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authorJuan J. Martinez <jjm@usebox.net>2023-03-10 23:53:40 +0000
committerJuan J. Martinez <jjm@usebox.net>2023-03-10 23:53:40 +0000
commit45a103da2133b645fac9617cc97c11901d3e258f (patch)
tree0cad00427725ecd1067f64a99a25e78d39e72409 /src
parent7a714cc457323bff6b4a73ec9e7b58c7a63381ec (diff)
downloadspace-plat-hs-45a103da2133b645fac9617cc97c11901d3e258f.tar.gz
space-plat-hs-45a103da2133b645fac9617cc97c11901d3e258f.zip
Change stage
Diffstat (limited to 'src')
-rw-r--r--src/Game.hs39
-rw-r--r--src/Game/Entities.hs1
-rw-r--r--src/Game/Entities/Exit.hs20
-rw-r--r--src/Game/Entities/Types.hs2
-rw-r--r--src/Game/Hud.hs13
-rw-r--r--src/Game/State.hs4
6 files changed, 62 insertions, 17 deletions
diff --git a/src/Game.hs b/src/Game.hs
index 31aa40b..7951d09 100644
--- a/src/Game.hs
+++ b/src/Game.hs
@@ -36,12 +36,17 @@ windowWidth, windowHeight :: CInt
version :: String
version = "0.1.0"
+-- XXX: placeholder for the map list, perhaps should be loaded from a JSON
+maps :: [String]
+maps = ["data/map1.json", "data/map2.json"]
+
data Env = Env
{ window :: SDL.Window,
renderer :: SDL.Renderer,
canvas :: SDL.Texture,
fullscreen :: Bool,
renderRect :: SDL.Rectangle CInt,
+ tsTexture :: SDL.Texture,
map :: M.Map,
sprites :: S.SpriteSheet,
font :: BF.BitmapFont,
@@ -65,7 +70,22 @@ initialState m =
gameOverDelay = 0,
exit = False,
-- doesn't matter where
- lastBattery = (0, 0)
+ lastBattery = (0, 0),
+ levelCompleted = False,
+ currentLevel = 0
+ }
+
+levelState :: GS.State -> M.Map -> GS.State
+levelState s m =
+ s
+ { GS.batteries = 0,
+ GS.totalBatteries = M.totalBatteries m,
+ GS.hitDelay = hitDelay,
+ GS.gameOverDelay = 0,
+ GS.exit = False,
+ -- doesn't matter where
+ GS.lastBattery = (0, 0),
+ GS.levelCompleted = False
}
main :: IO ()
@@ -88,12 +108,12 @@ main = do
tsTexture <- SDL.Image.loadTexture renderer "data/tiles.png"
ssTexture <- SDL.Image.loadTexture renderer "data/sprites.png"
bfTexture <- SDL.Image.loadTexture renderer "data/font.png"
- map' <- M.load "data/map.json" tsTexture
+ map' <- M.load (head maps) tsTexture
sprites <- S.load "data/sprites.json" ssTexture
font <- BF.load "data/font.json" bfTexture
controls <- newIORef C.init
entities <- E.mkEntities sprites map' controls
- hud <- H.mkHud sprites
+ hud <- H.mkHud sprites font
gameLoop
Env
{ window = window,
@@ -101,6 +121,7 @@ main = do
canvas = canvas,
fullscreen = False,
renderRect = defaultRenderRect,
+ tsTexture = tsTexture,
map = map',
sprites = sprites,
font = font,
@@ -178,6 +199,15 @@ gameLoop e = do
| 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 = do
+ map' <- M.load (maps !! (env.state.currentLevel + 1)) env.tsTexture
+ entities <- E.mkEntities env.sprites map' env.controls
+ pure $
+ env
+ { map = map',
+ state = (levelState env.state map') {GS.currentLevel = env.state.currentLevel + 1},
+ entities = entities
+ }
| otherwise = pure env
where
state = env.state
@@ -223,7 +253,8 @@ gameOverLoop e = do
then do
-- retry last level
entities <- E.mkEntities sprites map' controls
- pure e {state = initialState map', entities = entities}
+ pure
+ e {state = (levelState e.state map') {GS.lives = maxLives}, entities = entities}
else do
H.render renderer hud state
title <- S.get sprites "game-over"
diff --git a/src/Game/Entities.hs b/src/Game/Entities.hs
index 21b6ba5..bd9729b 100644
--- a/src/Game/Entities.hs
+++ b/src/Game/Entities.hs
@@ -98,6 +98,7 @@ updateAll es state = do
ents
)
processActions s' ents' t
+ ActionExitLevel -> processActions s {GS.levelCompleted = True} ents t
processActions s ents [] = pure (s, ents)
-- Update entities skipping enemies if the player was hit
diff --git a/src/Game/Entities/Exit.hs b/src/Game/Entities/Exit.hs
index 075e1f4..12f160d 100644
--- a/src/Game/Entities/Exit.hs
+++ b/src/Game/Entities/Exit.hs
@@ -19,13 +19,21 @@ mkExit sprites x y playerCollision = do
gravity = gravityOff,
dir = DirRight,
sprite = s,
- update = pure . updateExit playerCollision,
+ update = updateExit playerCollision,
destroy = False,
actions = []
}
-updateExit :: Collision -> Entity -> Entity
-updateExit _ 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 = 7}
+updateExit :: Collision -> Entity -> IO Entity
+updateExit touchedPlayer e = do
+ touched <- if e.frame < fullyOpen then pure False else touchedPlayer e
+ pure $ if touched then e {destroy = True, actions = [ActionExitLevel]} else update
+ where
+ fullyOpen :: Int
+ fullyOpen = 7
+
+ update :: Entity
+ update
+ | 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 = fullyOpen}
diff --git a/src/Game/Entities/Types.hs b/src/Game/Entities/Types.hs
index 64b4637..392a86f 100644
--- a/src/Game/Entities/Types.hs
+++ b/src/Game/Entities/Types.hs
@@ -29,7 +29,7 @@ data Entities = Entities
-- | The effect name must match the sprite name in the spritesheet.
type EffectName = String
-data Action = ActionAddEffect Int Int EffectName | ActionAddBattery Int Int | ActionHitPlayer
+data Action = ActionAddEffect Int Int EffectName | ActionAddBattery Int Int | ActionHitPlayer | ActionExitLevel
data Entity = Entity
{ typ :: Type,
diff --git a/src/Game/Hud.hs b/src/Game/Hud.hs
index a5d3e22..c4d5234 100644
--- a/src/Game/Hud.hs
+++ b/src/Game/Hud.hs
@@ -1,5 +1,6 @@
module Game.Hud (Hud, mkHud, render, height) where
+import qualified Game.BitmapFont as BM
import qualified Game.Sprites as S
import qualified Game.State as GS
import qualified SDL
@@ -7,16 +8,18 @@ import qualified SDL
height :: Int
height = 16
-newtype Hud = Hud S.Sprite
+data Hud = Hud S.Sprite BM.BitmapFont
-mkHud :: S.SpriteSheet -> IO Hud
-mkHud sprites = do
- Hud <$> S.get sprites "hud"
+mkHud :: S.SpriteSheet -> BM.BitmapFont -> IO Hud
+mkHud sprites font = do
+ sprite <- S.get sprites "hud"
+ pure $ Hud sprite font
render :: SDL.Renderer -> Hud -> GS.State -> IO ()
-render renderer (Hud sprite) state = do
+render renderer (Hud sprite font) state = do
let xs = [0 .. state.totalBatteries - 1]
in mapM_ (\x -> S.render renderer sprite (4 + x * 8) 4 0 (if state.batteries <= x then 0 else 1)) xs
let xs = [0 .. state.totalLives - 1]
in -- magic numbers
mapM_ (\x -> S.render renderer sprite (320 - 4 - state.totalLives * 8 + x * 8) 4 0 (if state.lives <= x then 2 else 3)) xs
+ BM.renderText renderer font 140 4 $ "Stage " ++ show (state.currentLevel + 1)
diff --git a/src/Game/State.hs b/src/Game/State.hs
index 840c0ae..e05fb61 100644
--- a/src/Game/State.hs
+++ b/src/Game/State.hs
@@ -8,5 +8,7 @@ data State = State
hitDelay :: Int,
gameOverDelay :: Int,
exit :: Bool,
- lastBattery :: (Int, Int)
+ lastBattery :: (Int, Int),
+ levelCompleted :: Bool,
+ currentLevel :: Int
}