From 1b05eefc7a5a4fb688d7b631529324ca08ed1a16 Mon Sep 17 00:00:00 2001 From: "Juan J. Martinez" Date: Wed, 1 Mar 2023 23:11:31 +0000 Subject: Untangle state changes into actions WIP: still unclear if we really need the IORefs! --- src/Game/Entities.hs | 47 ++++++++++++++++++++++++++++++++--------------- 1 file changed, 32 insertions(+), 15 deletions(-) (limited to 'src/Game/Entities.hs') diff --git a/src/Game/Entities.hs b/src/Game/Entities.hs index 4e5a686..4d8b12b 100644 --- a/src/Game/Entities.hs +++ b/src/Game/Entities.hs @@ -17,6 +17,7 @@ import Game.Entities.Types import qualified Game.Map as M import qualified Game.Sprites as S import qualified Game.State as GS +import SDL (($~)) import qualified SDL mkEntities :: S.SpriteSheet -> M.Map -> IORef C.Controls -> IORef GS.State -> IO Entities @@ -30,9 +31,9 @@ mkEntities sprites m controls stateRef = do pure $ Entities sprites playerRef stateRef (player : entities) where toEntity :: IORef Entity -> M.Object -> IO Entity - toEntity playerRef (M.SlimeEntity x y) = mkSlime sprites x y (collision playerRef 16) (M.isBlocked m) (hitPlayer stateRef) - toEntity playerRef (M.RobotEntity x y) = mkRobot sprites x y (collision playerRef 24) (M.isBlocked m) (hitPlayer stateRef) - toEntity playerRef (M.BatteryEntity x y) = mkBattery sprites x y (collision playerRef 16) (collectedBattery stateRef) + toEntity playerRef (M.SlimeEntity x y) = mkSlime sprites x y (collision playerRef 16) (M.isBlocked m) + toEntity playerRef (M.RobotEntity x y) = mkRobot sprites x y (collision playerRef 24) (M.isBlocked m) + toEntity playerRef (M.BatteryEntity x y) = mkBattery sprites x y (collision playerRef 16) toEntity _ (M.PlayerEntity _ _) = error "Player already processed" -- | Return the player's entity position (x, y). @@ -42,32 +43,48 @@ playerPosition (Entities _ _ _ entities) = where player = head entities -processSpawn :: S.SpriteSheet -> Spawn -> IO Entity -processSpawn sprites (DustEffectSpawn x y) = mkEffect sprites x y "dust" - updateAll :: Entities -> IO Entities updateAll es = do -- update the player first (including the reference) updatedPlayer <- player.update player void $ writeIORef es.player updatedPlayer - state <- readIORef es.state + state <- readIORef stateRef -- update hit delay if the player was hit let playerWasHit = state.hitDelay > 0 - when playerWasHit (writeIORef es.state state {GS.hitDelay = state.hitDelay - 1}) + when playerWasHit (writeIORef stateRef state {GS.hitDelay = state.hitDelay - 1}) -- then the other entities updated <- (updatedPlayer :) <$> traverse (updateFilter playerWasHit) others - -- collect new entities - new <- traverse (processSpawn es.sprites) (concatMap (\e -> e.spawns) updated) - -- is the player dead? - updated' <- do - s <- readIORef es.state - pure $ if s.lives == 0 && updatedPlayer.dir /= Dying then (head updated) {dir = Dying, gravity = gravityUp, frame = 0} : tail updated else updated + -- process actions + updated' <- processActions updated (concatMap (\e -> e.actions) updated) -- clear spawns (new entities), filter out destroyed entities, and add the new ones - pure es {entities = map (\e -> e {spawns = []}) (filter (\e -> not e.destroy) updated') ++ new} + pure es {entities = map (\e -> e {actions = []}) (filter (\e -> not e.destroy) updated')} where + stateRef = es.state player = head es.entities others = tail es.entities + processActions :: [Entity] -> [Action] -> IO [Entity] + processActions ents (a : t) = + case a of + ActionAddDustEffect x y -> do + effect <- mkEffect es.sprites x y "dust" + processActions (ents ++ [effect]) t + ActionAddBattery -> do + stateRef $~ (\s -> s {GS.batteries = s.batteries + 1}) + processActions ents t + ActionHitPlayer -> do + s <- readIORef stateRef + ents' <- + if s.lives == 1 + then do + writeIORef stateRef s {GS.lives = 0, GS.gameOverDelay = gameOverDelay} + pure $ (head ents) {dir = Dying, gravity = gravityUp, frame = 0} : tail ents + else do + writeIORef stateRef s {GS.lives = s.lives - 1, GS.hitDelay = hitDelay} + pure ents + processActions ents' t + processActions ents [] = pure ents + -- Update entities skipping enemies if the player was hit. updateFilter :: Bool -> Entity -> IO Entity updateFilter False e = e.update e -- cgit v1.2.3