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namespace LivingVillage.Desktop
open System
open Microsoft.Xna.Framework
open Microsoft.Xna.Framework.Graphics
open Microsoft.Xna.Framework.Input
open LivingVillage.Kernel
open LivingVillage.Kernel.Sim
type TileKind =
| Grass = 0
| Path = 1
| Water = 2
| Flower = 3
module MapGen =
let generate (width: int) (height: int) : TileKind[,] =
let rnd = Random(20260918)
let map = Array2D.zeroCreate<TileKind> width height
for y in 0 .. height - 1 do
for x in 0 .. width - 1 do
let border = x = 0 || y = 0 || x = width - 1 || y = height - 1
map.[x, y] <-
if border then TileKind.Water
elif rnd.NextDouble() < 0.04 then TileKind.Flower
else TileKind.Grass
let midX = width / 2
let midY = height / 2
for x in 1 .. width - 2 do
map.[x, midY] <- TileKind.Path
for y in 1 .. height - 2 do
map.[midX, y] <- TileKind.Path
map
module Atlas =
let tilePixels = 32
let build (device: GraphicsDevice) : Texture2D =
let rnd = Random(7)
let c (r: int) (g: int) (b: int) = Color(r, g, b)
let tex = new Texture2D(device, tilePixels * 4, tilePixels)
let colors = Array.zeroCreate<Color> (tilePixels * tilePixels * 4)
for t in 0 .. 3 do
let baseColor, variance, isFlower =
match t with
| 1 -> (c 148 118 84), 12, false
| 2 -> (c 52 92 168), 10, false
| 3 -> (c 56 118 48), 14, true
| _ -> (c 56 118 48), 14, false
for y in 0 .. tilePixels - 1 do
for x in 0 .. tilePixels - 1 do
let jitter = rnd.Next(variance + 1) - variance / 2
colors.[t * tilePixels * tilePixels + y * tilePixels + x] <-
c (int baseColor.R + jitter) (int baseColor.G + jitter) (int baseColor.B + jitter)
if isFlower then
for _ in 1 .. 6 do
let fx = rnd.Next(tilePixels - 2)
let fy = rnd.Next(tilePixels - 2)
let fc = if rnd.NextDouble() < 0.5 then c 240 220 80 else c 235 240 245
for dy in 0 .. 1 do
for dx in 0 .. 1 do
colors.[t * tilePixels * tilePixels + (fy + dy) * tilePixels + fx + dx] <- fc
tex.SetData(colors)
tex
type LivingVillageGame() as this =
inherit Game()
let autoplay = Environment.GetEnvironmentVariable("LV_AUTOPLAY") = "1"
let titleSuffix = if autoplay then " [AUTOPLAY]" else ""
let modeName = if autoplay then "autoplay" else "keyboard"
let graphics = new GraphicsDeviceManager(this)
let mutable spriteBatch = Unchecked.defaultof<SpriteBatch>
let mutable atlas = Unchecked.defaultof<Texture2D>
let mutable pixel = Unchecked.defaultof<Texture2D>
let mutable map = MapGen.generate Sim.mapWidthTiles Sim.mapHeightTiles
let mutable world = Sim.initialWorld 42UL
let mutable camera = Vector2.Zero
let mutable fpsFrames = 0
let mutable fpsSeconds = 0.0
do
graphics.PreferredBackBufferWidth <- 1280
graphics.PreferredBackBufferHeight <- 720
graphics.SynchronizeWithVerticalRetrace <- true
this.IsFixedTimeStep <- true
this.TargetElapsedTime <- TimeSpan.FromTicks(TimeSpan.TicksPerSecond / 60L)
this.Window.Title <- if autoplay then "Living Village M1 [AUTOPLAY]" else "Living Village M1"
printfn $"mode={modeName} seed=42"
member private this.CenterCamera() =
let viewport = this.GraphicsDevice.Viewport
let vw = float32 viewport.Width
let vh = float32 viewport.Height
let worldW = float32 (Sim.mapWidthTiles * Sim.tilePixels)
let worldH = float32 (Sim.mapHeightTiles * Sim.tilePixels)
let half = float32 Sim.tilePixels / 2.0f
let x = MathHelper.Clamp(world.Avatar.Pos.X + half - vw / 2.0f, 0.0f, max 0.0f (worldW - vw))
let y = MathHelper.Clamp(world.Avatar.Pos.Y + half - vh / 2.0f, 0.0f, max 0.0f (worldH - vh))
camera <- Vector2(x, y)
override _.LoadContent() =
spriteBatch <- new SpriteBatch(this.GraphicsDevice)
atlas <- Atlas.build this.GraphicsDevice
pixel <- new Texture2D(this.GraphicsDevice, 1, 1)
pixel.SetData([| Color.White |])
override this.Update(gameTime: GameTime) =
let kb = Keyboard.GetState()
if kb.IsKeyDown(Keys.Escape) then this.Exit()
let input =
if autoplay then
let t = float32 world.Tick
{ MoveX = MathF.Sin(t / 60.0f) * 0.8f
MoveY = MathF.Cos(t / 90.0f) * 0.6f }
else
{ MoveX =
(if kb.IsKeyDown(Keys.D) then 1.0f
elif kb.IsKeyDown(Keys.A) then -1.0f
else 0.0f)
MoveY =
(if kb.IsKeyDown(Keys.S) then 1.0f
elif kb.IsKeyDown(Keys.W) then -1.0f
else 0.0f) }
let ts = { Input = input }
world <- Sim.step ts world
this.CenterCamera()
fpsFrames <- fpsFrames + 1
fpsSeconds <- fpsSeconds + gameTime.ElapsedGameTime.TotalSeconds
if fpsSeconds >= 1.0 then
let fps = float fpsFrames / fpsSeconds
fpsFrames <- 0
fpsSeconds <- 0.0
this.Window.Title <- $"Living Village M1{titleSuffix} | fps {fps:F1} | tick {world.Tick}"
printfn $"fps={fps:F1} tick={world.Tick} pos=({world.Avatar.Pos.X:F0},{world.Avatar.Pos.Y:F0})"
override this.Draw(gameTime: GameTime) =
this.GraphicsDevice.Clear(Color.CornflowerBlue)
let viewport = this.GraphicsDevice.Viewport
let camX = int camera.X
let camY = int camera.Y
let tx0 = max 0 (camX / Sim.tilePixels)
let ty0 = max 0 (camY / Sim.tilePixels)
let tx1 = min (Sim.mapWidthTiles - 1) ((camX + viewport.Width) / Sim.tilePixels + 1)
let ty1 = min (Sim.mapHeightTiles - 1) ((camY + viewport.Height) / Sim.tilePixels + 1)
spriteBatch.Begin()
for y in ty0 .. ty1 do
for x in tx0 .. tx1 do
let src = Rectangle(int map.[x, y] * Sim.tilePixels, 0, Sim.tilePixels, Sim.tilePixels)
let dst =
Rectangle(x * Sim.tilePixels - camX, y * Sim.tilePixels - camY, Sim.tilePixels, Sim.tilePixels)
spriteBatch.Draw(atlas, dst, src, Color.White)
let avatarDst =
Rectangle(int world.Avatar.Pos.X - camX, int world.Avatar.Pos.Y - camY, Sim.tilePixels, Sim.tilePixels)
spriteBatch.Draw(pixel, avatarDst, Color.IndianRed)
spriteBatch.End()
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