Add 'game-sml/' from commit '113c3e67abe635f714f972a1e2ab0e4b24ff10f4'

git-subtree-dir: game-sml
git-subtree-mainline: aa5357714d
git-subtree-split: 113c3e67ab
This commit is contained in:
2026-04-24 00:38:14 +01:00
174 changed files with 337598 additions and 0 deletions

340
game-sml/shell/gl-draw.sml Normal file
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structure GlDraw =
struct
type t =
{ window: MLton.Pointer.t
, wallVertexBuffer: Word32.word
, wallProgram: Word32.word
, wallLength: int
, playerVertexBuffer: Word32.word
, playerProgram: Word32.word
, playerLength: int
, fieldVertexBuffer: Word32.word
, fieldProgram: Word32.word
, fieldLength: int
}
fun createShader (shaderType, shaderString) =
let
val shader = Gles3.createShader shaderType
val _ = Gles3.shaderSource (shader, shaderString)
val _ = Gles3.compileShader shader
in
shader
end
fun createProgram (vertexShader, fragmentShader) =
let
val program = Gles3.createProgram ()
val _ = Gles3.attachShader (program, vertexShader)
val _ = Gles3.attachShader (program, fragmentShader)
val _ = Gles3.linkProgram program
in
program
end
fun create window =
let
(* create vertex buffer, program, etc. *)
val xyrgbVertexShader = createShader
(Gles3.VERTEX_SHADER, GlShaders.xyrgbVertexShaderString)
val rgbFragmentShader = createShader
(Gles3.FRAGMENT_SHADER, GlShaders.rgbFragmentShaderString)
val xyrgbaVertexShader = createShader
(Gles3.VERTEX_SHADER, GlShaders.xyrgbaVertexShaderString)
val rgbaFragmentShader = createShader
(Gles3.FRAGMENT_SHADER, GlShaders.rgbaFragmentShaderString)
(* wall here includes both walls and platforms *)
val wallVertexBuffer = Gles3.createBuffer ()
val wallProgram = createProgram (xyrgbVertexShader, rgbFragmentShader)
val playerVertexBuffer = Gles3.createBuffer ()
val playerProgram = createProgram (xyrgbVertexShader, rgbFragmentShader)
val fieldVertexBuffer = Gles3.createBuffer ()
val fieldProgram = createProgram (xyrgbaVertexShader, rgbaFragmentShader)
in
{ window = window
, wallVertexBuffer = wallVertexBuffer
, wallProgram = wallProgram
, wallLength = 0
, playerVertexBuffer = playerVertexBuffer
, playerProgram = playerProgram
, playerLength = 0
, fieldVertexBuffer = fieldVertexBuffer
, fieldProgram = fieldProgram
, fieldLength = 0
}
end
fun uploadWall (shellState: t, vec) =
let
val
{ window
, playerVertexBuffer
, playerProgram
, playerLength
, fieldVertexBuffer
, fieldProgram
, fieldLength
, wallVertexBuffer
, wallProgram
, wallLength = _
} = shellState
val _ = Gles3.bindBuffer wallVertexBuffer
val _ = Gles3.bufferData (vec, Vector.length vec, Gles3.STATIC_DRAW)
val newWallLength = Vector.length vec div 5
in
{ window = window
, playerVertexBuffer = playerVertexBuffer
, playerProgram = playerProgram
, playerLength = playerLength
, fieldVertexBuffer = fieldVertexBuffer
, fieldProgram = fieldProgram
, fieldLength = fieldLength
, wallVertexBuffer = wallVertexBuffer
, wallProgram = wallProgram
, wallLength = newWallLength
}
end
fun uploadPlayer (shellState: t, vec) =
let
val
{ window
, wallVertexBuffer
, wallProgram
, wallLength
, fieldVertexBuffer
, fieldProgram
, fieldLength
, playerVertexBuffer
, playerProgram
, playerLength = _
} = shellState
val _ = Gles3.bindBuffer playerVertexBuffer
val _ = Gles3.bufferData (vec, Vector.length vec, Gles3.STATIC_DRAW)
val newPlayerLength = Vector.length vec div 5
in
{ window = window
, wallVertexBuffer = wallVertexBuffer
, wallProgram = wallProgram
, wallLength = wallLength
, fieldVertexBuffer = fieldVertexBuffer
, fieldProgram = fieldProgram
, fieldLength = fieldLength
, playerVertexBuffer = playerVertexBuffer
, playerProgram = playerProgram
, playerLength = newPlayerLength
}
end
fun uploadField (shellState: t, vec) =
let
val
{ window
, wallVertexBuffer
, wallProgram
, wallLength
, playerVertexBuffer
, playerProgram
, playerLength
, fieldVertexBuffer
, fieldProgram
, fieldLength = _
} = shellState
val _ = Gles3.bindBuffer fieldVertexBuffer
val _ = Gles3.bufferData (vec, Vector.length vec, Gles3.STATIC_DRAW)
val newFieldLength = Vector.length vec div 6
in
{ window = window
, wallVertexBuffer = wallVertexBuffer
, wallProgram = wallProgram
, wallLength = wallLength
, playerVertexBuffer = playerVertexBuffer
, playerProgram = playerProgram
, playerLength = playerLength
, fieldVertexBuffer = fieldVertexBuffer
, fieldProgram = fieldProgram
, fieldLength = newFieldLength
}
end
fun drawXyrgb (vertexBuffer, program, drawLength) =
if drawLength > 0 then
let
val _ = Gles3.bindBuffer vertexBuffer
(* enable xy component from uploaded array *)
val _ = Gles3.vertexAttribPointer (0, 2, 5, 0)
val _ = Gles3.enableVertexAttribArray 0
(* enable rgb component from uploaded array *)
val _ = Gles3.vertexAttribPointer (1, 3, 5, 8)
val _ = Gles3.enableVertexAttribArray 1
val _ = Gles3.useProgram program
val _ = Gles3.drawArrays (Gles3.TRIANGLES, 0, drawLength)
in
()
end
else
()
fun drawXyrgba (vertexBuffer, program, drawLength) =
if drawLength > 0 then
let
val _ = Gles3.bindBuffer vertexBuffer
(* enable xy component from uploaded array *)
val _ = Gles3.vertexAttribPointer (0, 2, 6, 0)
val _ = Gles3.enableVertexAttribArray 0
(* enable rgb component from uploaded array *)
val _ = Gles3.vertexAttribPointer (1, 4, 6, 8)
val _ = Gles3.enableVertexAttribArray 1
val _ = Gles3.useProgram program
val _ = Gles3.drawArrays (Gles3.TRIANGLES, 0, drawLength)
in
()
end
else
()
fun drawWall ({wallVertexBuffer, wallProgram, wallLength, ...}: t) =
drawXyrgb (wallVertexBuffer, wallProgram, wallLength)
fun drawPlayer ({playerVertexBuffer, playerProgram, playerLength, ...}: t) =
drawXyrgb (playerVertexBuffer, playerProgram, playerLength)
fun drawField ({fieldVertexBuffer, fieldProgram, fieldLength, ...}) =
drawXyrgba (fieldVertexBuffer, fieldProgram, fieldLength)
fun helpDrawLevel (shellState: t) =
let
val _ = drawWall shellState
val _ = drawPlayer shellState
val _ = drawField shellState
in
()
end
fun drawLevel (shellState: t, level) =
let
val width = InputState.getWidth ()
val height = InputState.getHeight ()
val playerVec = PlayerVec.get (#player level, width, height)
val enemyVec = Enemy.getDrawVec (#enemies level, width, height)
val playerVec = Vector.concat [playerVec, enemyVec]
val wallVec = Wall.getDrawVec (#walls level, width, height)
val platVec = Platform.getDrawVec (#platforms level, width, height)
val fallingVec = FallingEnemies.getDrawVec (level, width, height)
val wallVec = Vector.concat [wallVec, platVec, fallingVec]
val shellState = uploadWall (shellState, wallVec)
val shellState = uploadPlayer (shellState, playerVec)
val () = helpDrawLevel shellState
in
shellState
end
fun helpDrawTitle (shellState: t) = drawPlayer shellState
fun drawTitle (shellState: t, title) =
let
val width = InputState.getWidth ()
val height = InputState.getHeight ()
val vec = TitleVec.getDrawVec (title, width, height)
val shellState = uploadPlayer (shellState, vec)
val () = helpDrawTitle shellState
in
shellState
end
fun helpDrawOptions shellState = drawPlayer shellState
fun drawOptions (shellState: t, options) =
let
val width = InputState.getWidth ()
val height = InputState.getHeight ()
val vec = OptionsVec.getDrawVec (options, width, height)
val shellState = uploadPlayer (shellState, vec)
val () = helpDrawOptions shellState
in
shellState
end
fun drawMode (shellState: t, game: GameType.game_type) =
let
open GameType
in
case #mode game of
LEVEL level => drawLevel (shellState, level)
| TITLE title => drawTitle (shellState, title)
| OPTIONS options => drawOptions (shellState, options)
end
fun saveKeys game =
let
val newKeys = #userKeys game
val () = InputState.setControls newKeys
val io = TextIO.openOut "controls.config"
val () = TextIO.output (io, CoreKey.userKeysToString newKeys)
val () = TextIO.closeOut io
in
()
end
fun runEffects game =
let val () = if #saveKeys game then saveKeys game else ()
in ()
end
fun helpLoop (shellState as {window, ...}: t, game) =
case Glfw.windowShouldClose window of
false =>
let
val _ = Gles3.clearColor (1.0, 1.0, 1.0, 1.0)
val _ = Gles3.clear ()
val time = Time.now ()
val input = InputState.getSnapshot ()
val game = GameUpdate.update (game, input, time)
val shellState = drawMode (shellState, game)
val () = runEffects game
val _ = Glfw.swapBuffers window
val _ = Glfw.pollEvents ()
in
helpLoop (shellState, game)
end
| true => Glfw.terminate ()
fun loop window =
let
val shellState = create window
val controls =
case ParseControls.parse () of
SOME controls => controls
| NONE =>
{ left = CoreKey.KEY_LEFT
, right = CoreKey.KEY_RIGHT
, up = CoreKey.KEY_UP
, down = CoreKey.KEY_DOWN
, jump = CoreKey.KEY_Z
, attack = CoreKey.KEY_X
, escape = CoreKey.KEY_ESCAPE
}
val () = InputState.setControls controls
in
helpLoop (shellState, GameType.init controls)
end
end

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structure GlShaders =
struct
val xyrgbVertexShaderString =
"#version 300 es\n\
\layout (location = 0) in vec2 apos;\n\
\layout (location = 1) in vec3 col;\n\
\out vec3 frag_col;\n\
\void main()\n\
\{\n\
\ frag_col = col;\n\
\ gl_Position = vec4(apos.x, apos.y, 0.0f, 1.0f);\n\
\}"
val rgbFragmentShaderString =
"#version 300 es\n\
\precision mediump float;\n\
\in vec3 frag_col;\n\
\out vec4 FragColor;\n\
\void main()\n\
\{\n\
\ FragColor = vec4(frag_col.x, frag_col.y, frag_col.z, 1.0f);\n\
\}"
(* shader strings same as above, except they also define an alpha component *)
val xyrgbaVertexShaderString =
"#version 300 es\n\
\layout (location = 0) in vec2 apos;\n\
\layout (location = 1) in vec4 col;\n\
\out vec4 frag_col;\n\
\void main()\n\
\{\n\
\ frag_col = col;\n\
\ gl_Position = vec4(apos.x, apos.y, 0.0f, 1.0f);\n\
\}"
val rgbaFragmentShaderString =
"#version 300 es\n\
\precision mediump float;\n\
\in vec4 frag_col;\n\
\out vec4 FragColor;\n\
\void main()\n\
\{\n\
\ FragColor = frag_col;\n\
\}"
end

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structure GlfwKeyMap =
struct
structure KeyMap =
MakeGapMap
(struct
type key = int
type value = CoreKey.key_code
fun l (a: int, b: int) = a < b
fun eq (a: int, b: int) = a = b
fun g (a: int, b: int) = a > b
val maxNodeSize = 1024
end)
fun helpInitKeyMap (pos, pairs, acc) =
if pos = Vector.length pairs then
acc
else
let
val (code, key) = Vector.sub (pairs, pos)
val acc = KeyMap.add (code, key, acc)
in
helpInitKeyMap (pos + 1, pairs, acc)
end
fun initKeyMap () =
let
open CoreKey
(* vector of (glfw_key_code, Core.key_code) tuples. *)
val pairs =
#[ (32, KEY_SPACE)
, (39, KEY_APOSTROPHE)
, (44, KEY_COMMA)
, (45, KEY_MINUS)
, (46, KEY_PERIOD)
, (47, KEY_SLASH)
, (48, KEY_0)
, (49, KEY_1)
, (50, KEY_2)
, (51, KEY_3)
, (52, KEY_4)
, (53, KEY_5)
, (54, KEY_6)
, (55, KEY_7)
, (56, KEY_8)
, (57, KEY_9)
, (59, KEY_SEMICOLON)
, (61, KEY_EQUAL)
, (65, KEY_A)
, (66, KEY_B)
, (67, KEY_C)
, (68, KEY_D)
, (69, KEY_E)
, (70, KEY_F)
, (71, KEY_G)
, (72, KEY_H)
, (73, KEY_I)
, (74, KEY_J)
, (75, KEY_K)
, (76, KEY_L)
, (77, KEY_M)
, (78, KEY_N)
, (79, KEY_O)
, (80, KEY_P)
, (81, KEY_Q)
, (82, KEY_R)
, (83, KEY_S)
, (84, KEY_T)
, (85, KEY_U)
, (86, KEY_V)
, (87, KEY_W)
, (88, KEY_X)
, (89, KEY_Y)
, (90, KEY_Z)
, (91, KEY_LEFT_BRACKET)
, (92, KEY_BACKSLASH)
, (93, KEY_RIGHT_BRACKET)
, (96, KEY_GRAVE_ACCENT)
, (161, KEY_WORLD_1)
, (162, KEY_WORLD_2)
, (256, KEY_ESCAPE)
, (257, KEY_ENTER)
, (258, KEY_TAB)
, (259, KEY_BACKSPACE)
, (260, KEY_INSERT)
, (261, KEY_DELETE)
, (262, KEY_RIGHT)
, (263, KEY_LEFT)
, (264, KEY_DOWN)
, (265, KEY_UP)
, (266, KEY_PAGE_UP)
, (267, KEY_PAGE_DOWN)
, (268, KEY_HOME)
, (269, KEY_END)
, (280, KEY_CAPS_LOCK)
, (281, KEY_SCROLL_LOCK)
, (282, KEY_NUM_LOCK)
, (283, KEY_PRINT_SCREEN)
, (284, KEY_PAUSE)
, (290, KEY_F1)
, (291, KEY_F2)
, (292, KEY_F3)
, (293, KEY_F4)
, (294, KEY_F5)
, (295, KEY_F6)
, (296, KEY_F7)
, (297, KEY_F8)
, (298, KEY_F9)
, (299, KEY_F10)
, (300, KEY_F11)
, (301, KEY_F12)
, (302, KEY_F13)
, (303, KEY_F14)
, (304, KEY_F15)
, (305, KEY_F16)
, (306, KEY_F17)
, (307, KEY_F18)
, (308, KEY_F19)
, (309, KEY_F20)
, (310, KEY_F21)
, (311, KEY_F22)
, (312, KEY_F23)
, (313, KEY_F24)
, (314, KEY_F25)
, (320, KEY_KP_0)
, (321, KEY_KP_1)
, (322, KEY_KP_2)
, (323, KEY_KP_3)
, (324, KEY_KP_4)
, (325, KEY_KP_5)
, (326, KEY_KP_6)
, (327, KEY_KP_7)
, (328, KEY_KP_8)
, (329, KEY_KP_9)
, (330, KEY_KP_DECIMAL)
, (331, KEY_KP_DIVIDE)
, (332, KEY_KP_MULTIPLY)
, (333, KEY_KP_SUBTRACT)
, (334, KEY_KP_ADD)
, (335, KEY_KP_ENTER)
, (336, KEY_KP_EQUAL)
, (340, KEY_LEFT_SHIFT)
, (341, KEY_LEFT_CONTROL)
, (342, KEY_LEFT_ALT)
, (343, KEY_LEFT_SUPER)
, (344, KEY_RIGHT_SHIFT)
, (345, KEY_RIGHT_CONTROL)
, (346, KEY_RIGHT_ALT)
, (347, KEY_RIGHT_SUPER)
, (348, KEY_MENU)
]
in
helpInitKeyMap (0, pairs, KeyMap.empty)
end
val map = initKeyMap ()
fun codeFromKey (key: int) = KeyMap.get (key, map)
end

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structure InputState =
struct
val keyMappings = ref
{ left = CoreKey.KEY_S
, right = CoreKey.KEY_F
, down = CoreKey.KEY_D
, up = CoreKey.KEY_E
, attack = CoreKey.KEY_J
, jump = CoreKey.KEY_K
, escape = CoreKey.KEY_ESCAPE
}
fun setControls controls = keyMappings := controls
(* global state detecting button inputs *)
val state =
{ leftHeld = ref false
, rightHeld = ref false
, upHeld = ref false
, downHeld = ref false
, jumpHeld = ref false
, attackHeld = ref false
, escapeHeld = ref false
, newKeys = ref []
, width = ref (1920.0 : Real32.real)
, height = ref (1080.0 : Real32.real)
}
fun getSnapshot () =
let
val input =
{ leftHeld = !(#leftHeld state)
, rightHeld = !(#rightHeld state)
, upHeld = !(#upHeld state)
, downHeld = !(#downHeld state)
, attackHeld = !(#attackHeld state)
, jumpHeld = !(#jumpHeld state)
, escapeHeld = !(#escapeHeld state)
, newKeys = !(#newKeys state)
}
val () = #newKeys state := []
in
input
end
(* there are three action states reported by OS: PRESS, REPEAT and RELEASE.
* If input is PRESS or REPEAT, then return true, or else return false. *)
fun actionToBool action = action <> Input.RELEASE
fun handleKey (key, action) =
case GlfwKeyMap.codeFromKey key of
SOME code =>
let
val () =
if action = Input.PRESS then
#newKeys state := code :: !(#newKeys state)
else
()
val {left, right, down, up, attack, jump, escape} = !keyMappings
val action = actionToBool action
in
if code = left then #leftHeld state := action
else if code = up then #upHeld state := action
else if code = right then #rightHeld state := action
else if code = down then #downHeld state := action
else if code = attack then #attackHeld state := action
else if code = jump then #jumpHeld state := action
else if code = escape then #escapeHeld state := action
else ()
end
| NONE => ()
fun keyCallback (key, scancode, action, mods) =
if mods = 0 then handleKey (key, action) else ()
fun getWidth () =
!(#width state)
fun getHeight () =
!(#height state)
fun sizeCallback (width, height) =
(#width state := width; #height state := height)
fun registerCallbacks window =
let
val () = Input.exportKeyCallback keyCallback
val () = Input.setKeyCallback window
val () = Input.exportFramebufferSizeCallback sizeCallback
val () = Input.setFramebufferSizeCallback window
in
()
end
end

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structure ParseControls =
struct
datatype action =
ACTION_LEFT
| ACTION_RIGHT
| ACTION_UP
| ACTION_DOWN
| ACTION_JUMP
| ACTION_ATTACK
fun actionFromString str =
case str of
"ACTION_LEFT" => SOME ACTION_LEFT
| "ACTION_RIGHT" => SOME ACTION_RIGHT
| "ACTION_UP" => SOME ACTION_UP
| "ACTION_DOWN" => SOME ACTION_DOWN
| "ACTION_JUMP" => SOME ACTION_JUMP
| "ACTION_ATTACK" => SOME ACTION_ATTACK
| _ => NONE
fun findColon (pos, str) =
if pos = String.size str then
~1
else
let val chr = String.sub (str, pos)
in if chr = #":" then pos else findColon (pos + 1, str)
end
type parsed_keys =
{ left: CoreKey.key_code option
, right: CoreKey.key_code option
, up: CoreKey.key_code option
, down: CoreKey.key_code option
, jump: CoreKey.key_code option
, attack: CoreKey.key_code option
}
fun updateControls (action, key, controls: parsed_keys) =
let
val {left, right, up, down, jump, attack} = controls
in
case action of
ACTION_LEFT =>
{ left = SOME key
, right = right
, up = up
, down = down
, jump = jump
, attack = attack
}
| ACTION_RIGHT =>
{ left = left
, right = SOME key
, up = up
, down = down
, jump = jump
, attack = attack
}
| ACTION_UP =>
{ left = left
, right = right
, up = SOME key
, down = down
, jump = jump
, attack = attack
}
| ACTION_DOWN =>
{ left = left
, right = right
, up = up
, down = SOME key
, jump = jump
, attack = attack
}
| ACTION_JUMP =>
{ left = left
, right = right
, up = up
, down = down
, jump = SOME key
, attack = attack
}
| ACTION_ATTACK =>
{ left = left
, right = right
, up = up
, down = down
, jump = jump
, attack = SOME key
}
end
fun returnControls controls =
let
val {left, right, up, down, jump, attack} = controls
in
case (left, right, up, down, jump, attack) of
(SOME left, SOME right, SOME up, SOME down, SOME jump, SOME attack) =>
SOME
{ left = left
, right = right
, up = up
, down = down
, jump = jump
, attack = attack
, escape = CoreKey.KEY_ESCAPE
}
| _ => NONE
end
(* We don't want to attempt to parse strings
* which have trailing spaces or newlines
* so get the length of the last non-space chr *)
fun getLastPos (pos, line) =
if pos = String.size line then
String.size line - 1
else
let val chr = String.sub (line, pos)
in if Char.isSpace chr then pos - 1 else getLastPos (pos + 1, line)
end
fun helpParse (controls, io) =
case TextIO.inputLine io of
SOME line =>
let
val colon = findColon (0, line)
in
if colon = ~1 then
helpParse (controls, io)
else
let
val actionString = String.substring (line, 0, colon)
val action = actionFromString actionString
val keyStart = colon + 1
val keyFinish = getLastPos (keyStart, line)
val keyLength = keyFinish - keyStart + 1
val keyString = String.substring (line, keyStart, keyLength)
val key = CoreKey.keyFromString keyString
val controls =
(case (action, key) of
(SOME action, SOME key) =>
updateControls (action, key, controls)
| (_, _) => controls)
in
helpParse (controls, io)
end
end
| NONE => let val () = TextIO.closeIn io in returnControls controls end
fun parse () =
let
val initial =
{ left = NONE
, right = NONE
, up = NONE
, down = NONE
, jump = NONE
, attack = NONE
}
val io = TextIO.openIn "controls.config"
in
helpParse (initial, io)
end
end

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game-sml/shell/shell.sml Normal file
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structure Shell =
struct
fun main () =
let
(* Set up GLFW. *)
val _ = Glfw.init ()
val _ = Glfw.windowHint (Glfw.CONTEXT_VERSION_MAJOR (), 3)
val _ = Glfw.windowHint (Glfw.DEPRECATED (), Glfw.FALSE ())
val _ = Glfw.windowHint (Glfw.WINDOW_MAX (), Glfw.TRUE ())
val window = Glfw.createWindow (1920, 1080, "shf")
val _ = Glfw.makeContextCurrent window
val _ = Gles3.loadGlad ()
val _ = InputState.registerCallbacks window
in
GlDraw.loop window
end
end
val _ = Shell.main ()