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authorJuan J. Martinez <jjm@usebox.net>2023-02-07 16:08:13 +0000
committerJuan J. Martinez <jjm@usebox.net>2023-02-07 16:08:13 +0000
commit9534c490c5c318e6c29ebf881ac5350545f479e5 (patch)
treea1d3e04db1fbeae883502668e1444763c2a28a69 /src/Game/Entities.hs
parent54d3f5a32758eb92606338d28a13652bcf51375c (diff)
downloadspace-plat-hs-9534c490c5c318e6c29ebf881ac5350545f479e5.tar.gz
space-plat-hs-9534c490c5c318e6c29ebf881ac5350545f479e5.zip
Using OverloadedRecordDot
Diffstat (limited to 'src/Game/Entities.hs')
-rw-r--r--src/Game/Entities.hs203
1 files changed, 87 insertions, 116 deletions
diff --git a/src/Game/Entities.hs b/src/Game/Entities.hs
index b42f232..05149d0 100644
--- a/src/Game/Entities.hs
+++ b/src/Game/Entities.hs
@@ -1,4 +1,4 @@
-module Game.Entities (Entities, mkEntities, mkPlayer, mkEffect, append, update, render) where
+module Game.Entities (Entities, mkEntities, mkPlayer, mkEffect, append, updateAll, render) where
import Data.Foldable (traverse_)
import Data.IORef
@@ -40,20 +40,20 @@ data Entities = Entities S.SpriteSheet [Entity]
data Spawn = DustEffectSpawn Int Int
data Entity = Entity
- { eType :: Type,
- eX :: Int,
- eY :: Int,
- eDelay :: Int,
- eFrame :: Int,
- eFrameLimit :: Int,
- eJumping :: Bool,
- eGravity :: Int,
- eDir :: Dir,
- eSprite :: S.Sprite,
- eUpdate :: Entity -> IO Entity,
- eBlocked :: Int -> Int -> Bool,
- eDestroy :: Bool,
- eSpawns :: [Spawn]
+ { typ :: Type,
+ x :: Int,
+ 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,
+ destroy :: Bool,
+ spawns :: [Spawn]
}
mkEntities :: S.SpriteSheet -> Entities
@@ -63,13 +63,13 @@ append :: Entity -> Entities -> Entities
append e (Entities sprites entities) = Entities sprites (entities ++ [e])
processSpawn :: S.SpriteSheet -> Spawn -> IO Entity
-processSpawn sprites (DustEffectSpawn x y) = mkEffect sprites x y "dust"
+processSpawn sprites (DustEffectSpawn x' y') = mkEffect sprites x' y' "dust"
-update :: Entities -> IO Entities
-update (Entities sprites entities) = do
- updated <- traverse (\e -> eUpdate e e) entities
- new <- traverse (processSpawn sprites) (concatMap eSpawns updated)
- pure $ Entities sprites $ map (\e -> e {eSpawns = []}) (filter (not . eDestroy) updated) ++ new
+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 (not . destroy) updated) ++ new
render :: SDL.Renderer -> Entities -> IO ()
render renderer (Entities _ entities) = do
@@ -77,156 +77,127 @@ render renderer (Entities _ entities) = do
where
renderOne :: Entity -> IO ()
renderOne e =
- S.render renderer sp x y set frame
+ S.render renderer e.sprite e.x e.y set e.frame
where
- sp = eSprite e
- x = eX e
- y = eY e
- set = toSpriteSet $ eDir e
- frame = eFrame e
+ set = toSpriteSet e.dir
mkEffect :: S.SpriteSheet -> Int -> Int -> String -> IO Entity
-mkEffect sprites x y name = do
+mkEffect sprites x' y' name = do
s <- S.get sprites name
pure $
Entity
- { eType = TypeEffect,
- eX = x,
- eY = y,
- eDelay = frameDelay,
- eFrame = 0,
- eFrameLimit = 3,
- eJumping = False,
- eGravity = gravityOff,
- eDir = DirRight,
- eSprite = s,
- eUpdate = pure . updateEffect,
- eBlocked = \_ _ -> False,
- eDestroy = False,
- eSpawns = []
+ { typ = TypeEffect,
+ x = x',
+ y = y',
+ delay = frameDelay,
+ frame = 0,
+ frameLimit = 3,
+ jumping = False,
+ gravity = gravityOff,
+ dir = DirRight,
+ sprite = s,
+ update = pure . updateEffect,
+ isBlocked = \_ _ -> False,
+ destroy = False,
+ spawns = []
}
updateEffect :: Entity -> Entity
updateEffect e
- | delay > 0 = e {eDelay = delay - 1}
- | frame + 1 < frameLimit = e {eDelay = frameDelay, eFrame = frame + 1}
- | otherwise = e {eDestroy = True}
- where
- frame = eFrame e
- frameLimit = eFrameLimit e
- delay = eDelay e
+ | e.delay > 0 = e {delay = e.delay - 1}
+ | e.frame + 1 < e.frameLimit = e {delay = e.frameLimit, 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
+mkPlayer sprites x' y' controls isBlocked' = do
s <- S.get sprites "player"
pure $
Entity
- { eType = TypePlayer,
- eX = x,
- eY = y,
- eDelay = 0,
- eFrame = 0,
- eFrameLimit = 3,
- eJumping = False,
- eGravity = gravityOff,
- eDir = DirRight,
- eSprite = s,
- eUpdate = updatePlayer controls,
- eBlocked = isBlocked,
- eDestroy = False,
- eSpawns = []
+ { typ = TypePlayer,
+ x = x',
+ y = y',
+ delay = 0,
+ frame = 0,
+ frameLimit = 3,
+ jumping = False,
+ gravity = gravityOff,
+ dir = DirRight,
+ sprite = s,
+ update = updatePlayer controls,
+ isBlocked = isBlocked',
+ destroy = False,
+ spawns = []
}
updateFrame :: Bool -> Entity -> Entity
updateFrame updated e
| isGravityOn = e
- | delay > 0 = e {eDelay = delay - 1}
- | frame < frameLimit = e {eDelay = frameDelay, eFrame = if updated then frame + 1 else 0}
- | otherwise = e {eDelay = frameDelay, eFrame = 0}
+ | e.delay > 0 = e {delay = e.delay - 1}
+ | e.frame < e.frameLimit = e {delay = frameDelay, frame = if updated then e.frame + 1 else 0}
+ | otherwise = e {delay = frameDelay, frame = 0}
where
- isGravityOn = eGravity e > gravityOff
- frame = eFrame e
- frameLimit = eFrameLimit e
- delay = eDelay e
+ isGravityOn = e.gravity > gravityOff
updateHorizontal :: Bool -> Bool -> Entity -> Entity
updateHorizontal left right e
- -- prevent pressing both directions (keyboard)
+ -- prevent pressing both directions (ky'board)
| left && right = e
-- change direction first
- | left && eDir e /= DirLeft = e {eDir = DirLeft, eDelay = 0}
- | right && eDir e /= DirRight = e {eDir = DirRight, eDelay = 0}
- | left && isGoingDown = if isBlocked (x - 1) (y + 23) then e else e {eX = x - 1}
- | left && not isGoingDown = if isBlocked (x - 1) (y + 23) && isBlocked (x - 1) (y + 17) then e else e {eX = x - 1}
- | right && isGoingDown = if isBlocked (x + 17) (y + 23) then e else e {eX = x + 1}
- | right && not isGoingDown = if isBlocked (x + 17) (y + 23) && isBlocked (x + 17) (y + 17) then e else e {eX = x + 1}
+ | 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}
| otherwise = e
where
- x = eX e
- y = eY e
- isBlocked = eBlocked e
- gravity = eGravity e
- isGoingDown = gravity == gravityOff || gravity >= gravityDown
+ isGoingDown = e.gravity == gravityOff || e.gravity >= gravityDown
updateVertical :: Bool -> Bool -> Entity -> Entity
updateVertical jump down e
| not jump
- || jumping
+ || e.jumping
-- make jumping easier with "Coyote time"
- || (gravity /= gravityOff && (gravity < gravityDown || gravity > jumpLimit)) =
+ || (e.gravity /= gravityOff && (e.gravity < gravityDown || e.gravity > jumpLimit)) =
e
- | not down = e {eJumping = True, eGravity = gravityUp, eFrame = jumpFrame, eSpawns = events ++ [DustEffectSpawn x (y + 8)]}
+ | 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 (x + 2) (y + 24 + 8))
- && not (isBlocked (x + 12) (y + 24 + 8)) =
- applyGravity 8 e {eGravity = gravityDown, eFrame = jumpFrame, eY = eY e + 1}
+ && not (e.isBlocked (e.x + 2) (e.y + 24 + 8))
+ && not (e.isBlocked (e.x + 12) (e.y + 24 + 8)) =
+ applyGravity 8 e {gravity = gravityDown, frame = jumpFrame, y = e.y + 1}
| otherwise = e
- where
- x = eX e
- y = eY e
- jumping = eJumping e
- gravity = eGravity e
- isBlocked = eBlocked e
- events = eSpawns e
applyGravity :: Int -> Entity -> Entity
applyGravity v e
| v == 0 = e
-- hit the floor
| isGoingDown
- && (isBlocked (x + 2) (y + 24) || isBlocked (x + 12) (y + 24))
- && not (isBlocked (x + 2) (y + 23))
- && not (isBlocked (x + 12) (y + 23)) =
- e {eJumping = False, eGravity = gravityOff, eDelay = 0}
- | otherwise = applyGravity (v - 1) e {eY = y + change}
+ && (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)) =
+ e {jumping = False, gravity = gravityOff, delay = 0}
+ | otherwise = applyGravity (v - 1) e {y = e.y + change}
where
- gravity = eGravity e
- isGoingDown = gravity >= gravityDown
+ isGoingDown = e.gravity >= gravityDown
change = if isGoingDown then 1 else -1
- x = eX e
- y = eY e
- isBlocked = eBlocked e
updateGravity :: Entity -> Entity
updateGravity e
- | current > gravityOff = applyGravity (gravityTable !! current) e {eGravity = new}
- | not (isBlocked (x + 2) (y + 24) || isBlocked (x + 12) (y + 24)) = e {eGravity = gravityDown, eFrame = jumpFrame}
+ | 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}
| otherwise = e
where
- current = eGravity e
+ current = e.gravity
new = if current > gravityOff && current < length gravityTable - 1 then current + 1 else current
- x = eX e
- y = eY e
- isBlocked = eBlocked e
updatePlayer :: IORef C.Controls -> Entity -> IO Entity
updatePlayer controls e = do
ctl <- readIORef controls
pure $
updateGravity $
- updateVertical (C.cA ctl) (C.cDown ctl) $
- updateHorizontal (C.cLeft ctl) (C.cRight ctl) $
- -- left or right, but not both (keyboard)
- updateFrame ((C.cLeft ctl || C.cRight ctl) && (C.cLeft ctl /= C.cRight ctl)) e
+ updateVertical ctl.a ctl.down $
+ updateHorizontal ctl.left ctl.right $
+ -- left or right, but not both (ky'board)
+ updateFrame ((ctl.left || ctl.right) && (ctl.left /= ctl.right)) e