From 5b13a8c276199f3ccdfdcb0d96dd7631b7e1b1fb Mon Sep 17 00:00:00 2001 From: "Juan J. Martinez" Date: Tue, 16 May 2023 22:13:37 +0100 Subject: Use play state instead of level complete, that includes game over --- src/Game.hs | 17 ++++++++++------- src/Game/Entities.hs | 10 +++++----- src/Game/State.hs | 10 +++++----- 3 files changed, 20 insertions(+), 17 deletions(-) diff --git a/src/Game.hs b/src/Game.hs index 50d9dc1..7ed7ade 100644 --- a/src/Game.hs +++ b/src/Game.hs @@ -155,11 +155,9 @@ gameLoop e = do SDL.rendererRenderTarget renderer $= Just canvas SDL.clear renderer - updatedEnv <- - if state.gameOverDelay /= 1 - then playLoop updatedToasterEnv - else gameOverLoop updatedToasterEnv - + updatedEnv <- case state.playState of + GS.GameOver -> gameOverLoop updatedToasterEnv + _ -> playLoop updatedToasterEnv T.render renderer updatedEnv.toaster SDL.rendererRenderTarget renderer $= Nothing @@ -199,11 +197,16 @@ playLoop e = do -- update state counters, etc updateState :: Env -> IO Env updateState env - | state.gameOverDelay > 1 = pure env {state = state {GS.gameOverDelay = state.gameOverDelay - 1}} + | state.gameOverDelay > 0 = do + let delay = state.gameOverDelay - 1 + pure $ + if delay > 0 + then env {state = state {GS.gameOverDelay = delay}} + else env {state = state {GS.playState = GS.GameOver}} | 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 == GS.ExitDone = do + | state.playState == GS.ExitDone = do map' <- M.load (env.mapList !! (env.state.currentLevel + 1)) env.tsTexture entities <- E.mkEntities env.sprites map' env.controlsRef pure $ diff --git a/src/Game/Entities.hs b/src/Game/Entities.hs index 3cb2510..6ddf589 100644 --- a/src/Game/Entities.hs +++ b/src/Game/Entities.hs @@ -71,7 +71,7 @@ addExit es x y = do updateAll :: Entities -> GS.State -> IO (Entities, GS.State) updateAll es state = do -- update the player first (including the reference), unless the level is completed - updatedPlayer <- if state.levelCompleted /= GS.ExitOff then pure player else player.update player + updatedPlayer <- if state.playState /= GS.InPlay then pure player else player.update player void $ writeIORef es.player updatedPlayer -- then the other entities updated <- (updatedPlayer :) <$> traverse (updateFilter $ state.hitDelay > 0) others @@ -111,12 +111,12 @@ updateAll es state = do processActions s' ents' t ActionExitStarted -> processActions - s {GS.levelCompleted = GS.ExitStarted} + s {GS.playState = GS.ExitStarted} -- the player is not in the action, changing the type disables collision detection ((head ents) {typ = TypeEffect} : tail ents) t - ActionEntryDone -> processActions s {GS.levelCompleted = GS.ExitOff} ents t - ActionExitDone -> processActions s {GS.levelCompleted = GS.ExitDone} ents t + ActionEntryDone -> processActions s {GS.playState = GS.InPlay} ents t + ActionExitDone -> processActions s {GS.playState = GS.ExitDone} ents t ActionAddBlast x y d playerCollision isBlocked -> do blast <- mkBlast es.sprites x y d playerCollision isBlocked processActions s (ents ++ [blast]) t @@ -156,7 +156,7 @@ render renderer es state = do -- always render player last -- won't draw all the frames if the player was hit -- or we are exiting the level - if testBit state.hitDelay 2 || state.levelCompleted /= GS.ExitOff then pure () else renderOne player + if testBit state.hitDelay 2 || state.playState /= GS.InPlay then pure () else renderOne player where player = head es.entities others = tail es.entities diff --git a/src/Game/State.hs b/src/Game/State.hs index 083e6d4..df2d4fa 100644 --- a/src/Game/State.hs +++ b/src/Game/State.hs @@ -1,4 +1,4 @@ -module Game.State (State (..), initialState, levelState, maxLives, ExitState (..)) where +module Game.State (State (..), initialState, levelState, maxLives, PlayState (..)) where import Game.Entities.Const (hitDelay) import qualified Game.Map as M @@ -6,7 +6,7 @@ import qualified Game.Map as M maxLives :: Int maxLives = 4 -data ExitState = ExitOff | ExitEntry | ExitStarted | ExitDone deriving (Eq) +data PlayState = InPlay | IntoStage | ExitStarted | ExitDone | GameOver deriving (Eq) data State = State { batteries :: Int, @@ -17,7 +17,7 @@ data State = State gameOverDelay :: Int, exit :: Bool, lastBattery :: (Int, Int), - levelCompleted :: ExitState, + playState :: PlayState, currentLevel :: Int } @@ -33,7 +33,7 @@ initialState m = exit = False, -- doesn't matter where lastBattery = (0, 0), - levelCompleted = ExitEntry, + playState = IntoStage, currentLevel = 0 } @@ -47,5 +47,5 @@ levelState s m = exit = False, -- doesn't matter where lastBattery = (0, 0), - levelCompleted = ExitEntry + playState = IntoStage } -- cgit v1.2.3