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authorJuan J. Martinez <jjm@usebox.net>2023-05-16 21:50:18 +0100
committerJuan J. Martinez <jjm@usebox.net>2023-05-16 21:50:18 +0100
commitbce1f36c1e1507e6c503f42c9ae0285d05b52619 (patch)
tree00c7f381c89e9beeced852f089d46fd480e2825b
parent89d002c1213b393ed6a78e1d86ae189581080742 (diff)
downloadspace-plat-hs-bce1f36c1e1507e6c503f42c9ae0285d05b52619.tar.gz
space-plat-hs-bce1f36c1e1507e6c503f42c9ae0285d05b52619.zip
Update state of the play loop in the play loop
-rw-r--r--src/Game.hs48
1 files changed, 25 insertions, 23 deletions
diff --git a/src/Game.hs b/src/Game.hs
index c5fbdef..50d9dc1 100644
--- a/src/Game.hs
+++ b/src/Game.hs
@@ -157,7 +157,7 @@ gameLoop e = do
updatedEnv <-
if state.gameOverDelay /= 1
- then playLoop =<< updateState updatedToasterEnv
+ then playLoop updatedToasterEnv
else gameOverLoop updatedToasterEnv
T.render renderer updatedEnv.toaster
@@ -169,27 +169,6 @@ gameLoop e = do
SDL.present renderer
gameLoop updatedEnv
- where
- -- update state counters, etc
- updateState :: Env -> IO Env
- updateState env
- | state.gameOverDelay > 1 = pure env {state = state {GS.gameOverDelay = state.gameOverDelay - 1}}
- | state.batteries == state.totalBatteries && not state.exit = do
- es <- E.addExit env.entities x (y - 8) -- adjusted to player's height
- pure env {entities = es, state = state {GS.exit = True}}
- | state.levelCompleted == GS.ExitDone = do
- map' <- M.load (env.mapList !! (env.state.currentLevel + 1)) env.tsTexture
- entities <- E.mkEntities env.sprites map' env.controlsRef
- pure $
- env
- { map = map',
- state = (GS.levelState env.state map') {GS.currentLevel = env.state.currentLevel + 1},
- entities = entities
- }
- | otherwise = pure env
- where
- state = env.state
- (x, y) = state.lastBattery
playLoop :: Env -> IO Env
playLoop e = do
@@ -200,6 +179,8 @@ playLoop e = do
(updated, state) <- E.updateAll entities e.state
+ env <- updateState e {state = state, entities = updated, map = map'}
+
-- to update the map viewport
let (px, py) = E.playerPosition updated
@@ -213,7 +194,28 @@ playLoop e = do
SDL.rendererViewport renderer $= Nothing
H.render renderer hud state
- pure e {state = state, entities = updated, map = map'}
+ pure env
+ where
+ -- update state counters, etc
+ updateState :: Env -> IO Env
+ updateState env
+ | state.gameOverDelay > 1 = pure env {state = state {GS.gameOverDelay = state.gameOverDelay - 1}}
+ | state.batteries == state.totalBatteries && not state.exit = do
+ es <- E.addExit env.entities x (y - 8) -- adjusted to player's height
+ pure env {entities = es, state = state {GS.exit = True}}
+ | state.levelCompleted == GS.ExitDone = do
+ map' <- M.load (env.mapList !! (env.state.currentLevel + 1)) env.tsTexture
+ entities <- E.mkEntities env.sprites map' env.controlsRef
+ pure $
+ env
+ { map = map',
+ state = (GS.levelState env.state map') {GS.currentLevel = env.state.currentLevel + 1},
+ entities = entities
+ }
+ | otherwise = pure env
+ where
+ state = env.state
+ (x, y) = state.lastBattery
gameOverLoop :: Env -> IO Env
gameOverLoop e = do