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authorJuan J. Martinez <jjm@usebox.net>2023-02-13 21:58:24 +0000
committerJuan J. Martinez <jjm@usebox.net>2023-02-13 21:58:24 +0000
commit2d182c1f9c80a1e1ffb232bc6e17980cb3a64cf5 (patch)
tree3e6a2b49a5fddd3d421a83f155de255b71560159 /src/Game/Entities.hs
parentcfc5b71c86a4927fa8d2294fce5e8b8264b4a3ca (diff)
downloadspace-plat-hs-2d182c1f9c80a1e1ffb232bc6e17980cb3a64cf5.tar.gz
space-plat-hs-2d182c1f9c80a1e1ffb232bc6e17980cb3a64cf5.zip
Pickups WIP
TODO: collision
Diffstat (limited to 'src/Game/Entities.hs')
-rw-r--r--src/Game/Entities.hs136
1 files changed, 88 insertions, 48 deletions
diff --git a/src/Game/Entities.hs b/src/Game/Entities.hs
index 36d25c1..ebb73d0 100644
--- a/src/Game/Entities.hs
+++ b/src/Game/Entities.hs
@@ -1,6 +1,8 @@
+{-# OPTIONS_GHC -Wno-unused-top-binds #-}
+
module Game.Entities (Entities, Entity, mkEntities, updateAll, render) where
-import Data.Foldable (traverse_)
+import Data.Foldable (find, traverse_)
import Data.IORef
import qualified Game.Controller as C
import qualified Game.Map as M
@@ -9,7 +11,7 @@ import qualified SDL
data Dir = DirRight | DirLeft deriving (Eq)
-data Type = TypePlayer | TypeEffect
+data Type = TypePlayer | TypePickup | TypeEffect
toSpriteSet :: Dir -> Int
toSpriteSet DirRight = 0
@@ -36,7 +38,14 @@ 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]
-data Entities = Entities S.SpriteSheet [Entity]
+type MapCollision = Int -> Int -> Bool
+
+data Entities = Entities
+ { sprites :: S.SpriteSheet,
+ player :: IORef Entity,
+ entities :: [Entity],
+ mapCollision :: MapCollision
+ }
data Spawn = DustEffectSpawn Int Int
@@ -46,37 +55,47 @@ data Entity = Entity
y :: Int,
delay :: Int,
frame :: Int,
- frameLimit :: Int,
jumping :: Bool,
gravity :: Int,
dir :: Dir,
sprite :: S.Sprite,
- update :: Entity -> IO Entity,
- isBlocked :: Int -> Int -> Bool,
+ update :: Entity -> MapCollision -> IO Entity,
destroy :: Bool,
spawns :: [Spawn]
}
+frameLimit :: Entity -> Int
+frameLimit e = S.frameCount e.sprite (toSpriteSet e.dir)
+
mkEntities :: S.SpriteSheet -> M.Map -> IORef C.Controls -> IO Entities
mkEntities sprites m controls = do
entities <- traverse toEntity $ M.objects m
- pure $ Entities sprites entities
+ player <- case find isPlayer entities of
+ Just player -> newIORef player
+ Nothing -> error "No player entity in map"
+ pure $ Entities sprites player entities (M.isBlocked m)
where
toEntity :: M.Object -> IO Entity
- toEntity (M.PlayerEntity x y) = mkPlayer sprites x y controls (M.isBlocked m)
+ toEntity (M.PlayerEntity x y) = mkPlayer sprites x y controls
+ toEntity (M.BatteryEntity x y) = mkBattery sprites x y
+
+ isPlayer :: Entity -> Bool
+ isPlayer e = case e.typ of
+ TypePlayer -> True
+ _ -> False
processSpawn :: S.SpriteSheet -> Spawn -> IO Entity
processSpawn sprites (DustEffectSpawn x y) = mkEffect sprites x y "dust"
updateAll :: Entities -> IO Entities
-updateAll (Entities sprites entities) = do
- updated <- traverse (\e -> e.update e) entities
- new <- traverse (processSpawn sprites) (concatMap (\e -> e.spawns) updated)
- pure $ Entities sprites $ map (\e -> e {spawns = []}) (filter (\e -> not e.destroy) updated) ++ new
+updateAll es = do
+ updated <- traverse (\e -> e.update e es.mapCollision) es.entities
+ new <- traverse (processSpawn es.sprites) (concatMap (\e -> e.spawns) updated)
+ pure es {entities = map (\e -> e {spawns = []}) (filter (\e -> not e.destroy) updated) ++ new}
render :: SDL.Renderer -> Entities -> IO ()
-render renderer (Entities _ entities) = do
- traverse_ renderOne entities
+render renderer es = do
+ traverse_ renderOne es.entities
where
renderOne :: Entity -> IO ()
renderOne e =
@@ -94,13 +113,11 @@ mkEffect sprites x y name = do
y = y,
delay = frameDelay,
frame = 0,
- frameLimit = 3,
jumping = False,
gravity = gravityOff,
dir = DirRight,
sprite = s,
- update = pure . updateEffect,
- isBlocked = \_ _ -> False,
+ update = \e _ -> pure $ updateEffect e,
destroy = False,
spawns = []
}
@@ -108,11 +125,36 @@ mkEffect sprites x y name = do
updateEffect :: Entity -> Entity
updateEffect e
| e.delay > 0 = e {delay = e.delay - 1}
- | e.frame + 1 < e.frameLimit = e {delay = e.frameLimit, frame = e.frame + 1}
+ | e.frame + 1 < frameLimit e = e {delay = frameDelay, frame = e.frame + 1}
| otherwise = e {destroy = True}
-mkPlayer :: S.SpriteSheet -> Int -> Int -> IORef C.Controls -> (Int -> Int -> Bool) -> IO Entity
-mkPlayer sprites x y controls isBlocked' = do
+mkBattery :: S.SpriteSheet -> Int -> Int -> IO Entity
+mkBattery sprites x y = 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 = \e _ -> pure $ updateBattery e,
+ destroy = False,
+ spawns = []
+ }
+
+updateBattery :: Entity -> Entity
+updateBattery e
+ | 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}
+
+mkPlayer :: S.SpriteSheet -> Int -> Int -> IORef C.Controls -> IO Entity
+mkPlayer sprites x y controls = do
s <- S.get sprites "player"
pure $
Entity
@@ -121,13 +163,11 @@ mkPlayer sprites x y controls isBlocked' = do
y = y,
delay = 0,
frame = 0,
- frameLimit = 3,
jumping = False,
gravity = gravityOff,
dir = DirRight,
sprite = s,
update = updatePlayer controls,
- isBlocked = isBlocked',
destroy = False,
spawns = []
}
@@ -136,28 +176,28 @@ updateFrame :: Bool -> Entity -> Entity
updateFrame updated e
| isGravityOn = e
| e.delay > 0 = e {delay = e.delay - 1}
- | e.frame < e.frameLimit = e {delay = frameDelay, frame = if updated then e.frame + 1 else 0}
+ | 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 :: Bool -> Bool -> Entity -> Entity
-updateHorizontal left right e
+updateHorizontal :: MapCollision -> Bool -> Bool -> Entity -> Entity
+updateHorizontal isBlocked left right e
-- prevent pressing both directions (kyboard)
| 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 e.isBlocked (e.x - 1) (e.y + 23) then e else e {x = e.x - 1}
- | left && not isGoingDown = if e.isBlocked (e.x - 1) (e.y + 23) && e.isBlocked (e.x - 1) (e.y + 17) then e else e {x = e.x - 1}
- | right && isGoingDown = if e.isBlocked (e.x + 17) (e.y + 23) then e else e {x = e.x + 1}
- | right && not isGoingDown = if e.isBlocked (e.x + 17) (e.y + 23) && e.isBlocked (e.x + 17) (e.y + 17) then e else e {x = e.x + 1}
+ | 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 :: Bool -> Bool -> Entity -> Entity
-updateVertical jump down e
+updateVertical :: MapCollision -> Bool -> Bool -> Entity -> Entity
+updateVertical isBlocked jump down e
| not jump
|| e.jumping
-- make jumping easier with "Coyote time"
@@ -167,40 +207,40 @@ updateVertical jump down e
-- 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 (e.isBlocked (e.x + 2) (e.y + 24 + 8))
- && not (e.isBlocked (e.x + 12) (e.y + 24 + 8)) =
+ && not (isBlocked (e.x + 2) (e.y + 24 + 8))
+ && not (isBlocked (e.x + 12) (e.y + 24 + 8)) =
e {gravity = gravityDown, frame = jumpFrame, y = e.y + 1}
| otherwise = e
-applyGravity :: Int -> Entity -> Entity
-applyGravity v e
+applyGravity :: MapCollision -> Int -> Entity -> Entity
+applyGravity isBlocked v e
| v == 0 = e
-- hit the floor
| isGoingDown
- && (e.isBlocked (e.x + 2) (e.y + 24) || e.isBlocked (e.x + 12) (e.y + 24))
- && not (e.isBlocked (e.x + 2) (e.y + 23))
- && not (e.isBlocked (e.x + 12) (e.y + 23)) =
+ && (isBlocked (e.x + 2) (e.y + 24) || isBlocked (e.x + 12) (e.y + 24))
+ && not (isBlocked (e.x + 2) (e.y + 23))
+ && not (isBlocked (e.x + 12) (e.y + 23)) =
e {jumping = False, gravity = gravityOff, delay = 0}
- | otherwise = applyGravity (v - 1) e {y = e.y + change}
+ | otherwise = applyGravity isBlocked (v - 1) e {y = e.y + change}
where
isGoingDown = e.gravity >= gravityDown
change = if isGoingDown then 1 else -1
-updateGravity :: Entity -> Entity
-updateGravity e
- | current > gravityOff = applyGravity (gravityTable !! current) e {gravity = new}
- | not (e.isBlocked (e.x + 2) (e.y + 24) || e.isBlocked (e.x + 12) (e.y + 24)) = e {gravity = gravityDown, frame = jumpFrame}
+updateGravity :: MapCollision -> Entity -> Entity
+updateGravity isBlocked e
+ | current > gravityOff = applyGravity isBlocked (gravityTable !! current) e {gravity = new}
+ | not (isBlocked (e.x + 2) (e.y + 24) || isBlocked (e.x + 12) (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 -> Entity -> IO Entity
-updatePlayer controls e = do
+updatePlayer :: IORef C.Controls -> Entity -> MapCollision -> IO Entity
+updatePlayer controls e isBlocked = do
ctl <- readIORef controls
pure $
- updateGravity $
- updateVertical ctl.a ctl.down $
- updateHorizontal ctl.left ctl.right $
+ 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