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author | Juan J. Martinez <jjm@usebox.net> | 2023-02-20 21:52:22 +0000 |
---|---|---|
committer | Juan J. Martinez <jjm@usebox.net> | 2023-02-20 21:52:22 +0000 |
commit | ed585355b1f78de15885e803138a98b75ca2b1e2 (patch) | |
tree | da25f10539fa39ee284dc49ab9d5e53721bc008f | |
parent | 92785d2df84e18953048a6537b71c824a2a4b288 (diff) | |
download | space-plat-hs-ed585355b1f78de15885e803138a98b75ca2b1e2.tar.gz space-plat-hs-ed585355b1f78de15885e803138a98b75ca2b1e2.zip |
Split entities in modules.
-rw-r--r-- | game.cabal | 7 | ||||
-rw-r--r-- | src/Game/Entities.hs | 287 | ||||
-rw-r--r-- | src/Game/Entities/Common.hs | 87 | ||||
-rw-r--r-- | src/Game/Entities/Const.hs | 25 | ||||
-rw-r--r-- | src/Game/Entities/Effect.hs | 31 | ||||
-rw-r--r-- | src/Game/Entities/Pickup.hs | 37 | ||||
-rw-r--r-- | src/Game/Entities/Player.hs | 68 | ||||
-rw-r--r-- | src/Game/Entities/Slime.hs | 51 | ||||
-rw-r--r-- | src/Game/Entities/Types.hs | 46 |
9 files changed, 359 insertions, 280 deletions
@@ -21,6 +21,13 @@ library Game.Map Game.Sprites Game.Entities + Game.Entities.Types + Game.Entities.Const + Game.Entities.Common + Game.Entities.Player + Game.Entities.Effect + Game.Entities.Pickup + Game.Entities.Slime Game.Controller Game.Utils build-depends: diff --git a/src/Game/Entities.hs b/src/Game/Entities.hs index 31019ab..1977678 100644 --- a/src/Game/Entities.hs +++ b/src/Game/Entities.hs @@ -6,101 +6,18 @@ import Data.Foldable (find, traverse_) import Data.IORef import Data.List (sort) import qualified Game.Controller as C +import Game.Entities.Common +import Game.Entities.Const +import Game.Entities.Effect +import Game.Entities.Pickup +import Game.Entities.Player +import Game.Entities.Slime +import Game.Entities.Types import qualified Game.Map as M import qualified Game.Sprites as S import qualified Game.State as GS -import SDL (($~)) import qualified SDL -data Dir = DirRight | DirLeft deriving (Eq) - -data Type = TypePlayer | TypePickup | TypeEffect | TypeEnemy - -toSpriteSet :: Dir -> Int -toSpriteSet DirRight = 0 -toSpriteSet DirLeft = 1 - -hitDelay :: Int -hitDelay = 96 - -frameDelay :: Int -frameDelay = 6 - -jumpFrame :: Int -jumpFrame = 3 - -gravityOff :: Int -gravityOff = -1 - -gravityUp :: Int -gravityUp = 0 - -gravityDown :: Int -gravityDown = 14 - -jumpLimit :: Int -jumpLimit = gravityDown + 7 - -gravityTable :: [Int] -gravityTable = [0, 6, 4, 4, 2, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 2, 4] - -type IsBlocked = Int -> Int -> Bool - -data Entities = Entities - { sprites :: S.SpriteSheet, - player :: IORef Entity, - state :: IORef GS.State, - entities :: [Entity] - } - -data Spawn = DustEffectSpawn Int Int - -data Entity = Entity - { typ :: Type, - x :: Int, - y :: Int, - delay :: Int, - frame :: Int, - jumping :: Bool, - gravity :: Int, - dir :: Dir, - sprite :: S.Sprite, - update :: Entity -> IO Entity, - destroy :: Bool, - spawns :: [Spawn] - } - --- | Returns the number of frames available on the entity's sprite for current direction. -frameLimit :: Entity -> Int -frameLimit e = S.frameCount e.sprite (toSpriteSet e.dir) - -type Collision = Entity -> IO Bool - --- | Collision detection of player vs entity. --- --- The player's head won't register, this is necessary to avoid hitting things on a platform above when jumping. -collision :: IORef Entity -> Collision -collision playerRef other = do - player <- readIORef playerRef - pure $ - player.x + 4 < other.x + 12 - && other.x + 4 < player.x + 12 - && player.y + 12 < other.y + 16 - && other.y + 4 < player.y + 24 - --- | Update game state to reflect that the player was hit by an enemy. -hitPlayer :: IORef GS.State -> IO () -hitPlayer stateRef = - stateRef $~ updatePlayerHit - where - updatePlayerHit :: GS.State -> GS.State - updatePlayerHit s = s {GS.lives = s.lives - 1, GS.hitDelay = hitDelay} - --- | Update game state to reflect that the player picked up a battery. -collectedBattery :: IORef GS.State -> IO () -collectedBattery stateRef = - stateRef $~ (\s -> s {GS.batteries = s.batteries + 1}) - mkEntities :: S.SpriteSheet -> M.Map -> IORef C.Controls -> IORef GS.State -> IO Entities mkEntities sprites m controls stateRef = do player <- case find M.isPlayer (M.objects m) of @@ -174,193 +91,3 @@ render renderer es = do S.render renderer e.sprite e.x e.y set e.frame where set = toSpriteSet e.dir - -mkEffect :: S.SpriteSheet -> Int -> Int -> String -> IO Entity -mkEffect sprites x y name = do - s <- S.get sprites name - pure - Entity - { typ = TypeEffect, - x = x, - y = y, - delay = frameDelay, - frame = 0, - jumping = False, - gravity = gravityOff, - dir = DirRight, - sprite = s, - update = pure . updateEffect, - destroy = False, - spawns = [] - } - -updateEffect :: Entity -> Entity -updateEffect e - | e.delay > 0 = e {delay = e.delay - 1} - | e.frame + 1 < frameLimit e = e {delay = frameDelay, frame = e.frame + 1} - | otherwise = e {destroy = True} - -mkBattery :: S.SpriteSheet -> Int -> Int -> IORef Entity -> IO () -> IO Entity -mkBattery sprites x y playerRef collectedBattery' = do - s <- S.get sprites "battery" - pure - Entity - { typ = TypePickup, - x = x, - y = y, - delay = frameDelay, - frame = 0, - jumping = False, - gravity = gravityOff, - dir = DirRight, - sprite = s, - update = updateBattery (collision playerRef) collectedBattery', - destroy = False, - spawns = [] - } - -updateBattery :: Collision -> IO () -> Entity -> IO Entity -updateBattery touchedPlayer collectedBattery' e = do - touched <- touchedPlayer e - if touched then e {destroy = True} <$ collectedBattery' else pure updateBatteryFrame - where - updateBatteryFrame :: Entity - updateBatteryFrame - | e.delay > 0 = e {delay = e.delay - 1} - | e.frame + 1 < frameLimit e = e {delay = frameDelay, frame = e.frame + 1} - | otherwise = e {delay = frameDelay, frame = 0} - -mkSlime :: S.SpriteSheet -> Int -> Int -> IORef Entity -> IsBlocked -> IO () -> IO Entity -mkSlime sprites x y playerRef isBlocked hitPlayer' = do - s <- S.get sprites "slime" - pure - Entity - { typ = TypeEnemy, - x = x, - y = y, - delay = frameDelay, - frame = 0, - jumping = False, - gravity = gravityOff, - dir = DirRight, - sprite = s, - update = updateSlime (collision playerRef) isBlocked hitPlayer', - destroy = False, - spawns = [] - } - -updateSlime :: Collision -> IsBlocked -> IO () -> Entity -> IO Entity -updateSlime touchedPlayer isBlocked hitPlayer' e = do - touched <- touchedPlayer e - let updated = updateSlimeFrame - if touched then fmap (const e) hitPlayer' else pure $ updateMovement updated - where - updateMovement :: Entity -> Entity - updateMovement ent - | testBit ent.delay 1 = ent - | ent.dir == DirLeft - && (isBlocked (ent.x - 1) (ent.y + 15) || isBlocked (ent.x - 1) (ent.y + 10) || not (isBlocked (ent.x - 1) (ent.y + 16))) = - ent {dir = DirRight} - | ent.dir == DirLeft = ent {x = ent.x - 1} - | ent.dir == DirRight - && (isBlocked (ent.x + 16) (ent.y + 15) || isBlocked (ent.x + 16) (ent.y + 10) || not (isBlocked (ent.x + 16) (ent.y + 16))) = - ent {dir = DirLeft} - | ent.dir == DirRight = ent {x = ent.x + 1} - | otherwise = ent - updateSlimeFrame :: Entity - updateSlimeFrame - | e.delay > 0 = e {delay = e.delay - 1} - | e.frame + 1 < frameLimit e = e {delay = frameDelay + 2, frame = e.frame + 1} - | otherwise = e {delay = frameDelay + 2, frame = 0} - -mkPlayer :: S.SpriteSheet -> Int -> Int -> IORef C.Controls -> IsBlocked -> IO Entity -mkPlayer sprites x y controls isBlocked = do - s <- S.get sprites "player" - pure - Entity - { typ = TypePlayer, - x = x, - y = y, - delay = 0, - frame = 0, - jumping = False, - gravity = gravityOff, - dir = DirRight, - sprite = s, - update = updatePlayer controls isBlocked, - destroy = False, - spawns = [] - } - -updateFrame :: Bool -> Entity -> Entity -updateFrame updated e - | isGravityOn = e - | e.delay > 0 = e {delay = e.delay - 1} - | e.frame + 1 < frameLimit e = e {delay = frameDelay, frame = if updated then e.frame + 1 else 0} - | otherwise = e {delay = frameDelay, frame = 0} - where - isGravityOn = e.gravity > gravityOff - -updateHorizontal :: IsBlocked -> Bool -> Bool -> Entity -> Entity -updateHorizontal isBlocked left right e - -- prevent pressing both directions (keyboard) - | left && right = e - -- change direction first - | left && e.dir /= DirLeft = e {dir = DirLeft, delay = 0} - | right && e.dir /= DirRight = e {dir = DirRight, delay = 0} - | left && isGoingDown = if isBlocked (e.x - 1) (e.y + 23) then e else e {x = e.x - 1} - | left && not isGoingDown = if isBlocked (e.x - 1) (e.y + 23) && isBlocked (e.x - 1) (e.y + 17) then e else e {x = e.x - 1} - | right && isGoingDown = if isBlocked (e.x + 17) (e.y + 23) then e else e {x = e.x + 1} - | right && not isGoingDown = if isBlocked (e.x + 17) (e.y + 23) && isBlocked (e.x + 17) (e.y + 17) then e else e {x = e.x + 1} - | otherwise = e - where - isGoingDown = e.gravity == gravityOff || e.gravity >= gravityDown - -updateVertical :: IsBlocked -> Bool -> Bool -> Entity -> Entity -updateVertical isBlocked jump down e - | not jump - || e.jumping - -- make jumping easier with "Coyote time" - || (e.gravity /= gravityOff && (e.gravity < gravityDown || e.gravity > jumpLimit)) = - e - | not down = e {jumping = True, gravity = gravityUp, frame = jumpFrame, spawns = e.spawns ++ [DustEffectSpawn e.x (e.y + 8)]} - -- go down a 8 pixel tall platform; not ideal to have these values hardcoded here - -- but to be fair, the player height/width is hardcoded as well - | down - && not (isBlocked (e.x + 4) (e.y + 24 + 8)) - && not (isBlocked (e.x + 10) (e.y + 24 + 8)) = - e {gravity = gravityDown, frame = jumpFrame, y = e.y + 1} - | otherwise = e - -applyGravity :: IsBlocked -> Int -> Entity -> Entity -applyGravity isBlocked v e - | v == 0 = e - -- hit the floor - | isGoingDown - && (isBlocked (e.x + 4) (e.y + 24) || isBlocked (e.x + 10) (e.y + 24)) - && not (isBlocked (e.x + 4) (e.y + 23)) - && not (isBlocked (e.x + 10) (e.y + 23)) = - e {jumping = False, gravity = gravityOff, delay = 0} - | otherwise = applyGravity isBlocked (v - 1) e {y = e.y + change} - where - isGoingDown = e.gravity >= gravityDown - change = if isGoingDown then 1 else -1 - -updateGravity :: IsBlocked -> Entity -> Entity -updateGravity isBlocked e - | current > gravityOff = applyGravity isBlocked (gravityTable !! current) e {gravity = new} - | not (isBlocked (e.x + 4) (e.y + 24) || isBlocked (e.x + 10) (e.y + 24)) = e {gravity = gravityDown, frame = jumpFrame} - | otherwise = e - where - current = e.gravity - new = if current > gravityOff && current < length gravityTable - 1 then current + 1 else current - -updatePlayer :: IORef C.Controls -> IsBlocked -> Entity -> IO Entity -updatePlayer controls isBlocked e = do - ctl <- readIORef controls - pure $ - updateGravity isBlocked $ - updateVertical isBlocked ctl.a ctl.down $ - updateHorizontal isBlocked ctl.left ctl.right $ - -- left or right, but not both (keyboard) - updateFrame ((ctl.left || ctl.right) && (ctl.left /= ctl.right)) e diff --git a/src/Game/Entities/Common.hs b/src/Game/Entities/Common.hs new file mode 100644 index 0000000..b79c3db --- /dev/null +++ b/src/Game/Entities/Common.hs @@ -0,0 +1,87 @@ +module Game.Entities.Common + ( toSpriteSet, + frameLimit, + collision, + hitPlayer, + collectedBattery, + updateFrame, + updateGravity, + ) +where + +import Data.IORef +import Game.Entities.Const +import Game.Entities.Types +import qualified Game.Sprites as S +import qualified Game.State as GS +import SDL (($~)) + +-- | Convert direction into a sprite set. +toSpriteSet :: Dir -> Int +toSpriteSet DirRight = 0 +toSpriteSet DirLeft = 1 + +-- | Return the number of frames available on the entity's sprite for current direction. +frameLimit :: Entity -> Int +frameLimit e = S.frameCount e.sprite (toSpriteSet e.dir) + +-- | Collision detection of player vs entity. +-- +-- The player's head won't register, this is necessary to avoid hitting things on a platform above when jumping. +collision :: IORef Entity -> Collision +collision playerRef other = do + player <- readIORef playerRef + pure $ + player.x + 4 < other.x + 12 + && other.x + 4 < player.x + 12 + && player.y + 12 < other.y + 16 + && other.y + 4 < player.y + 24 + +-- | Update game state to reflect that the player was hit by an enemy. +hitPlayer :: IORef GS.State -> IO () +hitPlayer stateRef = + stateRef $~ updatePlayerHit + where + updatePlayerHit :: GS.State -> GS.State + updatePlayerHit s = s {GS.lives = s.lives - 1, GS.hitDelay = hitDelay} + +-- | Update game state to reflect that the player picked up a battery. +collectedBattery :: IORef GS.State -> IO () +collectedBattery stateRef = + stateRef $~ (\s -> s {GS.batteries = s.batteries + 1}) + +-- | Update frame animation for entities that have direction. +updateFrame :: Bool -> Entity -> Entity +updateFrame updated e + | isGravityOn = e + | e.delay > 0 = e {delay = e.delay - 1} + | e.frame + 1 < frameLimit e = e {delay = frameDelay, frame = if updated then e.frame + 1 else 0} + | otherwise = e {delay = frameDelay, frame = 0} + where + isGravityOn = e.gravity > gravityOff + +applyGravity :: IsBlocked -> Int -> Entity -> Entity +applyGravity isBlocked v e + | v == 0 = e + -- hit the floor + | isGoingDown + && (isBlocked (e.x + 4) (e.y + 24) || isBlocked (e.x + 10) (e.y + 24)) + && not (isBlocked (e.x + 4) (e.y + 23)) + && not (isBlocked (e.x + 10) (e.y + 23)) = + e {jumping = False, gravity = gravityOff, delay = 0} + | otherwise = applyGravity isBlocked (v - 1) e {y = e.y + change} + where + isGoingDown = e.gravity >= gravityDown + change = if isGoingDown then 1 else -1 + +-- | Update gravity. +-- +-- XXX: hardcoded to 16x24 pixels sprite. +updateGravity :: IsBlocked -> Entity -> Entity +updateGravity isBlocked e + | current > gravityOff = applyGravity isBlocked (gravityTable !! current) e {gravity = new} + | not (isBlocked (e.x + 4) (e.y + 24) || isBlocked (e.x + 10) (e.y + 24)) = e {gravity = gravityDown, frame = jumpFrame} + | otherwise = e + where + current = e.gravity + new = if current > gravityOff && current < length gravityTable - 1 then current + 1 else current diff --git a/src/Game/Entities/Const.hs b/src/Game/Entities/Const.hs new file mode 100644 index 0000000..4855e24 --- /dev/null +++ b/src/Game/Entities/Const.hs @@ -0,0 +1,25 @@ +module Game.Entities.Const where + +hitDelay :: Int +hitDelay = 96 + +frameDelay :: Int +frameDelay = 6 + +jumpFrame :: Int +jumpFrame = 3 + +gravityOff :: Int +gravityOff = -1 + +gravityUp :: Int +gravityUp = 0 + +gravityDown :: Int +gravityDown = 14 + +jumpLimit :: Int +jumpLimit = gravityDown + 7 + +gravityTable :: [Int] +gravityTable = [0, 6, 4, 4, 2, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 2, 4] diff --git a/src/Game/Entities/Effect.hs b/src/Game/Entities/Effect.hs new file mode 100644 index 0000000..0a20445 --- /dev/null +++ b/src/Game/Entities/Effect.hs @@ -0,0 +1,31 @@ +module Game.Entities.Effect (mkEffect) where + +import Game.Entities.Common +import Game.Entities.Const +import Game.Entities.Types +import qualified Game.Sprites as S + +mkEffect :: S.SpriteSheet -> Int -> Int -> String -> IO Entity +mkEffect sprites x y name = do + s <- S.get sprites name + pure + Entity + { typ = TypeEffect, + x = x, + y = y, + delay = frameDelay, + frame = 0, + jumping = False, + gravity = gravityOff, + dir = DirRight, + sprite = s, + update = pure . updateEffect, + destroy = False, + spawns = [] + } + +updateEffect :: Entity -> Entity +updateEffect e + | e.delay > 0 = e {delay = e.delay - 1} + | e.frame + 1 < frameLimit e = e {delay = frameDelay, frame = e.frame + 1} + | otherwise = e {destroy = True} diff --git a/src/Game/Entities/Pickup.hs b/src/Game/Entities/Pickup.hs new file mode 100644 index 0000000..d0f80f6 --- /dev/null +++ b/src/Game/Entities/Pickup.hs @@ -0,0 +1,37 @@ +module Game.Entities.Pickup (mkBattery) where + +import Data.IORef +import Game.Entities.Common +import Game.Entities.Const +import Game.Entities.Types +import qualified Game.Sprites as S + +mkBattery :: S.SpriteSheet -> Int -> Int -> IORef Entity -> IO () -> IO Entity +mkBattery sprites x y playerRef collectedBattery' = do + s <- S.get sprites "battery" + pure + Entity + { typ = TypePickup, + x = x, + y = y, + delay = frameDelay, + frame = 0, + jumping = False, + gravity = gravityOff, + dir = DirRight, + sprite = s, + update = updateBattery (collision playerRef) collectedBattery', + destroy = False, + spawns = [] + } + +updateBattery :: Collision -> IO () -> Entity -> IO Entity +updateBattery touchedPlayer collectedBattery' e = do + touched <- touchedPlayer e + if touched then e {destroy = True} <$ collectedBattery' else pure updateBatteryFrame + where + updateBatteryFrame :: Entity + updateBatteryFrame + | e.delay > 0 = e {delay = e.delay - 1} + | e.frame + 1 < frameLimit e = e {delay = frameDelay, frame = e.frame + 1} + | otherwise = e {delay = frameDelay, frame = 0} diff --git a/src/Game/Entities/Player.hs b/src/Game/Entities/Player.hs new file mode 100644 index 0000000..78da30e --- /dev/null +++ b/src/Game/Entities/Player.hs @@ -0,0 +1,68 @@ +module Game.Entities.Player (mkPlayer) where + +import Data.IORef +import qualified Game.Controller as C +import Game.Entities.Common +import Game.Entities.Const +import Game.Entities.Types +import qualified Game.Sprites as S + +mkPlayer :: S.SpriteSheet -> Int -> Int -> IORef C.Controls -> IsBlocked -> IO Entity +mkPlayer sprites x y controls isBlocked = do + s <- S.get sprites "player" + pure + Entity + { typ = TypePlayer, + x = x, + y = y, + delay = 0, + frame = 0, + jumping = False, + gravity = gravityOff, + dir = DirRight, + sprite = s, + update = updatePlayer controls isBlocked, + destroy = False, + spawns = [] + } + +updateHorizontal :: IsBlocked -> Bool -> Bool -> Entity -> Entity +updateHorizontal isBlocked left right e + -- prevent pressing both directions (keyboard) + | left && right = e + -- change direction first + | left && e.dir /= DirLeft = e {dir = DirLeft, delay = 0} + | right && e.dir /= DirRight = e {dir = DirRight, delay = 0} + | left && isGoingDown = if isBlocked (e.x - 1) (e.y + 23) then e else e {x = e.x - 1} + | left && not isGoingDown = if isBlocked (e.x - 1) (e.y + 23) && isBlocked (e.x - 1) (e.y + 17) then e else e {x = e.x - 1} + | right && isGoingDown = if isBlocked (e.x + 17) (e.y + 23) then e else e {x = e.x + 1} + | right && not isGoingDown = if isBlocked (e.x + 17) (e.y + 23) && isBlocked (e.x + 17) (e.y + 17) then e else e {x = e.x + 1} + | otherwise = e + where + isGoingDown = e.gravity == gravityOff || e.gravity >= gravityDown + +updateVertical :: IsBlocked -> Bool -> Bool -> Entity -> Entity +updateVertical isBlocked jump down e + | not jump + || e.jumping + -- make jumping easier with "Coyote time" + || (e.gravity /= gravityOff && (e.gravity < gravityDown || e.gravity > jumpLimit)) = + e + | not down = e {jumping = True, gravity = gravityUp, frame = jumpFrame, spawns = e.spawns ++ [DustEffectSpawn e.x (e.y + 8)]} + -- go down a 8 pixel tall platform; not ideal to have these values hardcoded here + -- but to be fair, the player height/width is hardcoded as well + | down + && not (isBlocked (e.x + 4) (e.y + 24 + 8)) + && not (isBlocked (e.x + 10) (e.y + 24 + 8)) = + e {gravity = gravityDown, frame = jumpFrame, y = e.y + 1} + | otherwise = e + +updatePlayer :: IORef C.Controls -> IsBlocked -> Entity -> IO Entity +updatePlayer controls isBlocked e = do + ctl <- readIORef controls + pure $ + updateGravity isBlocked $ + updateVertical isBlocked ctl.a ctl.down $ + updateHorizontal isBlocked ctl.left ctl.right $ + -- left or right, but not both (keyboard) + updateFrame ((ctl.left || ctl.right) && (ctl.left /= ctl.right)) e diff --git a/src/Game/Entities/Slime.hs b/src/Game/Entities/Slime.hs new file mode 100644 index 0000000..91e756f --- /dev/null +++ b/src/Game/Entities/Slime.hs @@ -0,0 +1,51 @@ +module Game.Entities.Slime (mkSlime) where + +import Data.Bits (Bits (..)) +import Data.IORef +import Game.Entities.Common +import Game.Entities.Const +import Game.Entities.Types +import qualified Game.Sprites as S + +mkSlime :: S.SpriteSheet -> Int -> Int -> IORef Entity -> IsBlocked -> IO () -> IO Entity +mkSlime sprites x y playerRef isBlocked hitPlayer' = do + s <- S.get sprites "slime" + pure + Entity + { typ = TypeEnemy, + x = x, + y = y, + delay = frameDelay, + frame = 0, + jumping = False, + gravity = gravityOff, + dir = DirRight, + sprite = s, + update = updateSlime (collision playerRef) isBlocked hitPlayer', + destroy = False, + spawns = [] + } + +updateSlime :: Collision -> IsBlocked -> IO () -> Entity -> IO Entity +updateSlime touchedPlayer isBlocked hitPlayer' e = do + touched <- touchedPlayer e + let updated = updateSlimeFrame + if touched then fmap (const e) hitPlayer' else pure $ updateMovement updated + where + updateMovement :: Entity -> Entity + updateMovement ent + | testBit ent.delay 1 = ent + | ent.dir == DirLeft + && (isBlocked (ent.x - 1) (ent.y + 15) || isBlocked (ent.x - 1) (ent.y + 10) || not (isBlocked (ent.x - 1) (ent.y + 16))) = + ent {dir = DirRight} + | ent.dir == DirLeft = ent {x = ent.x - 1} + | ent.dir == DirRight + && (isBlocked (ent.x + 16) (ent.y + 15) || isBlocked (ent.x + 16) (ent.y + 10) || not (isBlocked (ent.x + 16) (ent.y + 16))) = + ent {dir = DirLeft} + | ent.dir == DirRight = ent {x = ent.x + 1} + | otherwise = ent + updateSlimeFrame :: Entity + updateSlimeFrame + | e.delay > 0 = e {delay = e.delay - 1} + | e.frame + 1 < frameLimit e = e {delay = frameDelay + 2, frame = e.frame + 1} + | otherwise = e {delay = frameDelay + 2, frame = 0} diff --git a/src/Game/Entities/Types.hs b/src/Game/Entities/Types.hs new file mode 100644 index 0000000..ed609d3 --- /dev/null +++ b/src/Game/Entities/Types.hs @@ -0,0 +1,46 @@ +module Game.Entities.Types + ( Dir (..), + Type (..), + Collision, + IsBlocked, + Entities (..), + Spawn (..), + Entity (..), + ) +where + +import Data.IORef +import qualified Game.Sprites as S +import qualified Game.State as GS + +data Dir = DirRight | DirLeft deriving (Eq) + +data Type = TypePlayer | TypePickup | TypeEffect | TypeEnemy + +type Collision = Entity -> IO Bool + +type IsBlocked = Int -> Int -> Bool + +data Entities = Entities + { sprites :: S.SpriteSheet, + player :: IORef Entity, + state :: IORef GS.State, + entities :: [Entity] + } + +data Spawn = DustEffectSpawn Int Int + +data Entity = Entity + { typ :: Type, + x :: Int, + y :: Int, + delay :: Int, + frame :: Int, + jumping :: Bool, + gravity :: Int, + dir :: Dir, + sprite :: S.Sprite, + update :: Entity -> IO Entity, + destroy :: Bool, + spawns :: [Spawn] + } |