From ed585355b1f78de15885e803138a98b75ca2b1e2 Mon Sep 17 00:00:00 2001 From: "Juan J. Martinez" Date: Mon, 20 Feb 2023 21:52:22 +0000 Subject: Split entities in modules. --- src/Game/Entities.hs | 287 ++------------------------------------------------- 1 file changed, 7 insertions(+), 280 deletions(-) (limited to 'src/Game/Entities.hs') diff --git a/src/Game/Entities.hs b/src/Game/Entities.hs index 31019ab..1977678 100644 --- a/src/Game/Entities.hs +++ b/src/Game/Entities.hs @@ -6,101 +6,18 @@ import Data.Foldable (find, traverse_) import Data.IORef import Data.List (sort) import qualified Game.Controller as C +import Game.Entities.Common +import Game.Entities.Const +import Game.Entities.Effect +import Game.Entities.Pickup +import Game.Entities.Player +import Game.Entities.Slime +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 -data Dir = DirRight | DirLeft deriving (Eq) - -data Type = TypePlayer | TypePickup | TypeEffect | TypeEnemy - -toSpriteSet :: Dir -> Int -toSpriteSet DirRight = 0 -toSpriteSet DirLeft = 1 - -hitDelay :: Int -hitDelay = 96 - -frameDelay :: Int -frameDelay = 6 - -jumpFrame :: Int -jumpFrame = 3 - -gravityOff :: Int -gravityOff = -1 - -gravityUp :: Int -gravityUp = 0 - -gravityDown :: Int -gravityDown = 14 - -jumpLimit :: Int -jumpLimit = gravityDown + 7 - -gravityTable :: [Int] -gravityTable = [0, 6, 4, 4, 2, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 2, 4] - -type IsBlocked = Int -> Int -> Bool - -data Entities = Entities - { sprites :: S.SpriteSheet, - player :: IORef Entity, - state :: IORef GS.State, - entities :: [Entity] - } - -data Spawn = DustEffectSpawn Int Int - -data Entity = Entity - { typ :: Type, - x :: Int, - y :: Int, - delay :: Int, - frame :: Int, - jumping :: Bool, - gravity :: Int, - dir :: Dir, - sprite :: S.Sprite, - update :: Entity -> IO Entity, - destroy :: Bool, - spawns :: [Spawn] - } - --- | Returns the number of frames available on the entity's sprite for current direction. -frameLimit :: Entity -> Int -frameLimit e = S.frameCount e.sprite (toSpriteSet e.dir) - -type Collision = Entity -> IO Bool - --- | Collision detection of player vs entity. --- --- The player's head won't register, this is necessary to avoid hitting things on a platform above when jumping. -collision :: IORef Entity -> Collision -collision playerRef other = do - player <- readIORef playerRef - pure $ - player.x + 4 < other.x + 12 - && other.x + 4 < player.x + 12 - && player.y + 12 < other.y + 16 - && other.y + 4 < player.y + 24 - --- | Update game state to reflect that the player was hit by an enemy. -hitPlayer :: IORef GS.State -> IO () -hitPlayer stateRef = - stateRef $~ updatePlayerHit - where - updatePlayerHit :: GS.State -> GS.State - updatePlayerHit s = s {GS.lives = s.lives - 1, GS.hitDelay = hitDelay} - --- | Update game state to reflect that the player picked up a battery. -collectedBattery :: IORef GS.State -> IO () -collectedBattery stateRef = - stateRef $~ (\s -> s {GS.batteries = s.batteries + 1}) - mkEntities :: S.SpriteSheet -> M.Map -> IORef C.Controls -> IORef GS.State -> IO Entities mkEntities sprites m controls stateRef = do player <- case find M.isPlayer (M.objects m) of @@ -174,193 +91,3 @@ render renderer es = do S.render renderer e.sprite e.x e.y set e.frame where set = toSpriteSet e.dir - -mkEffect :: S.SpriteSheet -> Int -> Int -> String -> IO Entity -mkEffect sprites x y name = do - s <- S.get sprites name - pure - Entity - { typ = TypeEffect, - x = x, - y = y, - delay = frameDelay, - frame = 0, - jumping = False, - gravity = gravityOff, - dir = DirRight, - sprite = s, - update = pure . updateEffect, - destroy = False, - spawns = [] - } - -updateEffect :: Entity -> Entity -updateEffect e - | e.delay > 0 = e {delay = e.delay - 1} - | e.frame + 1 < frameLimit e = e {delay = frameDelay, frame = e.frame + 1} - | otherwise = e {destroy = True} - -mkBattery :: S.SpriteSheet -> Int -> Int -> IORef Entity -> IO () -> IO Entity -mkBattery sprites x y playerRef collectedBattery' = do - s <- S.get sprites "battery" - pure - Entity - { typ = TypePickup, - x = x, - y = y, - delay = frameDelay, - frame = 0, - jumping = False, - gravity = gravityOff, - dir = DirRight, - sprite = s, - update = updateBattery (collision playerRef) collectedBattery', - destroy = False, - spawns = [] - } - -updateBattery :: Collision -> IO () -> Entity -> IO Entity -updateBattery touchedPlayer collectedBattery' e = do - touched <- touchedPlayer e - if touched then e {destroy = True} <$ collectedBattery' else pure updateBatteryFrame - where - updateBatteryFrame :: Entity - updateBatteryFrame - | 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 = 0} - -mkSlime :: S.SpriteSheet -> Int -> Int -> IORef Entity -> IsBlocked -> IO () -> IO Entity -mkSlime sprites x y playerRef isBlocked hitPlayer' = do - s <- S.get sprites "slime" - pure - Entity - { typ = TypeEnemy, - x = x, - y = y, - delay = frameDelay, - frame = 0, - jumping = False, - gravity = gravityOff, - dir = DirRight, - sprite = s, - update = updateSlime (collision playerRef) isBlocked hitPlayer', - destroy = False, - spawns = [] - } - -updateSlime :: Collision -> IsBlocked -> IO () -> Entity -> IO Entity -updateSlime touchedPlayer isBlocked hitPlayer' e = do - touched <- touchedPlayer e - let updated = updateSlimeFrame - if touched then fmap (const e) hitPlayer' else pure $ updateMovement updated - where - updateMovement :: Entity -> Entity - updateMovement ent - | testBit ent.delay 1 = ent - | ent.dir == DirLeft - && (isBlocked (ent.x - 1) (ent.y + 15) || isBlocked (ent.x - 1) (ent.y + 10) || not (isBlocked (ent.x - 1) (ent.y + 16))) = - ent {dir = DirRight} - | ent.dir == DirLeft = ent {x = ent.x - 1} - | ent.dir == DirRight - && (isBlocked (ent.x + 16) (ent.y + 15) || isBlocked (ent.x + 16) (ent.y + 10) || not (isBlocked (ent.x + 16) (ent.y + 16))) = - ent {dir = DirLeft} - | ent.dir == DirRight = ent {x = ent.x + 1} - | otherwise = ent - updateSlimeFrame :: Entity - updateSlimeFrame - | e.delay > 0 = e {delay = e.delay - 1} - | e.frame + 1 < frameLimit e = e {delay = frameDelay + 2, frame = e.frame + 1} - | otherwise = e {delay = frameDelay + 2, frame = 0} - -mkPlayer :: S.SpriteSheet -> Int -> Int -> IORef C.Controls -> IsBlocked -> IO Entity -mkPlayer sprites x y controls isBlocked = do - s <- S.get sprites "player" - pure - Entity - { typ = TypePlayer, - x = x, - y = y, - delay = 0, - frame = 0, - jumping = False, - gravity = gravityOff, - dir = DirRight, - sprite = s, - update = updatePlayer controls isBlocked, - destroy = False, - spawns = [] - } - -updateFrame :: Bool -> Entity -> Entity -updateFrame updated e - | isGravityOn = e - | e.delay > 0 = e {delay = e.delay - 1} - | e.frame + 1 < frameLimit e = e {delay = frameDelay, frame = if updated then e.frame + 1 else 0} - | otherwise = e {delay = frameDelay, frame = 0} - where - isGravityOn = e.gravity > gravityOff - -updateHorizontal :: IsBlocked -> Bool -> Bool -> Entity -> Entity -updateHorizontal isBlocked left right e - -- prevent pressing both directions (keyboard) - | left && right = e - -- change direction first - | left && e.dir /= DirLeft = e {dir = DirLeft, delay = 0} - | right && e.dir /= DirRight = e {dir = DirRight, delay = 0} - | left && isGoingDown = if isBlocked (e.x - 1) (e.y + 23) then e else e {x = e.x - 1} - | left && not isGoingDown = if isBlocked (e.x - 1) (e.y + 23) && isBlocked (e.x - 1) (e.y + 17) then e else e {x = e.x - 1} - | right && isGoingDown = if isBlocked (e.x + 17) (e.y + 23) then e else e {x = e.x + 1} - | right && not isGoingDown = if isBlocked (e.x + 17) (e.y + 23) && isBlocked (e.x + 17) (e.y + 17) then e else e {x = e.x + 1} - | otherwise = e - where - isGoingDown = e.gravity == gravityOff || e.gravity >= gravityDown - -updateVertical :: IsBlocked -> Bool -> Bool -> Entity -> Entity -updateVertical isBlocked jump down e - | not jump - || e.jumping - -- make jumping easier with "Coyote time" - || (e.gravity /= gravityOff && (e.gravity < gravityDown || e.gravity > jumpLimit)) = - e - | 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 (e.x + 4) (e.y + 24 + 8)) - && not (isBlocked (e.x + 10) (e.y + 24 + 8)) = - e {gravity = gravityDown, frame = jumpFrame, y = e.y + 1} - | otherwise = e - -applyGravity :: IsBlocked -> Int -> Entity -> Entity -applyGravity isBlocked v e - | v == 0 = e - -- hit the floor - | isGoingDown - && (isBlocked (e.x + 4) (e.y + 24) || isBlocked (e.x + 10) (e.y + 24)) - && not (isBlocked (e.x + 4) (e.y + 23)) - && not (isBlocked (e.x + 10) (e.y + 23)) = - e {jumping = False, gravity = gravityOff, delay = 0} - | otherwise = applyGravity isBlocked (v - 1) e {y = e.y + change} - where - isGoingDown = e.gravity >= gravityDown - change = if isGoingDown then 1 else -1 - -updateGravity :: IsBlocked -> Entity -> Entity -updateGravity isBlocked e - | current > gravityOff = applyGravity isBlocked (gravityTable !! current) e {gravity = new} - | not (isBlocked (e.x + 4) (e.y + 24) || isBlocked (e.x + 10) (e.y + 24)) = e {gravity = gravityDown, frame = jumpFrame} - | otherwise = e - where - current = e.gravity - new = if current > gravityOff && current < length gravityTable - 1 then current + 1 else current - -updatePlayer :: IORef C.Controls -> IsBlocked -> Entity -> IO Entity -updatePlayer controls isBlocked e = do - ctl <- readIORef controls - pure $ - updateGravity isBlocked $ - updateVertical isBlocked ctl.a ctl.down $ - updateHorizontal isBlocked ctl.left ctl.right $ - -- left or right, but not both (keyboard) - updateFrame ((ctl.left || ctl.right) && (ctl.left /= ctl.right)) e -- cgit v1.2.3