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authorJuan J. Martinez <jjm@usebox.net>2023-03-01 07:27:50 +0000
committerJuan J. Martinez <jjm@usebox.net>2023-03-01 07:27:50 +0000
commit973961a0ced31c30f0e7e5abc618aaca6c8452b8 (patch)
treeba6d11b5a3e14e39568e3b49ec3c4550b5a825b9 /src/Game
parent9efd5381a31d69a1122f101cbee03ad3a91ed4b3 (diff)
downloadspace-plat-hs-973961a0ced31c30f0e7e5abc618aaca6c8452b8.tar.gz
space-plat-hs-973961a0ced31c30f0e7e5abc618aaca6c8452b8.zip
Scroll using SDL's viewport
Horizontal needs testing.
Diffstat (limited to 'src/Game')
-rw-r--r--src/Game/Entities.hs21
-rw-r--r--src/Game/Hud.hs8
-rw-r--r--src/Game/Map.hs58
3 files changed, 73 insertions, 14 deletions
diff --git a/src/Game/Entities.hs b/src/Game/Entities.hs
index 7e0e0cf..4e5a686 100644
--- a/src/Game/Entities.hs
+++ b/src/Game/Entities.hs
@@ -1,4 +1,4 @@
-module Game.Entities (Entities, Entity, mkEntities, updateAll, render) where
+module Game.Entities (Entities, Entity, mkEntities, updateAll, render, renderVisible, playerPosition) where
import Control.Monad
import Data.Bits (Bits (..))
@@ -35,6 +35,13 @@ mkEntities sprites m controls stateRef = do
toEntity playerRef (M.BatteryEntity x y) = mkBattery sprites x y (collision playerRef 16) (collectedBattery stateRef)
toEntity _ (M.PlayerEntity _ _) = error "Player already processed"
+-- | Return the player's entity position (x, y).
+playerPosition :: Entities -> (Int, Int)
+playerPosition (Entities _ _ _ entities) =
+ (player.x, player.y)
+ where
+ player = head entities
+
processSpawn :: S.SpriteSheet -> Spawn -> IO Entity
processSpawn sprites (DustEffectSpawn x y) = mkEffect sprites x y "dust"
@@ -73,6 +80,18 @@ updateAll es = do
TypeEnemy -> False
_ -> True
+-- | Render only visible entities according to the provided viewport.
+renderVisible :: SDL.Renderer -> Entities -> M.Viewport -> IO ()
+renderVisible renderer (Entities sprites player state entities) v =
+ render renderer (Entities sprites player state visible)
+ where
+ -- FIXME: entities should have size so we can be exact here and
+ -- avoid the hardcoded size
+ visible = filter (\e -> isVisible v e.x e.y 16 16) entities
+ isVisible :: M.Viewport -> Int -> Int -> Int -> Int -> Bool
+ isVisible (M.Viewport vx vy vw vh) x y w h =
+ x < vx + vw && vx < x + w && y < vy + vh && vy < y + h
+
render :: SDL.Renderer -> Entities -> IO ()
render renderer es = do
state <- readIORef es.state
diff --git a/src/Game/Hud.hs b/src/Game/Hud.hs
index 1e51993..880de50 100644
--- a/src/Game/Hud.hs
+++ b/src/Game/Hud.hs
@@ -1,10 +1,13 @@
-module Game.Hud (Hud, mkHud, render) where
+module Game.Hud (Hud, mkHud, render, height) where
import Data.IORef
import qualified Game.Sprites as S
import qualified Game.State as GS
import qualified SDL
+height :: Int
+height = 16
+
data Hud = Hud
{ sprite :: S.Sprite,
stateRef :: IORef GS.State
@@ -21,4 +24,5 @@ render renderer hud = do
let xs = [0 .. state.totalBatteries - 1]
in mapM_ (\x -> S.render renderer hud.sprite (4 + x * 8) 4 0 (if state.batteries <= x then 0 else 1)) xs
let xs = [0 .. state.totalLives - 1]
- in mapM_ (\x -> S.render renderer hud.sprite (320 - 4 - state.totalLives * 8 + x * 8) 4 0 (if state.lives <= x then 2 else 3)) xs
+ in -- magic numbers
+ mapM_ (\x -> S.render renderer hud.sprite (320 - 4 - state.totalLives * 8 + x * 8) 4 0 (if state.lives <= x then 2 else 3)) xs
diff --git a/src/Game/Map.hs b/src/Game/Map.hs
index e1dd673..f412410 100644
--- a/src/Game/Map.hs
+++ b/src/Game/Map.hs
@@ -2,18 +2,20 @@ module Game.Map
( Map (..),
Object (..),
objects,
- height,
totalBatteries,
load,
render,
isBlocked,
isPlayer,
+ Viewport (..),
+ viewport,
)
where
import Control.Monad
import Data.Maybe (mapMaybe)
import qualified Game.Utils as U
+import SDL (($=))
import qualified SDL
import Text.JSON
import Text.JSON.Types
@@ -106,6 +108,8 @@ data MapData = MapData
}
deriving (Show)
+data Viewport = Viewport Int Int Int Int
+
data Map = Map MapData SDL.Texture
-- | Loads a map from a JSON file.
@@ -155,9 +159,6 @@ isPlayer :: Object -> Bool
isPlayer (PlayerEntity _ _) = True
isPlayer _ = False
-height :: Map -> Int
-height (Map md _) = md.height * md.tileset.height
-
-- | Return the number of batteries in a map.
totalBatteries :: Map -> Int
totalBatteries m = length $ filter isBattery (objects m)
@@ -166,25 +167,60 @@ totalBatteries m = length $ filter isBattery (objects m)
isBattery (BatteryEntity _ _) = True
isBattery _ = False
--- | Renders a map.
-render :: SDL.Renderer -> Map -> IO ()
-render renderer (Map mapData tex) = do
+-- | Set the SDL viewport based on the map and the provided viewport coordinates.
+-- It returns the viewport to be used by render.
+viewport :: SDL.Renderer -> Map -> Int -> Int -> Int -> Int -> IO Viewport
+viewport renderer (Map mapData _) vx vy vw vh = do
+ SDL.rendererViewport renderer $= Just mapRect
+ pure $ Viewport newx newy vw vh
+ where
+ mapWidth = mapData.width * mapData.tileset.width
+ mapHeight = mapData.height * mapData.tileset.height
+
+ halfViewportWidth = vw `div` 2
+ halfViewportHeight = vh `div` 2
+
+ -- the coords are the center focus
+ fx = max (vx - halfViewportWidth) 0
+ fy = max (vy - halfViewportHeight) 0
+
+ newx = min (if fx + halfViewportWidth > mapWidth then mapWidth - vw else fx) (mapWidth - vw)
+ newy = min (if fy + halfViewportHeight > mapHeight then mapHeight - vh else fy) (mapHeight - vh)
+
+ mapRect = U.rect (-newx) (16 - newy) (newx + vw) vh
+
+-- | Render a map.
+-- Requires a Viewport from viewport.
+render :: SDL.Renderer -> Map -> Viewport -> IO ()
+render renderer (Map mapData tex) (Viewport vx vy vw vh) = do
mapM_
( \layer ->
mapM_
( \(x, y) ->
- renderTile x y $ layer !! (x + (y * mapData.width))
+ -- clipping because we draw one extra row/col because the scroll
+ when (x < mapData.width && y < mapData.height) $
+ renderTile x y (layer !! (x + (y * mapData.width)))
)
index
)
mapData.tileLayers
where
- index = [(x, y) | x <- [0 .. mapData.width - 1], y <- [0 .. mapData.height - 1]]
+ tileWidth = mapData.tileset.width
+ tileHeight = mapData.tileset.height
+
+ -- origin x, y in tiles
+ ox = vx `div` tileWidth
+ oy = vy `div` tileHeight
+
+ -- viewport size in tiles
+ drawWidth = vw `div` tileWidth
+ drawHeight = vh `div` tileHeight
+
+ -- we draw one extra row/col
+ index = [(x, y) | x <- [ox .. ox + drawWidth], y <- [oy .. oy + drawHeight]]
columns = mapData.tileset.cols
firstgid = mapData.tileset.firstGid
- tileWidth = mapData.tileset.width
- tileHeight = mapData.tileset.height
renderTile :: Int -> Int -> Int -> IO ()
renderTile x y tile