feed({ "a" }), true, "and the code still completes from there")
-- every button in one step is still the code: the queue is ordered, and
-- a frame that swallowed several presses must not lose any of them
T.eq(Horde.feed(KONAMI), true, "the whole code inside one fixed step fires")
-- ------- it cannot start from nowhere
--
-- canStart is the gate between the code and the mode. With no overworld
-- in this harness it must refuse, which is also the "in a menu, in a
-- battle, mid-warp" answer.
T.eq(Horde.canStart(keyGame), false,
"the code does nothing outside a live overworld")
T.eq(Horde.active, false, "and the mode stays off")
-- ------- what got registered
T.check(type(Data.screens) == "table" and Data.screens.HordeGameOver ~= nil,
"the GAME OVER card is in the screens registry")
T.check(type(Data.screens) == "table" and Data.screens.HordeExitPrompt ~= nil,
"and so is the exit prompt START opens")
local sfx = Data.audio and Data.audio.sfx or {}
local HordeSfx = lib.require("HordeSfx")
for _, name in ipairs(HordeSfx.SHOTS) do
T.check(type(sfx[name]) == "table" and sfx[name].chip ~= nil,
"the gunshot " .. name .. " assembled into a chip program")
end
for _, name in ipairs({ HordeSfx.MAG_OUT, HordeSfx.MAG_IN, HordeSfx.RACK,
HordeSfx.DRY, HordeSfx.HIT, HordeSfx.HURT }) do
T.check(type(sfx[name]) == "table" and sfx[name].chip ~= nil,
name .. " assembled into a chip program")
end
T.eq(#HordeSfx.SHOTS, 3,
"three shot variants, so a fast trigger overlaps its own echoes")
-- none of them may duck the music: a fanfare pauses the song, and
-- Lavender Town stopping every time the player fires is not the mode
local fanfares = Data.audio and Data.audio.fanfares or {}
for name in pairs(sfx) do
if name:find("^DS_HORDE") then
T.check(not fanfares[name] and not sfx[name].fanfare,
name .. " is an overlay sound, not a fanfare that pauses the song")
end
end
-- ------- the gloom
--
-- The mode pins NIGHT and then drags it down. Both wrappers must be
-- INERT with the mode off -- this mod is a display mod first, and a
-- horde-mode bug that tinted the ordinary game would be the worst kind.
local DayNight = lib.require("DayNight")
local litPal = DayNight.palette(DayNight.T.night)
local litTint = DayNight.tint(true, DayNight.T.night)
T.check(type(litPal) == "table" and #litPal > 0,
"the night palette is readable with the mode off")
Horde.active = true
local darkPal = DayNight.palette(DayNight.T.night)
local darkTint = DayNight.tint(true, DayNight.T.night)
local darkIn = DayNight.tint(false, DayNight.T.night)
Horde.active = false
local litSum, darkSum = 0, 0
for i = 1, #litPal do
for c = 1, 3 do
litSum = litSum + litPal[i][c]
darkSum = darkSum + darkPal[i][c]
end
end
T.check(darkSum < litSum * 0.6,
"the horde's sky is markedly darker than the night it is built on")
T.check(darkTint[1] < litTint[1] and darkTint[3] < litTint[3],
"and the world tint comes down with it")
T.check(darkTint[3] > darkTint[2],
"toward violet rather than flat grey -- blue survives the desaturation")
T.check(darkIn[1] < 1,
"indoors is darkened too: a building is not a refuge")
T.same(DayNight.palette(DayNight.T.night), litPal,
"and with the mode off the palette is byte-for-byte what it was")
T.same(DayNight.tint(true, DayNight.T.night), litTint,
"as is the world tint")
-- ------- the flow field
--
-- A room with a wall down the middle and one gap in it. Every mob's next
-- step comes off this sweep, so what is being pinned here is that the
-- crowd walks THROUGH THE DOORWAY rather than into the wall -- which is
-- the whole of "they path to you" and "they follow you inside".
local Map = require("src.world.Map")
local FLOOR, WALL = 1, 2
local WIDTH, HEIGHT = 6, 5 -- in blocks; cells are twice that
local blocks = {}
for i = 1, WIDTH * HEIGHT do blocks[i] = FLOOR end
local mapDef = {
id = "HORDE_TEST", width = WIDTH, height = HEIGHT,
blocks = blocks, borderBlock = WALL, tileset = "FIX_OUT",
objects = {}, warps = {}, signs = {},
}
-- the tileset says which collision tiles may be stood on; FLOOR may,
-- WALL may not
local tilesetDef = {
walkable = { FLOOR },
blockdefs = nil,
}
-- Map:cellTile reads the block layer through the tileset's blockdefs; the
-- fixture tileset has none, so stand in a cellTile that answers straight
-- off a grid this test owns
local walls = {}
local map = Map.new(mapDef, tilesetDef)
local W, H = map.widthCells, map.heightCells
function map:cellTile(cx, cy)
if cx < 0 or cy < 0 or cx >= W or cy >= H then return WALL end
return walls[cy * W + cx] and WALL or FLOOR
end
-- a wall along cx = 5, with a single gap at cy = 1
for cy = 0, H - 1 do
if cy ~= 1 then walls[cy * W + 5] = true end
end
Mobs._rebuild(map, 2, 2) -- the player, west of the wall
T.eq(Mobs._dist(2, 2), 0, "the sweep starts on the player's own cell")
T.eq(Mobs._dist(3, 2), 1, "and counts outward a cell at a time")
T.eq(Mobs._dist(5, 2), nil, "the wall is not a cell anything stands on")
-- east of the wall the only way in is the gap, so the distance there has
-- to be the way ROUND, not the way through
local through = Mobs._dist(6, 2)
T.check(through ~= nil, "the far side of the wall is still reachable")
local direct = math.abs(6 - 2) + math.abs(2 - 2)
T.check(through > direct,
"and costs more than the straight line, because the wall is in the way")
T.eq(through, Mobs._dist(6, 1) + 1,
"the cheapest way there is through the gap")
-- a mob standing east of the wall must take a step that shortens the
-- walk -- which, from there, means heading for the doorway
local state = { map = map, entities = {}, player = { cellX = 2, cellY = 2 } }
local mob = { cellX = 7, cellY = 3, px = 112, py = 48,
facing = "down", moving = false, progress = 0 }
state.entities[1] = mob
Mobs._stepMob(state, { npc = mob })
T.eq(mob.moving, true, "a mob with a path takes a step")
local before = Mobs._dist(7, 3)
local after = Mobs._dist(mob.targetX, mob.targetY)
T.check(after and before and after < before,
"and the step it takes is one that shortens the walk to the player")
-- an occupied cell is stepped AROUND, not into: this is what makes a
-- pack spread out around the player instead of queueing single file
local blocker = { cellX = mob.targetX, cellY = mob.targetY }
local mob2 = { cellX = 7, cellY = 3, px = 112, py = 48,
facing = "down", moving = false, progress = 0 }
state.entities = { blocker, mob2 }
Mobs._stepMob(state, { npc = mob2 })
if mob2.moving then
T.check(not (mob2.targetX == blocker.cellX
and mob2.targetY == blocker.cellY),
"a mob never steps into a cell another one already holds")
else
T.check(true, "a boxed-in mob waits rather than walking through a body")
end
-- seal the gap and the east side is cut off entirely. A mob over there
-- has nowhere to walk that gets it any closer, and must stand rather
-- than guess -- an island across water is not a path.
walls[1 * W + 5] = true
Mobs._rebuild(map, 2, 2)
T.eq(Mobs._dist(6, 2), nil, "walling the gap cuts the far side off")
local stranded = { cellX = 7, cellY = 3, px = 112, py = 48,
facing = "down", moving = false, progress = 0 }
state.entities = { stranded }
Mobs._stepMob(state, { npc = stranded })
T.eq(stranded.moving, false, "a mob with nowhere to go does not move")
T.eq(stranded.facing, "left",
"it turns toward the player instead, so the pack still reads as a threat")
-- ------- the way out
--
-- START is asked, not taken: the mode does not pause, but it does have
-- to be leavable, and every device's START (the pad's, the keyboard's
-- ESCAPE, the touch overlay's) lands on the same GB button.
T.eq(Horde.askExit(keyGame), false,
"there is nothing to exit with the mode off")
-- and asking while the mode IS on must not throw. Worth its own check:
-- askExit reaches for this module's own overworld helper, and a Lua
-- local declared BELOW the function that uses it is a nil global --
-- which says nothing at load, nothing in a headless suite that never
-- turns the mode on, and blows up the first time somebody presses
-- ESCAPE. That is exactly how it shipped the first time.
Horde.active, Horde.state = true, "active"
local askedOk, askErr = pcall(Horde.askExit, keyGame)
Horde.active, Horde.state = false, "idle"
T.eq(askedOk, true, "asking the way out never throws: " .. tostring(askErr))
-- ------- the banner wraps rather than running off the screen
--
-- The HUD's scale follows the window's zoom, so a player zoomed well in
-- gets glyphs twice a large scale -- and the announcement was wider
-- than the frame it was announcing over.
local Hud = lib.require("HordeHud")
local wrap = Hud._layout
T.check(type(wrap) == "function", "the banner exposes its layout")
-- a stand-in font of fixed-width glyphs: the real sheets are not in the
-- fixture set, and pinning the line breaks against exact advances is a
-- claim about the WRAPPING rather than about whatever art is loaded
local stub = {
encode = function(s)
local out = {}
for i = 1, #s do out[i] = s:byte(i) end
return out
end,
advanceOf = function() return 8 end,
}
local SHOUT = "A DARKNESS APPROACHES"
local wide = wrap(stub, SHOUT, 2, 4000)
T.eq(#wide, 1, "given room, the announcement is one line")
local narrow, smallBs = wrap(stub, SHOUT, 2, 300)
T.check(#narrow > 1, "and wraps onto more lines when the frame is narrow")
for _, line in ipairs(narrow) do
T.check(line.width <= 300,
("every wrapped line fits the frame (%q is %d wide)")
:format(line.text, line.width))
end
-- A scale far past what the frame can carry shrinks the glyphs rather
-- than letting a word hang off the edge -- there is no wrap point
-- inside a word, so wrapping alone cannot save this case. This is the
-- one the player hit: the HUD's scale follows the window's zoom.
local tiny, tinyBs = wrap(stub, SHOUT, 40, 200)
for _, line in ipairs(tiny) do
T.check(line.width <= 200,
("a scale the frame cannot carry shrinks to fit (%q is %d wide)")
:format(line.text, line.width))
end
T.check(tinyBs < smallBs,
"and that shrink really is a smaller glyph than the narrow case's")
-- the degenerate end: one unbreakable word and almost no room. The
-- glyph cannot go below one pixel, so this is allowed to overflow --
-- what it may NOT do is fail to lay out
local one = wrap(stub, "APPROACHES", 8, 4)
T.check(one and #one == 1, "a single word always lays out on one line")
T.eq(wrap(stub, " ", 2, 100), nil, "and nothing but spaces lays out to nothing")
-- ------- SMOOTH TURN belongs to the headset
--
-- A comfort setting for a device that is not plugged in decides
-- nothing, so the row exists only while VR is ON -- and it is OFF by
-- default, because a software turn moves the world past a head that
-- did not move and that is how you make somebody ill in a headset.
local VRMod = lib.require("VR")
T.eq(VRMod.smoothTurn:get(), false, "SMOOTH TURN is off out of the box")
local function optionRows()
local out = Runtime.call("ui.options.rows", function(_, r) return r end,
{ data = Data }, { { id = "tilt" } })
local ids = {}
for _, row in ipairs(out) do ids[row.id] = row end
return ids
end
Pipelines.setLevel("voxel", 3) -- off FULL, which owns other rows
VRMod.setting:sync(false)
T.check(not optionRows()["DRAMATIC_SHAPE:smoothturn"],
"with VR off the row is not on the OPTIONS menu")
VRMod.setting:sync(true)
local smoothRow = optionRows()["DRAMATIC_SHAPE:smoothturn"]
T.check(smoothRow ~= nil, "and with VR on it is")
if smoothRow then
T.eq(smoothRow.label, "SMOOTH TURN", "under its own name")
T.eq(smoothRow.value(), "OFF", "reading OFF until the player says otherwise")
end
VRMod.setting:sync(false)
-- ------- the gun's own bookkeeping
Gun.reset()
local ammo, mag, reloading = Gun.ammo()
T.eq(ammo, mag, "the gun starts with a full magazine")
T.eq(reloading, false, "and is not reloading")
T.eq(Gun.fire(), false, "and cannot be fired with no session running")
T.eq(select(1, Gun.ammo()), mag, "a refused shot spends no round")
T.eq(Gun.reload(), false, "nor reloaded when it is already full")
T.eq(Gun.visible(), false, "and it is not drawn with the mode off")
end)()
Pipelines.reset()
run.release()
+329
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-- Scratch driver: HORDE MODE, from the code to the card.
--
-- Enters the konami code the way a player does -- as Game Boy button
-- edges on the fixed step, which is the same path the pad, the touch
-- overlay and the VR controllers take -- then photographs the intro
-- banner, the darkened sky, the gun at the hip and down the sights, a
-- wave mid-chase, the muzzle flash, the reload, a run through a door with
-- the crowd behind, and the GAME OVER card. Finishes by pressing A and
-- checking that everything the mode changed came back.
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/horde_shots.lua \
-- SHOT_DIR=.scratchpad/horde lovec.exe .
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pipelines = require("src.render.Pipelines")
local ROOT = (os.getenv("SHOT_DIR") or "shots/horde")
local handle = game.mods.exports["DRAMATIC_SHAPE"]
if not (handle and handle.lib) then
print("[horde] DRAMATIC_SHAPE mod not loaded")
return love.event.quit()
end
local V = handle.lib
local Horde = V.require("Horde")
local Mobs = V.require("HordeMobs")
local Gun = V.require("HordeGun")
local FirstPerson = V.require("FirstPerson")
local ChunkMesher = V.require("ChunkMesher")
local Voxel = V.require("VoxelState")
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
local TileRenderer = require("src.render.TileRenderer")
TileRenderer.tick = function() end
TileRenderer.animFrame = function() return 0 end
local shots = 0
local function shot(name)
if U.shot(game, ("%s/%s.png"):format(ROOT, name)) then
shots = shots + 1
end
end
local function settle(frames)
for _ = 1, 900 do
if ChunkMesher.pending() == 0 then break end
U.wait(1)
end
U.wait(frames or 30)
end
-- ------- the code, entered as edges
--
-- One button per fixed step, exactly as a device delivers them: the
-- driver writes the queue Input:step is about to drain, which is the
-- same array a keypress lands in.
--
-- Each one is RELEASED after. A synthetic inject has no source behind
-- it, so Input:step latches it held (see the branch there) and nothing
-- ever lets go -- which leaves all four directions down for the rest of
-- the run and the player walking into a wall forever. U.tap does the
-- same clear for the same reason.
local function pressCode()
local KONAMI = { "up", "up", "down", "down",
"left", "right", "left", "right", "b", "a" }
for _, btn in ipairs(KONAMI) do
table.insert(game.input.pressQueue, btn)
U.wait(2)
game.input.state[btn] = false
end
end
-- ------- before
U.teleport(game, "PALLET_TOWN", 13, 14, "down")
Pipelines.setLevel("voxel", 3) -- the 35-degree diorama
Pipelines.setLevel("tiltshift", 0)
settle(40)
local ow = game.stack:top()
local p = ow.player
local was = {
map = ow.map.id, cellX = p.cellX, cellY = p.cellY, facing = p.facing,
level = Pipelines.level("voxel"),
npcs = #ow.npcs,
}
shot("00_before")
print(("[horde] before: %s (%d,%d) rung %d, %d npcs")
:format(was.map, was.cellX, was.cellY, was.level, was.npcs))
-- ------- the code lands
pressCode()
U.wait(4)
print("[horde] active: " .. tostring(Horde.active)
.. " state: " .. tostring(Horde.state))
if not Horde.active then
print("[horde] the code did not take -- nothing else here can run")
return love.event.quit()
end
U.wait(20)
shot("01_darkness_approaches") -- the banner, over the darkening
-- and the same announcement at the zoom that used to run it off both
-- edges of the screen: it has to wrap (or shrink) rather than overflow
local Zoom = require("src.render.Zoom")
pcall(function()
game.save.options.zoom = 3
Zoom.applyOptions(game.save.options)
end)
Horde.banner("A DARKNESS APPROACHES", 2.6)
U.wait(30)
shot("01b_banner_zoomed")
pcall(function()
game.save.options.zoom = 0
Zoom.applyOptions(game.save.options)
end)
U.wait(10)
print(("[horde] rung is now %d (%s)"):format(Pipelines.level("voxel"),
Pipelines.levelLabel("voxel")))
-- the rung must be locked: the key, SELECT and the VR click all call the
-- one function this refuses through
local Game = require("src.core.Game")
Game.keypressed(game, "3")
print(("[horde] after pressing 3 the rung is %d -- locked: %s")
:format(Pipelines.level("voxel"),
tostring(Pipelines.level("voxel") == Voxel.FP_LEVEL)))
-- ------- the first wave
for _ = 1, 900 do
if Horde.state == "active" and #Horde.session.mobs >= 5 then break end
U.wait(1)
end
FirstPerson.yaw = math.pi -- look north up the street
U.wait(30)
shot("02_wave_hip")
print(("[horde] wave %d, %d mobs standing")
:format(Horde.session.wave, #Horde.session.mobs))
-- ------- START asks the way out
--
-- The same GB button the pad's START, the keyboard's ESCAPE and the
-- touch overlay all press, so this one tap covers every device except
-- the VR stick click (which calls the same Horde.askExit).
U.tap(game, "start")
U.wait(10)
local prompt = game.stack:top()
print(("[horde] START opened a prompt: %s (still active: %s)")
:format(tostring(prompt ~= game.overworld), tostring(Horde.active)))
shot("02b_exit_prompt")
-- NO, and back to the fight
U.tap(game, "b")
U.wait(10)
print(("[horde] answered NO: back on the overworld %s, active %s")
:format(tostring(game.stack:top() == game.overworld),
tostring(Horde.active)))
-- ------- the sights
Gun.setAds(true)
U.wait(20)
shot("03_ads")
Gun.setAds(false)
U.wait(14)
-- ------- the shot
--
-- Aimed deliberately at the nearest mob rather than fired into the
-- street: what is being checked is that the ray finds a body, that the
-- body dies, and that the kill is worth something.
local function aimAtNearest()
local best, bestD
for _, e in ipairs(Horde.session.mobs) do
local dx = (e.npc.px + 8) - (p.px + 8)
local dz = (e.npc.py + 8) - (p.py + 8)
local d = dx * dx + dz * dz
if not bestD or d < bestD then best, bestD = e, d end
end
if not best then return nil end
local dx = (best.npc.px + 8) - (p.px + 8)
local dz = (best.npc.py + 8) - (p.py + 8)
FirstPerson.yaw = math.atan2(dx, dz)
FirstPerson.pitch = 0
return best, math.sqrt(bestD)
end
local scoreWas, killsWas = Horde.session.score, Horde.session.kills
local target, range = aimAtNearest()
print(("[horde] aiming at a mob %s px away, yaw %.2f")
:format(range and ("%.0f"):format(range) or "?", FirstPerson.yaw))
U.wait(6)
Gun.fire()
U.wait(1)
shot("04_muzzle_flash")
-- a mob takes more than one round as the waves stack; keep firing at
-- whatever is nearest until something dies or the magazine is out
for _ = 1, 7 do
if Horde.session.kills > killsWas then break end
U.wait(16)
aimAtNearest()
Gun.fire()
end
U.wait(20)
print(("[horde] fired: ammo %d, score %d -> %d, kills %d -> %d")
:format(select(1, Gun.ammo()), scoreWas, Horde.session.score,
killsWas, Horde.session.kills))
-- ------- the reload, caught mid-dip
for _ = 1, 8 do
Gun.fire()
U.wait(12)
end
Gun.reload()
U.wait(45)
shot("05_reloading")
print("[horde] reloading: " .. tostring(select(3, Gun.ammo())))
for _ = 1, 200 do
if not select(3, Gun.ammo()) then break end
U.wait(1)
end
print(("[horde] reloaded to %d"):format(select(1, Gun.ammo())))
-- ------- through a door, with the crowd behind
local before = #Horde.session.mobs
U.teleport(game, "REDS_HOUSE_1F", 3, 6, "down")
settle(60)
for _ = 1, 400 do
if #Horde.session.mobs > 0 then break end
U.wait(1)
end
U.wait(60)
shot("06_indoors_followed")
print(("[horde] indoors: %d mobs followed (was %d outside)")
:format(#Horde.session.mobs, before))
-- ------- the end
--
-- Drained rather than played out, so the driver finishes in seconds and
-- the card is photographed from the same path a real death takes.
Horde.session.hp = 1
Horde.session.hurtCooldown = 0
Horde.damage(50)
for _ = 1, 400 do
if Horde.state == "gameover" then break end
U.wait(1)
end
U.wait(40)
shot("07_game_over")
print(("[horde] game over at score %d, wave %d, %d kills")
:format(Horde.session and Horde.session.score or -1,
Horde.session and Horde.session.wave or -1,
Horde.session and Horde.session.kills or -1))
-- ------- and back
U.tap(game, "a")
for _ = 1, 600 do
if not Horde.active and not game.stack:top().transitioning then break end
U.wait(1)
end
settle(60)
local now = game.stack:top()
local np = now.player
print(("[horde] restored: %s (%d,%d) facing %s, rung %d, %d npcs")
:format(now.map.id, np.cellX, np.cellY, np.facing,
Pipelines.level("voxel"), #now.npcs))
print(("[horde] matches start: map %s cell %s facing %s rung %s npcs %s")
:format(tostring(now.map.id == was.map),
tostring(np.cellX == was.cellX and np.cellY == was.cellY),
tostring(np.facing == was.facing),
tostring(Pipelines.level("voxel") == was.level),
tostring(#now.npcs == was.npcs)))
-- nothing of the mode may be left on any map
local left = 0
for _, def in pairs(game.data.maps) do
for _, obj in ipairs(def.objects or {}) do
if obj.hordeMob then left = left + 1 end
end
end
print(("[horde] horde objects left behind: %d"):format(left))
shot("08_after")
-- ------- and out the other door
--
-- The same restore, reached the other way: enter the code again and
-- leave through START -> YES rather than by dying. This is the path a
-- player who just wants their game back actually takes.
pressCode()
U.wait(6)
if not Horde.active then
print("[horde] second activation refused -- the exit path is untested")
print(("[horde] %d shots into %s"):format(shots, ROOT))
return love.event.quit()
end
for _ = 1, 400 do
if Horde.state == "active" then break end
U.wait(1)
end
U.tap(game, "start")
U.wait(10)
U.tap(game, "up") -- NO -> YES
U.wait(6)
shot("09_exit_yes")
U.tap(game, "a")
for _ = 1, 600 do
if not Horde.active and not game.stack:top().transitioning then break end
U.wait(1)
end
settle(60)
local out = game.stack:top()
local op = out.player
print(("[horde] exited via START/YES: active %s, %s (%d,%d) facing %s, rung %d")
:format(tostring(Horde.active), out.map.id, op.cellX, op.cellY,
op.facing, Pipelines.level("voxel")))
print(("[horde] matches start: map %s cell %s facing %s rung %s npcs %s")
:format(tostring(out.map.id == was.map),
tostring(op.cellX == was.cellX and op.cellY == was.cellY),
tostring(op.facing == was.facing),
tostring(Pipelines.level("voxel") == was.level),
tostring(#out.npcs == was.npcs)))
local left2 = 0
for _, def in pairs(game.data.maps) do
for _, obj in ipairs(def.objects or {}) do
if obj.hordeMob then left2 = left2 + 1 end
end
end
print(("[horde] horde objects left behind: %d"):format(left2))
print(("[horde] %d shots into %s"):format(shots, ROOT))
love.event.quit()
end