%% This is an example. Feel free to copy and reuse as you wish. -module(bullet_engine). -export([run/0]). run() -> spawn(fun init/0). init() -> ok = sdl:start([video]), ok = sdl:stop_on_exit(), {ok, Window} = sdl_window:create(<<"Hello SDL">>, 10, 10, 500, 600, []), {ok, Renderer} = sdl_renderer:create(Window, -1, [accelerated, present_vsync]), ok = sdl_renderer:set_logical_size(Renderer, 500 bsl 16, 600 bsl 16), {ok, Texture} = sdl_texture:create_from_file(Renderer, "bullet.png"), loop(#{window=>Window, renderer=>Renderer, texture=>Texture, scene=>init_scene()}). loop(State=#{scene:=Scene}) -> events_loop(), Scene2 = update_scene(Scene, []), State2 = State#{scene:=Scene2}, render(State2), loop(State2). events_loop() -> case sdl_events:poll() of false -> ok; #{type:=quit} -> terminate(); _ -> events_loop() end. render(#{renderer:=Renderer, texture:=Texture, scene:=Scene}) -> ok = sdl_renderer:clear(Renderer), _ = [sdl_renderer:copy(Renderer, Texture, undefined, Bullet) || Bullet = #{t:=Type} <- Scene, Type =/= invisible], ok = sdl_renderer:present(Renderer). terminate() -> init:stop(), exit(normal). %% Demo scene. init_scene() -> [new_invisible(#{x=>250 bsl 16, y=>300 bsl 16, w=>0, h=>0, actions=>[ %% Part 1. {var, w, 31}, {var, x, 0}, {loop, 30, [ {loop, 12, [ {fire, [ {set, speed, 2 bsl 16}, {set, dir, x} ]}, {var, x, '+=', 30} ]}, {wait, w}, {var, w, '+=', -1} ]}, %% Part 2. {var, y, 31}, {var, z, -3}, {loop, 2, [ {loop, 21, [ {loop, 18, [ {fire, [ {set, speed, 2 bsl 16}, {set, dir, x} ]}, {var, x, '+=', y}, {wait, 1} ]}, {var, y, '+=', z} ]}, {var, z, '*=', -1} ]}, %% Part 3. {var, i, 45}, {var, n, 4}, {loop, 4, [ {wait, 60}, {fire, [ {set, w, 64 bsl 16}, {set, h, 64 bsl 16}, {set, dir, i}, {set, speed, 2 bsl 16}, {loop, 10, [ {fire, [ {var, j, 180}, {var, j, '+=', i}, {set, dir, j}, {set, speed, 10 bsl 16} ]}, {wait, 6} ]}, {set, speed, 0}, {var, w, 60}, {var, w, '*=', n}, {wait, w}, {var, d, 90}, {var, n, '+=', -4}, {var, n, '*=', -1}, {var, d, '*=', n}, {var, d, '+=', -225}, {set, dir, d}, {set, speed, 3 bsl 16}, {loop, 120, [ {var, d, '+=', 3}, {set, dir, d}, {wait, 1} ]}, {loop, 120, [ {fire, []}, {loop, 3, [ {var, d, '+=', 3}, {set, dir, d}, {wait, 1} ]} ]}, {loop, 120, [ {fire, []}, {var, d2, 180}, {var, d2, '+=', d}, {fire, [ {set, dir, d2} ]}, {loop, 3, [ {var, d, '+=', 3}, {set, dir, d}, {wait, 1} ]} ]}, {loop, 120, [ {fire, []}, {var, d2, 180}, {var, d2, '+=', d}, {fire, [ {set, dir, d2} ]}, {loop, 2, [ {var, d, '+=', 3}, {set, dir, d}, {wait, 1} ]} ]}, {loop, 120, [ {fire, []}, {var, d2, 180}, {var, d2, '+=', d}, {fire, [ {set, dir, d2} ]}, {var, d, '+=', 3}, {set, dir, d}, {wait, 1} ]}, {wait, 240} ]}, {var, i, '+=', 90}, {var, n, '+=', -1} ]}, %% Wait for the scene to finish, then stop the VM. {wait, 2640}, init_stop ]})]. update_scene([], Acc) -> lists:flatten(Acc); %% We avoid float arithmetic where possible. %% For Pi we use the approximate fraction 103993/33102. %% We may also want to do an integer cosine and sine. update_scene([Bullet = #{x:=X, y:=Y, w:=W, h:=H, dir:=Dir, speed:=Speed, wait:=Wait, actions:=Actions}|Tail], Acc) -> A = (103993 * (Dir - 90)) / (33102 * 180), X2 = X + round(Speed * math:cos(A)), Y2 = Y + round(Speed * math:sin(A)), if Wait > 0 -> update_scene(Tail, [Bullet#{x:=X2, y:=Y2, wait:=Wait - 1}|Acc]); X2 > 500 bsl 16; X2 < -W; Y2 > 600 bsl 16; Y2 < -H -> update_scene(Tail, Acc); true -> New = update_bullet(Bullet#{x:=X2, y:=Y2}, Actions, []), update_scene(Tail, [New|Acc]) end. %% Bullet engine. %% %% The scene is (500 bsl 16)x(600 bsl 16) rendered as 500x600. We avoid floats for %% performance reasons so everything only goes up to 3 decimals, which is perfectly %% fine anyway. %% %% Execution is done frame by frame for simplicity, relying on vsync. Another %% advantage of doing this is that we can very easy record a replay based on user %% input, although we don't have any in this small demo. new_invisible(Parent) -> Parent#{t=>invisible, w=>0, h=>0, dir=>0, speed=>0, wait=>0, vars=>#{}}. new_bullet(Parent=#{x:=X, y:=Y, w:=W, h:=H}, Actions) -> Parent#{t=>bullet, x=>X + (W div 2) - (8 bsl 16), y=>Y + (H div 2) - (8 bsl 16), w=>16 bsl 16, h=>16 bsl 16, wait=>0, actions=>Actions}. update_bullet(Bullet, [], Acc) -> [Bullet#{actions:=[]}|Acc]; %% Stop the VM. update_bullet(Bullet, [init_stop|_], Acc) -> init:stop(), update_bullet(Bullet, [], Acc); %% Manipulate variables. update_bullet(Bullet=#{vars:=Vars}, [{var, V, Value}|Tail], Acc) -> update_bullet(Bullet#{vars:=maps:put(V, Value, Vars)}, Tail, Acc); update_bullet(Bullet=#{vars:=Vars}, [{var, V, '+=', W}|Tail], Acc) when is_atom(W) -> update_bullet(Bullet#{vars:=maps:put(V, maps:get(V, Vars) + maps:get(W, Vars), Vars)}, Tail, Acc); update_bullet(Bullet=#{vars:=Vars}, [{var, V, '+=', W}|Tail], Acc) -> update_bullet(Bullet#{vars:=maps:put(V, maps:get(V, Vars) + W, Vars)}, Tail, Acc); update_bullet(Bullet=#{vars:=Vars}, [{var, V, '*=', W}|Tail], Acc) when is_atom(W) -> update_bullet(Bullet#{vars:=maps:put(V, maps:get(V, Vars) * maps:get(W, Vars), Vars)}, Tail, Acc); update_bullet(Bullet=#{vars:=Vars}, [{var, V, '*=', W}|Tail], Acc) -> update_bullet(Bullet#{vars:=maps:put(V, maps:get(V, Vars) * W, Vars)}, Tail, Acc); %% Loop actions. %% %% We only unroll one iteration at a time to avoid wasting resources. update_bullet(Bullet, [{loop, 1, Actions}|Tail], Acc) -> update_bullet(Bullet, Actions ++ Tail, Acc); update_bullet(Bullet, [{loop, N, Actions}|Tail], Acc) -> update_bullet(Bullet, Actions ++ [{loop, N - 1, Actions}|Tail], Acc); %% Wait a few frames. update_bullet(Bullet=#{vars:=Vars}, [{wait, V}|Tail], Acc) when is_atom(V) -> [Bullet#{wait:=maps:get(V, Vars), actions:=Tail}|Acc]; update_bullet(Bullet, [{wait, N}|Tail], Acc) -> [Bullet#{wait:=N, actions:=Tail}|Acc]; %% Fire a new bullet. update_bullet(Bullet, [{fire, Actions}|Tail], Acc) -> update_bullet(Bullet, Tail, [new_bullet(Bullet, Actions)|Acc]); %% Set bullet values directly. update_bullet(Bullet=#{vars:=Vars}, [{set, Key, V}|Tail], Acc) when is_atom(V) -> update_bullet(maps:put(Key, maps:get(V, Vars), Bullet), Tail, Acc); update_bullet(Bullet=#{x:=X, y:=Y, w:=W, h:=H}, [{set, Key, Value}|Tail], Acc) -> %% We need to reposition the bullet if the size changes, %% are the bullet position is its top left corner. case Key of w -> update_bullet(maps:put(Key, Value, Bullet#{x:=X + ((W - Value) div 2)}), Tail, Acc); h -> update_bullet(maps:put(Key, Value, Bullet#{y:=Y + ((H - Value) div 2)}), Tail, Acc); _ -> update_bullet(maps:put(Key, Value, Bullet), Tail, Acc) end.