Showing posts with label game. Show all posts
Showing posts with label game. Show all posts

Thursday, September 3, 2026

Recursive Descent: Vibe Coded Rogue-like in Common Lisp

I was talking with Amit Patel of Red Blob Games the other day and he mentioned that he had been participating in a programming endeavor where people were creating variations of rogue-like games based on a tutorial. He had just begun experimenting with vibe coding and figuring out how to do it and what works for him. This sounded like an interesting idea, so I decided to try it out myself. I began with the basic tutorial, but since I'm a Lisp programmer, I decided to vibe code the game in Common Lisp. I had a few goals in mind:

  • I wanted to see if I (actually the LLM) could code up a rogue-like game in the browser
  • I wanted to see what sort of interesting code the LLM would produce: Would it be a good design? Would it use macros? Would it use CLOS? Would it get overly complex and "hit the wall" at some point?
  • How would it handle being told to work with functional programming style given that this sort of game is traditionally written in stateful, object-encapsulated style?

I mostly vibe coded this, but I did step in and make adjustments here and there. For example, I specifically requested that the LLM use a functional programming style, and I asked it to refactor large files into smaller ones.

Beginning

Getting started was tricky. I basically wanted a simple terminal emulator in the browser that would would display a fixed-width grid of characters that the back end could update. I wanted to be able to send keypresses to the back end and have it update the display. I didn't have a clear idea about how to do this, so I experimented a bit and came up with something relatively easy. The front end is a simple HTML page with a <div> is expected to contain the grid of characters. The front-end runs some JavaScript opens a WebSocket connection to the back end and sits in a loop waiting for messages. The back end sends messages to the front end that contain a block of html that the front end just inserts into the <div>. The front end also listens for keypresses and sends them to the back end. I didn't expect that this would be a very efficient way to do it, but I figured that a modern browser and reasonably good internet connection would be able to handle a modest refresh rate.

As coding progressed, the LLM extended the front end to include multiple <div>s, including pop-up modals. The LLM also augmented the front end to reconnect to the back end if the connection was lost, and direct focus to the playing area with the page was displayed. Othewise, the front end is a relatively thin client that mostly displays exactly what the back end sends it.

Real time back end

I started out with the standard rogue-like game loop, which is a synchronous, turn-based loop. The back end would wait for a keypress, then update the game state and send the new display to the front end. This works, but I remembered how the developers of Diablo said that when they decided to make it real-time it completely changed the game. I decided to make the back end real-time, but with a slow enough tick rate that I wasn't overwhelming the connection or the browser. Eventually I decided on a tick rate of 20Hz. Most of the effects in the game are timed around a 0.1 second interval (the rate at which the keyboard repeats when you hold down a key) and 20Hz is the Nyquist frequency to avoid aliasing (which would make the game stutter weirdly if you tried to run by holding down an arrow key). This makes the game feel responsive enough without it needing to refresh at CRT rates. Since the game is based on a grid of ascii characters rather than a bitmap, I guessed that the bandwidth requirements would be modest enough that this would work.

The first few hours vibe coding were spent getting a player character to run around a procedurally generated dungeon. Once I had that working, I asked the LLM to refactor the back end into a functional core with a stateful wrapper. The functional core is a pure function that takes the current game state and a message from the front end (typically a keypress) and returns the new game state. The stateful wrapper manages the WebSocket connection and the game loop. Once the back-end had been refactored into a functional core, the LLM generally continued to keep side effects out of the code, although it did introduce some reasonable side effects to manage a LRU cache of game state in order to save on recalculations.

Every action in the game is modeled as a pure reducer function. `MOVE-PLAYER`, `DRINK-POTION`, `PROCESS-ENEMY-TURNS`, etc. all follow the same signature: they take the current `GAME-STATE` plus some inputs, and return a freshly allocated `GAME-STATE` representing the world one tick later.

To achieve this without writing thousands of lines of boilerplate copy constructors, the engine heavily leverages Common Lisp's Meta-Object Protocol (MOP). The `copy-instance` and `update-entity` helpers dynamically iterate over a class's slots at runtime. When an Orc takes 5 damage, the engine doesn't mutate the Orc; it uses the MOP to spin up a brand new Orc with identical properties, except for a modified HP slot, and substitutes it into the new `GAME-STATE`'s entity list.

Decoupled I/O State

To avoid locking as much as possible, the engine decouples the I/O state from the game state. When the Hunchensocket WebSocket read-thread receives a JSON packet from a client, it does exactly two things: it parses the JSON into an immutable RDESCENT-COMMAND CLOS object (like move-command or drink-command), and it dumps that command into a thread-safe SB-CONCURRENCY:QUEUE. It never touches the game state.

Meanwhile, a single, dedicated game-loop thread acts as the heartbeat. Once every 50ms, the TICK-ALL-CLIENTS function wakes up, drains the input queues for every connected client, and folds those commands over that client's GAME-STATE using the pure ADVANCE-GAME-STATE reducer. This means a player mashing the keyboard at 100 APM can never cause a race condition or force the engine to lock the state tree. The I/O is asynchronous, but the game logic is predictably synchronous.

Because the game runs in real-time, it needs a way to blend the fast-paced player inputs with slower, methodical monster AI. This is handled via an Energy accrual system.

Every tick, every entity (players and monsters alike) accrues `ENERGY` equal to their `SPEED` stat. Actions have flat energy costs. The game loop refuses to process an action for an entity until its energy balance can afford it. This allows the engine to support speed-altering buffs and debuffs simply by tweaking the energy thresholds or accrual rates, without needing a bespoke cooldown-timer subsystem.

Procedural Dungeon Caching

Dungeon generation in `Recursive Descent` is deterministic, seeded by a hash of the dungeon level. This means GENERATE-DUNGEON will always carve the exact same rooms and corridors for Level 5, every time. The engine doesn't need to store the entire dungeon in memory for every player; it can simply regenerate the same layout on demand.

Because the generation is deterministic, and the GAME-MAP geometry (the TILE array) is strictly immutable, the architecture introduces a *DUNGEON-CACHE*. When a player drops down to Level 5, the engine checks the cache. If the geometry is already there, it just hands a pointer to the existing immutable map to the player's GAME-STATE. Multiple players on the same tier and level share the same physical memory space for the dungeon walls and floors, reducing the memory footprint of the server.

Save Games Stored on the Client

Instead of maintaining a massive, clustered database to store player progression, the server is entirely stateless across sessions. When a player hits the Save button, the Lisp server serializes their entire immutable GAME-STATE (including all visited levels, dropped items, and explored fog-of-war bit-vectors) into an association list. It then zlib-compresses it, signs it with an HMAC-SHA256 hash using a server-side secret key, base64 encodes it, and sends it back to the client over the WebSocket.

The client's browser stores the save blob in localStorage. When the player reconnects, they hand the blob back. The server verifies the signature, decompresses it, and resurrects the CLOS objects. Thus we offloaded the database hosting to the user's hard drive.

Client Registry

Tracking connected users in a multithreaded web server usually involves wrapping a global list in a heavy mutex, which creates a bottleneck every time the game loop iterates over it.

To solve this, server.lisp isolates the *RDESCENT-CLIENTS* list inside a dedicated background actor thread (RDESCENT-CLIENTS-REGISTRY-LOOP). No other thread is allowed to touch it. When Hunchensocket receives a new connection or a disconnect, it drops a simple (:CONNECT client) or (:DISCONNECT client) message into the actor's mailbox. When the game loop needs the list of players for the next tick, it sends a (:SNAPSHOT) message and waits for the actor to reply with the current list. This guarantees that the client roster is never mutated out from under an active iteration, cleanly sidestepping deadlocks.

Fat Base Class

Modern game development typically uses Entity-Component-System (ECS) architectures to avoid massive inheritance trees. `Recursive Descent` ignores this trend. The base ENTITY class is deliberately "fat." It holds everything: spatial coordinates (X, Y), rendering data (CHAR, RENDER-ORDER), combat stats (HP, POWER, DEFENSE), inventory, equipment, and all seven RPG Stats (Strength, Dexterity, Charisma, etc.).

In a mutable OOP design, a fat base class is a maintenance nightmare. In a purely functional CLOS architecture, it is an advantage. Because state mutation is handled entirely by a Meta-Object Protocol (MOP) helper (COPY-INSTANCE / UPDATE-ENTITY) that dynamically walks the class slots to clone the object, having a wide, flat property list is functionally cheap. You don't need complex component-querying logic; you just ask the entity for its DOMAIN-KNOWLEDGE and move on.

Interestingly, there is no PLAYER class. The player is simply a baseline ENTITY instance that happens to be bound to the PLAYER slot of the GAME-STATE. It uses the exact same combat resolution, inventory handling, and stat scaling as any monster.

Entity Subclasses

Instead of overriding methods to change behavior, the ENTITY subclasses primarily exist to provide specific :DEFAULT-INITARGS and to act as dispatch targets for generic functions.

  • ENEMY — Adds no new slots. It simply provides an :AFTER initialization method to guarantee an enemy defaults to a :HOSTILE disposition and derives its XP value from its HP.
  • AUTO-PICKUP-ITEM — Represents a scavenger hunt collectible. It defaults IS-ALIVE to NIL and BLOCKS-MOVEMENT to NIL, keeping it out of the AI processing loop and allowing the player to freely walk over it.

Fixture Hierarchy

Fixtures represent stationary, non-hostile map objects (shrines, vendors, NPCs) that the player interacts with via a dedicated command rather than by bumping into them. The base FIXTURE class defaults IS-ALIVE to NIL (excluding it from the enemy AI turn loop) and BLOCKS-MOVEMENT to NIL (allowing the player to stand on it).

The hierarchy branches out based on internal state requirements:

  • SHRINE-FIXTURE — Adds a `USE-COUNT` slot to track finite activations.
  • VENDOR-FIXTURE — Stateless beyond its base properties. Its "stock" is derived globally, and it requires no mutable inventory of its own.
  • NPC-FIXTURE — Likewise stateless. Quest progress is stored in the player's GAME-STATE flags rather than on the NPC, ensuring the NPC remains purely shared, immutable geometry.
  • TRAP-FIXTURE — Adds a HIDDEN-P slot to dictate rendering visibility, flipping to NIL once triggered or spotted.

Command Pattern

RDESCENT-COMMAND input handling relies on a polymorphic Command Pattern. The WebSocket read thread parses raw JSON into a concrete subclass of RDESCENT-COMMAND (MOVE-COMMAND, USE-ITEM-COMMAND, EQUIP-COMMAND, etc.).

Instead of a massive COND statement checking command types, the engine uses CLOS generic functions (EXECUTE-QUEUED-COMMAND). Each command class has a specific method that invokes the appropriate state reducer (e.g., the DRINK-COMMAND method calls DRINK-POTION). This makes extending the engine's vocabulary trivial: adding a new command means defining a tiny data class and writing exactly one generic method for it.

State Containers

GAME-MAP: Holds the TILES array. A TILE contains purely static, shared geometry (walls, floors, room-type tags). Because this never mutates based on player action, a GAME-MAP can be safely memoized and shared across multiple players on the same depth via the *DUNGEON-CACHE*. GAME-STATE: The server-authoritative snapshot for a specific player. It holds the PLAYER entity, the list of other ENTITIES on the floor, the field-of-view EXPLORED bit-vector, and the LEVELS FSET map (which archives DUNGEON-LEVEL-SNAPSHOTs of previously visited floors).

The Imperative Shell: RDESCENT-CLIENT Sitting at the very top of the stack is RDESCENT-CLIENT, a subclass of Hunchensocket's WEBSOCKET-CLIENT. This is the only place where mutability is permitted. It acts as the anchor, holding the connection's thread-safe INPUT-QUEUE for incoming commands, and the mutable pointer to the current immutable GAME-STATE. This is where the game state is updated with the new game state.

Conclusion

The LLM did a good job of vibe coding a rogue-like game in the browser. At one point I simply sat down and brainstormed a list of features that I wanted to add to the game. Then I told the LLM to design an architecture that would be amenable to adding those features. Then I told the LLM to implement the architecture. When it was done, I told the LLM to prioritize the features I wanted to add suggest an implementation order. Then I told the LLM to implement each feature in turn.

At a couple of points, the LLM was letting a monolithic file get out of hand, so I explicitly told it to refactor the code into smaller files I also made an explicit pass to make sure that the compile was giving no warnings. The LLM had a tendency to use large etypecase statements to dispatch on the type of an object. I explicitly told it to use CLOS generic functions instead, and it did so. OTher than that, I basically left the LLM to generate code how it saw fit.

If you want to try out the game, you can run it in your browser at https://jrm-code-project.com/rdescent.html. If you just want to peruse the source code, you can find it at https://github.com/jrm-code-project/jrm-code-public/tree/main/rdescent, but try the game before you look at the code because the code contains spoilers. No guarantees it will work on your browser. Mine has a fairly big display and a reasonably high bandwidth connection, but I don't know about yours. No way this would work on a phone.


Tuesday, April 1, 2025

Vibe Coding, final word

I couldn't leave it alone. This AI was going to write some Lisp code if I had to force it. This isn't “vibing” anymore. We're going to be pecise, exact, and complete in our instructions, and we're going to check the results.

Again, I'm taking on a Minesweeper clone as the problem. All the code was to be written in a single file using a single package. The AI simply didn't understand the problem of forward references to symbols in other packages. Perhaps a game loop is beyond the ability of the AI. I wrote a basic game loop that initializes all the required libraries in correct order with unwind-protects to clean up in reverse order. I wrote a main function that creates a window and a renderer to draw on it, and a game loop that polls for events and handles keypresses and the quit event. This is a basic black window that has no behavior beyond the ability to quit. There should be no need for the AI to modify this code.

The AI used the GPT-4o model. Instructions were given in precise, imperative English. For example,

“Each cell on the board is in one of these states: hidden, flagging, flagged, unflagging, exposing, exposed Cells start out in hidden state. When a cell is hidden, it renders as a blank square. When a cell is hidden and the mouse is over the cell and the right button is down, the cell enteres the flagging state. When a cell is flagging and the mouse is over the cell and the right button is up, the cell enters the flagged mode. When a cell is flagged and the mouse is over the cell and the right button is down, the cell enters unflagging. When the cell is unflagging, the mouse is over the cell and and right button is up, the cell enters hidden. Cells that are flagging or flagged display as the flag texture. Cells that are hidden or unflagging display as the blank texture.”

This is programming, not vibing. There is always room for misunderstanding, but I spelled out the details of part of the state transitions that I wanted the AI to implement. In particular, notice that when flagging a cell, there are hidden states beyond the flagged and unflagged states. These are necessary to make the effect of flagging and unflagging be edge triggered. I didn't trust the AI to know about this, so I spelled it out.

Sometimes I could write simple directions, such as:

“When rendering a cell, if it is under the mouse, highlight the cell with a red border.”

Or:

“When the cell is in the exposing state, it should display as a blank, depressed cell.”

But then again,

“When the mouse is over a cell, if the cell is in hidden state and left mouse button is down, the cell enters the exposing state. If a cell is in exposing state and the mouse is not over the cell, the cell reverts to hidden state. If a cell is in exposing state, and the mouse is over the cell, and the left mouse button is raised, the cell enters the exposed state.”

The AI did a surprisingly good job at handling the parenthesis. There was one function that it kept adding a stray parenthesis to. I went back more than once to delete that extra parenthesis when the reader barfed.

At one point, the AI accidentally removed the abiity to place a flag on a cell. I asked it to restore that ability, but I didn't give instructions in as great detail as I did before. It added transitions to and from the flagged state, but it didn't add the intermediate flagging and unflagging states as I had explicitly directed it to before. As a result, flagging ended up being non-deterministic, with the flag being toggled on and off every 16 ms. I had to go back and add the intermediate states by hand again to restore the determinism.

After a few hours of this, I had a working Minesweeper clone. Let's look at the generated code.

;; -*- mode: lisp; package: "VIBE" -*-

(in-package "VIBE")

;; Define constants for magic numbers
(defparameter *tile-size* 32) ;; Size of each tile in pixels
(defparameter *game-width* 25) ;; Number of columns
(defparameter *game-height* 15) ;; Number of rows
(defparameter *frame-delay* 16) ;; Delay between frames in milliseconds

;; Define cell states
(defconstant +hidden+ 'hidden)
(defconstant +flagging+ 'flagging)
(defconstant +flagged+ 'flagged)
(defconstant +unflagging+ 'unflagging)
(defconstant +exposing+ 'exposing)
(defconstant +exposed+ 'exposed)

;; Define game states
(defconstant +playing+ 'playing)
(defconstant +won+ 'won)
(defconstant +lost+ 'lost)

It is a little odd to define the state constants as symbols. This adds a pointless extra level of symbolic indirection. I would have used keywords instead of symbols.

;; Global game state
(defparameter *game-state* +playing+)

;; The game board
(defparameter *board* nil)

;; The game board content (e.g., :mine or a number)
(defparameter *board-content* nil)

(defun initialize-board ()
  "Initialize the game board with all cells in the hidden state and place mines."
  ;; Initialize the board state
  (setf *board* (make-array (list *game-height* *game-width*)
                            :initial-element +hidden+))
  ;; Initialize the board content
  (setf *board-content* (make-array (list *game-height* *game-width*)
                                    :initial-element 0))
  ;; Place 50 mines randomly
  (loop repeat 50
        do (let ((row (random *game-height*))
                 (col (random *game-width*)))
             ;; Ensure no duplicate mines
             (unless (eql (aref *board-content* row col) :mine)
               (setf (aref *board-content* row col) :mine)
               ;; Update adjacent cells
               (update-adjacent-cells row col)))))

(defun update-adjacent-cells (row col)
  "Increment the mine count for all adjacent cells."
  (loop for r from (max 0 (1- row)) to (min (1+ row) (1- *game-height*))
        do (loop for c from (max 0 (1- col)) to (min (1+ col) (1- *game-width*))
                 do (unless (eql (aref *board-content* r c) :mine)
                      (incf (aref *board-content* r c))))))

You can tell that I didn't write this code. I hate loop.

The textures are loaded from PNG files just before beginning the game loop. The AI decided to maintain them as four separate values that are passed around to the functions that need them. This will get out of hand quickly. A table of resources would be better.

(defun render-frame (renderer blank-texture flag-texture mine-texture digit-textures)
  (sdl2:set-render-draw-color renderer 0 0 0 0)
  (sdl2:render-clear renderer)
  ;; Render game state
  (loop for row from 0 below *game-height*
        do (loop for col from 0 below *game-width*
                 do (render-tile renderer row col blank-texture flag-texture mine-texture digit-textures))))

(defun render-tile (renderer row col blank-texture flag-texture mine-texture digit-textures)
  "Render a single tile based on its state and highlight it if under the mouse."
  (let ((state (aref *board* row col))
        (content (aref *board-content* row col)) ;; Content of the cell (e.g., :mine or a number)
        (dest-rect (sdl2:make-rect (* col *tile-size*) (* row *tile-size*) *tile-size* *tile-size*)))
    ;; Render the tile based on its state
    (cond
      ;; Hidden or unflagging state: render blank texture
      ((or (eql state +hidden+) (eql state +unflagging+))
       (sdl2:render-copy renderer blank-texture :dest-rect dest-rect))
      ;; Flagging or flagged state: render flag texture
      ((or (eql state +flagging+) (eql state +flagged+))
       (sdl2:render-copy renderer flag-texture :dest-rect dest-rect))
      ;; Exposing state: render blank texture with a depressed effect
      ((eql state +exposing+)
       (sdl2:render-copy renderer blank-texture :dest-rect dest-rect)
       (sdl2:set-render-draw-color renderer 50 50 50 100) ;; Semi-transparent dark overlay
       (sdl2:render-fill-rect renderer dest-rect))
      ;; Exposed state: render mine or digit
      ((eql state +exposed+)
       (cond
         ;; If the cell contains a mine, render the mine texture
         ((eql content :mine)
          (sdl2:render-copy renderer mine-texture :dest-rect dest-rect))
         ;; If the cell contains a digit (positive number), render the corresponding digit texture
         ((and (integerp content) (> content 0))
          (let ((digit-texture (gethash content digit-textures)))
            (when digit-texture
              (sdl2:render-copy renderer digit-texture :dest-rect dest-rect))))
         ;; Otherwise, render a default exposed tile (e.g., light gray)
         (t
          (sdl2:set-render-draw-color renderer 200 200 200 255) ;; Light gray for exposed
          (sdl2:render-fill-rect renderer dest-rect)))))
    ;; Highlight the tile with a red border if it is under the mouse
    (multiple-value-bind (mouse-x mouse-y _) (sdl2:mouse-state)
      (declare (ignore _))
      (let ((mouse-row (floor (/ mouse-y *tile-size*)))
            (mouse-col (floor (/ mouse-x *tile-size*))))
        (when (and (= row mouse-row) (= col mouse-col))
          (sdl2:set-render-draw-color renderer 255 0 0 255) ;; Red color
          (sdl2:render-draw-rect renderer dest-rect)
          (sdl2:set-render-draw-color renderer 0 0 0 255)))))) ;; Reset color to black

Each time we go around the game loop, we update the state the cell under the mouse. The AI decided to pass the state input as spread arguments to the update function.

(defun update-cell-state (row col mouse-over left-button-down left-button-up right-button-down right-button-up)
  "Update the state of a cell based on mouse input."
  (let ((state (aref *board* row col)))
    (cond
      ;; If the cell is hidden and the left mouse button is down, it enters the exposing state
      ((and (eql state +hidden+) mouse-over left-button-down)
       (setf (aref *board* row col) +exposing+))

      ;; If the cell is exposing and the mouse is not over it, it reverts to hidden
      ((and (eql state +exposing+) (not mouse-over))
       (setf (aref *board* row col) +hidden+))

      ;; If the cell is exposing, the mouse is over it, and the left mouse button is raised, it enters the exposed state
      ((and (eql state +exposing+) mouse-over left-button-up)
       (setf (aref *board* row col) +exposed+)
       ;; If the cell contains a mine, the game is lost and all mines are exposed
       (when (eql (aref *board-content* row col) :mine)
         (setf *game-state* +lost+)
         (expose-all-mines))
       ;; If the cell has zero neighboring mines, recursively expose neighbors
       (when (and (integerp (aref *board-content* row col))
                  (= (aref *board-content* row col) 0))
         (expose-neighbors row col)))

      ;; If the cell is hidden and the right mouse button is down, it enters the flagging state
      ((and (eql state +hidden+) mouse-over right-button-down)
       (setf (aref *board* row col) +flagging+))

      ;; If the cell is flagging and the right mouse button is up, it enters the flagged state
      ((and (eql state +flagging+) mouse-over right-button-up)
       (setf (aref *board* row col) +flagged+))

      ;; If the cell is flagged and the right mouse button is down, it removes the flag
      ((and (eql state +flagged+) mouse-over right-button-down)
       (setf (aref *board* row col) +unflagging+))

      ((and (eql state +unflagging+) mouse-over right-button-up)
       (setf (aref *board* row col) +hidden+)))))

(defun poll-mouse-and-update ()
  "Poll the mouse position and button states, and update the board accordingly."
  (when (eql *game-state* +playing+) ;; Only process mouse input if the game is playing
    (multiple-value-bind (x y buttons) (sdl2:mouse-state)
      (let ((row (floor (/ y *tile-size*)))
            (col (floor (/ x *tile-size*)))
            (left-button-down (logbitp 0 buttons))  ;; SDL_BUTTON_LEFT is bit 0
            (right-button-down (logbitp 2 buttons))) ;; SDL_BUTTON_RIGHT is bit 2
        (when (and (>= row 0) (< row *game-height*)
                   (>= col 0) (< col *game-width*))
          ;; Update the cell state based on mouse input
          (update-cell-state row col
                             t ;; mouse-over is true for the current cell
                             left-button-down
                             (not left-button-down)
                             right-button-down
                             (not right-button-down)))))))

This illustrates that while the lights appear to be on, no one is at home. The mouse-over variable is always true, there is no need for it to exist at all. There is no need to pass both left-button-down and its complement. Same with right-button-down.

I did allow the AI to modify game-loop, but the modifications were subject to careful scrutiny to make sure that the game would continue to run. In particular, one time it wanted to add handlers for mouse events. I told it no, and that it could poll the mouse state as necessary instead.

(defun game-loop (window renderer blank-texture flag-texture mine-texture digit-textures game-over-texture)
  "Main game loop."
  (declare (ignore window))
  ;; Main game loop
  (sdl2:with-event-loop (:method :poll)
    (:idle ()
           ;; Clear the screen
           (sdl2:set-render-draw-color renderer 0 0 0 255) ;; Black background
           (sdl2:render-clear renderer)

           ;; Poll mouse and update game state
           (poll-mouse-and-update)

           ;; Render the game frame
           (render-frame renderer blank-texture flag-texture mine-texture digit-textures)

           ;; Render the "Game Over" overlay if the game is lost
           (when (eql *game-state* +lost+)
             (let ((screen-width (* *tile-size* *game-width*))
                   (screen-height (* *tile-size* *game-height*)))
               ;; Set blend mode and alpha for transparency
               (sdl2:set-texture-blend-mode game-over-texture :blend)
               (sdl2:set-texture-alpha-mod game-over-texture 192) ;; 75% transparency
               ;; Render the texture as a full-screen overlay
               (let ((dest-rect (sdl2:make-rect 0 0 screen-width screen-height)))
                 (sdl2:render-copy renderer game-over-texture :dest-rect dest-rect))))

           ;; Present the rendered frame
           (sdl2:render-present renderer)

           ;; Delay for the next frame
           (sdl2:delay *frame-delay*))
    (:keydown (:keysym keysym)
              (cond
                ;; Reset the game when the 'o' key is pressed
                ((eql (sdl2:scancode keysym) :scancode-o)
                 (reset-game))
                ;; Quit the game when the 'x' key is pressed
                ((eql (sdl2:scancode keysym) :scancode-x)
                 (sdl2:push-quit-event))
                ;; Lose the game and expose all mines when the 'p' key is pressed
                ((eql (sdl2:scancode keysym) :scancode-p)
                 (progn
                   (setf *game-state* +lost+)
                   (expose-all-mines)))))
    (:quit () t)))

Notice that in this game loop, we're not accounting for the time it takes to update the game state and render the frame. If this game really tried to animate anything, the animation would be jittery. A better game loop would track real time and refresh accordingly.

For a simple game such as this, it makes sense to load the all the bitmaps into memory at the get-go. For a more complicated game with many levels, you might not be able to fit them all in memory.

Passing the surfaces around as arguments is not going to work when you have a lot of them.

(defun initialize ()
  "Initialize the game, load textures, and create the game board."
  (initialize-board) ;; Initialize the game board
  (let ((blank-surface nil)
        (flag-surface nil)
        (mine-surface nil)
        (game-over-surface nil)
        (digit-surfaces (make-hash-table)))
    (unwind-protect
         (progn
           ;; Load PNG surfaces
           (setq blank-surface (sdl2-image:load-image
                                (asdf:system-relative-pathname "vibe" "textures/blank.png")))
           (setq flag-surface (sdl2-image:load-image
                               (asdf:system-relative-pathname "vibe" "textures/flag.png")))
           (setq mine-surface (sdl2-image:load-image
                               (asdf:system-relative-pathname "vibe" "textures/mine.png")))
           ;; Load digit textures (e.g., "1.png", "2.png", etc.)
           (loop for i from 1 to 8
                 do (setf (gethash i digit-surfaces)
                          (sdl2-image:load-image
                           (asdf:system-relative-pathname "vibe" (format nil "textures/~a.png" i)))))
           ;; Create the "GAME OVER" surface
           (setq game-over-surface (create-game-over-surface))

           ;; Create the window and renderer
           (sdl2:with-window (window
                              :title "Vibe"
                              :x 0 :y 0
                              :w (* *tile-size* *game-width*)
                              :h (* *tile-size* *game-height*)
                              :flags '(:shown))
             (sdl2:with-renderer (renderer window :index -1 :flags '(:accelerated))
               (let ((blank-texture (sdl2:create-texture-from-surface renderer blank-surface))
                     (flag-texture (sdl2:create-texture-from-surface renderer flag-surface))
                     (mine-texture (sdl2:create-texture-from-surface renderer mine-surface))
                     (digit-textures (make-hash-table))
                     (game-over-texture (sdl2:create-texture-from-surface renderer game-over-surface)))
                 ;; Convert digit surfaces to textures
                 (maphash (lambda (key surface)
                            (setf (gethash key digit-textures)
                                  (sdl2:create-texture-from-surface renderer surface)))
                          digit-surfaces)
                 (unwind-protect
                      (game-loop window renderer blank-texture flag-texture mine-texture digit-textures game-over-texture)
                   ;; Cleanup textures
                   (sdl2:destroy-texture blank-texture)
                   (sdl2:destroy-texture flag-texture)
                   (sdl2:destroy-texture mine-texture)
                   (sdl2:destroy-texture game-over-texture)
                   (maphash (lambda (_key texture)
                              (declare (ignore _key))
                              (sdl2:destroy-texture texture))
                            digit-textures)))))))
      ;; Cleanup surfaces
      (when flag-surface (sdl2:free-surface flag-surface))
      (when blank-surface (sdl2:free-surface blank-surface))
      (when mine-surface (sdl2:free-surface mine-surface))
      (when game-over-surface (sdl2:free-surface game-over-surface))
      (maphash (lambda (_key surface)
                 (declare (ignore _key))
                 (sdl2:free-surface surface))
               digit-surfaces)))

In Minesweeper, if you click on a cell with no neighboring mines, all the neighboring cells are exposed. This will open up larger areas of the board. The AI did a good job of implementing this, but I was careful to specify that only the hidden cells should be exposed. Otherwise, the recursion would not bottom out because every cell is a neighbor of its neighbors.

(defun expose-neighbors (row col)
  "Recursively expose all hidden neighbors of a cell with zero neighboring mines."
  (loop for r from (max 0 (1- row)) to (min (1+ row) (1- *game-height*))
        do (loop for c from (max 0 (1- col)) to (min (1+ col) (1- *game-width*))
                 do (when (and (eql (aref *board* r c) +hidden+)) ;; Only expose hidden cells
                      (setf (aref *board* r c) +exposed+)
                      ;; If the neighbor also has zero mines, recursively expose its neighbors
                      (when (and (integerp (aref *board-content* r c))
                                 (= (aref *board-content* r c) 0))
                        (expose-neighbors r c))))))

We need a way to get the game back to the initial state.

(defun reset-game ()
  "Reset the game by reinitializing the board and setting the game state to playing."
  (initialize-board)
  (setf *game-state* +playing+))

The AI writes buggy code. Here is an example. It is trying figure out if the player has won the game. You can state the winning condition in couple of different ways.

  • All the cells that are not mines are exposed.
  • All the cells that are mines are flagged, all flagged cells contain mines.

This does't quite achieve either of these.

(defun check-win-condition ()
  "Check if the player has won the game."
  (let ((won t)) ;; Assume the player has won until proven otherwise
    (loop for row from 0 below *game-height*
          do (loop for col from 0 below *game-width*
                   do (let ((state (aref *board* row col))
                            (content (aref *board-content* row col)))
                        (when (and (not (eql state +exposed+)) ;; Cell is not exposed
                                   (not (or (eql state +flagged+) ;; Cell is not flagged
                                            (eql content :mine)))) ;; Cell does not contain a mine
                          (setf won nil)))))
    (when won
      (setf *game-state* +won+))))

create-game-over-surface prepares a surface with the words “Game Over” writ large.

(defun create-game-over-surface ()
  "Create a surface for the 'GAME OVER' splash screen using SDL2-TTF."
  (let ((font nil)
        (text-surface nil))
    (unwind-protect
         (progn
           ;; Load the font (adjust the path and size as needed)
           (setq font (sdl2-ttf:open-font (asdf:system-relative-pathname "vibe" "fonts/arial.ttf") 72))
           ;; Render the text "GAME OVER" in red
           (setq text-surface (sdl2-ttf:render-text-solid font "GAME OVER" 255 0 0 255)))
      ;; Cleanup
      (when font (sdl2-ttf:close-font font)))
    text-surface))

The main function initializes the SDL2 library and its auxiliar libraries along with unwind-protects to uninitialize when we leave the game. The AI was not permitted to change this code.

(defun main ()
  (sdl2:with-init (:video)
    (unwind-protect
         (progn
           (sdl2-image:init '(:png))
           (unwind-protect
                (progn
                  (sdl2-ttf:init)
                  (initialize))
             (sdl2-ttf:quit)))
      (sdl2-image:quit))))

If you step on a mine, it exposes the other mines.

(defun expose-all-mines ()
  "Expose all mines on the board."
  (loop for row from 0 below *game-height*
        do (loop for col from 0 below *game-width*
                 do (when (eql (aref *board-content* row col) :mine)
                      (setf (aref *board* row col) +exposed+)))))

Conclusion

This wasn't “vibe coding”. This was plain old coding, but filtered through an English language parser. It added an extra level of complexity. Not only did I have to think about what should be coded, I had to think about how to phrase it such that the AI would generate what I had in mind and not disturb the other code.

Whenever I tried to let go and “vibe”, the AI would generate some unworkable mess. Programming is a craft that requires training and discipline. No dumb pattern matcher (or sophisticated one) is going to replace it.

In languages other that Common Lisp, you might get further. Consider Java. It takes a page and half of boilerplate to specify the simplest first-class object. An AI can easily generate pages and pages of boilerplate and appear to be quite productive. But you've missed the point if you think that it is better to generate boilerplate automatically than to use abstractions to avoid it and a language that doesn't need it.


Saturday, May 25, 2024

ECS in CLOS

Object systems make a natural fit for the game programming domain, but over time people have found that the object-oriented model provided by their favorite language doesn't always fit the use case. So developers have come up with “entity-component systems” (ECS) of varying complexity to fill the gap.

The basic idea is that a game object, called an “entity”, contains or refers to a set of “components” that define its behavior. Entities are too varied to be captured by a single class hierarchy, so we abandon inheritance in favor of composition. An entity that can be displayed on the screen has a “sprite” component, an entity that can move has “position” and “velocity” components, an entity that you can attack has a “hitbox” component and a “health” component. A entity that can attack you has an “attackbox” component. You can play mix and match the components to customize the behavior of the entity. We don't have a hierachy of components because each component can be added more or less independently of the others.

An ECS is an alternative or an augmentation to the built-in object system of a language, but it is an admission that the built-in object is insufficient.

CLOS provides an elegent way to implement an ECS without abandoning CLOS's built-in object system. We define a component as a “mixin” class that can be inherited from using multiple inheritance. We define mixin classes for each component, and then we define entity classes that inherit from the mixin classes. We would define a “sprite” mixin class, a “position” mixin class, etc. So the class of enemy entities would inherit from “sprite”, “position”, “velocity”, “hitbox”, “health”, and “attackbox” classes. A trap entity would inherit from “sprite”, “position”, and “attackbox” classes. A container entity that you could smash open would inherit from “sprite”, “position”, and “hitbox” classes. Etc.

Mixin classes aren't intended to be instantiated on their own, but instead provide slots to the classes that inherits from them. Furthermore, methods can be specialized on mixin classes so that instances derived from the mixin will respond to the method. This allows you to inherit from a mixin providing the particular desired behavior. For example, the “health” mixin class would provide a slot containing the entity's health and a “damage” method to decrease the health. Any entity inheriting from the “health” mixin will react to the damage method. Mixin classes can provide functionality similar to interfaces.

Mixin classes are an exception to Liskov's Substitution Principle, but they are a useful exception. Entities that inherit from a mixin do not have a “is-a” relationship with the mixin, but rather a “has-behavior-of” relationship. An entity inheriting from the “health” mixin is not a “health”, but it has the “health” behavior.

One feature of an ECS is that you can dynamically change the components of an object. For example, once an enemy is defeated, you can remove the “health” and “attackbox” components and add a “corpse” component. Is CLOS you could accomplish this by changing the class of the entity object to a class that doesn't have those mixins.

Of course care must be taken or you will end up with CLOS “soup”. But if you are careful, CLOS can provide a powerful and flexible system for implementing an ECS.


Monday, May 6, 2024

Motion without Integration

A game where things move around has equations of motion that describe how objects move. We need to solve these to produce the locations of the objects as a function of time, and we have to do it in lock step real time. Fortunately, we usually don’t need highly realistic models or highly accurate results. Game phyiscs, while inspired by real world physics, can be crude approximations.

If the velocity of an object changes over time, we need to integrate the velocity to determine the position. This is typically done with forward Euler integration: the current velocity is multiplied by a small Δt and this is added to the current position. In other words, we assume the object moves linearly over the amount of time represented by Δt. If Δt is small enough, the linear segments of motion will approximate the actual curve of motion.

In a game, we use the game loop, which runs every few milliseconds, as our source of time. We subtract the current time from the previous time the game loop was run to obtain our Δt. We update each object’s state using forward Euler integration over Δt.

Our game loop keeps track of the last time it was run and subtracts that from the current time. It runs entity-step! on each entity in the game, passing in dticks.

(let ((start-tick (sdl2:get-ticks)))
  (let ((last-tick start-tick))
    (loop
      (let* ((tick (- (sdl2:get-ticks) start-tick))
             (dticks (- tick last-tick)))
        (map nil (lambda (entity)
                   (entity-step! entity dticks))
                 entities)
        (setq last-tick tick)))))

entity-step! performs our forward Euler integration:

(defun entity-step! (entity dticks)
  (incf (position entity) (* (velocity entity) dticks)))

Assuming the game loop runs reasonably frequently, the position of the entity will be a reasonable approximation of the integral of the velocity. If the game loop gets delayed for some reason, e.g. garbage collection, the corresponding increase in the value of dticks will make up for it.

But sometimes we have the fortune of having a closed form solution to the time integral. If this is the case, we can compute the entity’s state directly and we don’t need to integrate the state changes on every iteration of the game loop. Let me give two examples.

In the platformer game, there are potions that the player can take to restore his health. A potion appears as a vial that floats above the ground. A “bobbing” effect is achieved by changing the height above the ground in a time varying manner. Now we could implement this by having the game loop modify the y position of the potion on each iteration, but there is a closed form solution. We can compute the y position at any time by adding a constant base y position to a factor of the sine of the current time. This is easily done by specializing the get-y method on potions:

;;; Make potions bob up and down.
(defmethod get-y ((object potion))
  (+ (call-next-method)
     (* 5 (sin (* 2 pi (/ (sdl2:get-ticks) 1000))))))

call-next-method invokes the next most specific method — in this case, the get-y method of the entity class, which returns the base y position. We add a sine wave based on the current time.

This is only thing we need to modify to make a potion bob up and down. Values dependent on the y position, such as the attackbox, will bob up and down with the potion because it uses the get-y method to determine what the potion is.

A second example is cannonball motion. Cannonballs travel linearly away from the cannon at a constant velocity. Rather than stepping the cannonball by adding its velocity to its position on each update, we specialize the get-x method on cannonballs

(defmethod get-x ((cannonball cannonball))
  (+ (call-next-method)
     (* (get-speed cannonball)
        (- (sdl2:get-ticks) (get-start-tick cannonball)))))

If we specialize both the get-x and get-y methods we can easily get objects to trace out any desired parametric curve, like a Lissajous figure.


Saturday, May 4, 2024

Animation: Two Methods

Animated sprites are much cooler that static ones and really make your game come to life. They are pretty easy to implement, but there are a couple of ways to implement them, and I've seen several projects use the less optimal strategy.

The less optimal strategy is straightforward. We keep a time counter in the animated entity and increment it every time we update the entity. When the counter exceeds the amount of time for an animation frame, we advance to the next frame and reset the ticker.

(defclass entity ()
  ((animation-ticker :initform 0 :accessor animation-ticker)))

(defun entity-step! (entity dticks)
  (incf (animation-ticker entity) dticks)
  (when (> (animation-ticker entity) ticks-per-frame)
    (advance-to-next-frame! entity)
    (decf (animation-ticker entity) ticks-per-frame)))

Now this works, but the reason it is less optimal is that it involves maintaining time varying state in the entity. Recall that the game has two primary threads running: a render thread which runs 60 times a second and draws the game on the screen, and an game loop thread which runs maybe 200 times a second and updates the state of the entities in the game. The point of this is to separate and abstract the drawing of the game from the running of the mechanics of the game. By using this less optimal method, we involve the game loop thread in maintaining state that is used only by the render thead. To anthromorphize, the entity “knows” that it is animated and is taking an active role in keeping things moving.

A better way is to put the responsibility of animation solely within the render thread by having it select which animation frame to display when it draws the sprite. The sprite contains a vector of animation frames and a timestamp at which the animation was started. When redrawing the sprite, the elapsed time is computed by subtracting the start timestamp from the current time, and the frame to display is computed by dividing the elapsed time by the time per frame modulo the length of the frame vector.

(defclass animation ()
  ((start-tick :initform (get-ticks) :reader start-tick)
   (frames :initarg frames :reader frames)))

(defun display-animation! (animation)
   (let* ((elapsed-time (- (get-ticks) (start-tick animation)))
          (absolute-frame (floor elapsed-time ticks-per-frame))
          (frame (mod absolute-frame (length (frames animation)))))
     (display-frame! (svref (frames animation) frame))))

This way of doing it no longer needs time varying state, and we’ve abstracted the display of the animation from the handling of the entity’s state. The entity no longer has to “know” that it is animated or do anything about it. There no longer has to be communication between the game loop thread and the render thread on every animation frame. This could be important if the render thread is running on a different machine than the game loop thread. If the game loop thread lags (maybe because of garbage collection or entering the error handler), we still get smooth animation.