open Brr open Brr_canvas module G = struct include Brr.G let request_animation_frame f = (ignore : int -> unit) @@ Brr.G.request_animation_frame f end let () = Random.self_init () type dir = | Left | Right | Down | Up module Map = struct type background = | Grass | Water | Black let width = 1000 let height = 1000 let player_pos = ref (20, 3) let player_dir = ref Down let m = Array.init width (fun _x -> Array.init height (fun _y -> if Random.int 1000 <= 42 then Water else Grass ) ) let get_tile_kind ~x ~y = try m.(x).(y) with Invalid_argument _ -> Black end let get_el id = match Document.find_el_by_id G.document (Jstr.of_string id) with | None -> failwith (Format.sprintf {|Could not find element by id: "%s"|} id) | Some el -> el let tile_size = 40 let width = 875 let height = 675 let canvas = let el = get_el "canvas" in Canvas.of_el el let context = C2d.get_context canvas let tiles_per_w = let n = width / tile_size in if n mod 2 = 0 then n - 1 else n let tiles_per_h = let n = height / tile_size in if n mod 2 = 0 then n - 1 else n let orig_x = (width - (tiles_per_w * tile_size)) / 2 let orig_y = (height - (tiles_per_h * tile_size)) / 2 let grass = C2d.image_src_of_el (get_el "grass") let papy_left = C2d.image_src_of_el (get_el "papy_left") let papy_right = C2d.image_src_of_el (get_el "papy_right") let papy_down = C2d.image_src_of_el (get_el "papy_down") let papy_up = C2d.image_src_of_el (get_el "papy_up") let water = C2d.image_src_of_el (get_el "water") let draw_map = let papy_x = float_of_int (width - tile_size) /. 2. in let papy_y = (float_of_int height /. 2.) -. (float_of_int tile_size *. 1.5) in fun () -> let player_x, player_y = !Map.player_pos in for x = 0 to tiles_per_w - 1 do let map_x = x + player_x - (tiles_per_w / 2) in let tile_x = float_of_int ((x * tile_size) + orig_x) in for y = 0 to tiles_per_h - 1 do let map_y = y + player_y - (tiles_per_h / 2) in let tile_y = float_of_int ((y * tile_size) + orig_y) in let tile_img = match Map.get_tile_kind ~x:map_x ~y:map_y with | Grass -> grass | Water -> water | Black -> water in C2d.draw_image context tile_img ~x:tile_x ~y:tile_y done done; let papy = match !Map.player_dir with | Left -> papy_left | Right -> papy_right | Down -> papy_down | Up -> papy_up in C2d.draw_image context papy ~x:papy_x ~y:papy_y let move dir = if !Map.player_dir = dir then begin let x, y = !Map.player_pos in let x, y = match dir with | Left -> (x - 1, y) | Right -> (x + 1, y) | Down -> (x, y + 1) | Up -> (x, y - 1) in match Map.get_tile_kind ~x ~y with | Black | Water -> () | Grass -> Map.player_pos := (x, y) end else Map.player_dir := dir let kb_handler ev = match ev |> Ev.as_type |> Ev.Keyboard.code |> Jstr.to_string with | "KeyW" | "ArrowUp" -> move Up | "KeyA" | "ArrowLeft" -> move Left | "KeyS" | "ArrowDown" -> move Down | "KeyD" | "ArrowRight" -> move Right | _s -> () let rec game_loop state _timestamp = draw_map (); let new_state = state in G.request_animation_frame (game_loop new_state) (* type will change later ! *) let initial_state = () let () = (* init canvas *) Canvas.set_w canvas width; Canvas.set_h canvas height; C2d.set_fill_style context (C2d.color (Jstr.v "#FF1188")); C2d.fill_rect context ~x:0. ~y:0. ~w:(float_of_int width) ~h:(float_of_int height); (* bind keys *) let _e : Ev.listener = Ev.listen Ev.keydown kb_handler (Window.as_target G.window) in (* start game *) G.request_animation_frame (game_loop initial_state)