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 ++++++++++++++++++++++++++++++--------------- src/Game/Entities/Common.hs | 20 ------------------- src/Game/Entities/Effect.hs | 2 +- src/Game/Entities/Pickup.hs | 14 +++++++------- src/Game/Entities/Player.hs | 4 ++-- src/Game/Entities/Robot.hs | 14 +++++++------- src/Game/Entities/Slime.hs | 14 +++++++------- src/Game/Entities/Types.hs | 6 +++--- 8 files changed, 59 insertions(+), 62 deletions(-) (limited to 'src/Game') 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 diff --git a/src/Game/Entities/Common.hs b/src/Game/Entities/Common.hs index ca5eb78..2e447f5 100644 --- a/src/Game/Entities/Common.hs +++ b/src/Game/Entities/Common.hs @@ -2,8 +2,6 @@ module Game.Entities.Common ( toSpriteSet, frameLimit, collision, - hitPlayer, - collectedBattery, updateFrame, updateGravity, ) @@ -13,8 +11,6 @@ import Data.IORef import Game.Entities.Const import Game.Entities.Types import qualified Game.Sprites as S -import qualified Game.State as GS -import SDL (($~)) -- | Convert direction into a sprite set. toSpriteSet :: Dir -> Int @@ -40,22 +36,6 @@ collision playerRef otherHeight other = do && player.y + otherHeight - 4 < other.y + otherHeight && 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 - -- if we run out of lives, trigger the game over - | s.lives == 1 = s {GS.lives = 0, GS.gameOverDelay = gameOverDelay} - | otherwise = 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 $~ (\s -> s {GS.batteries = s.batteries + 1}) - -- | Update frame animation for entities that have direction. updateFrame :: Bool -> Entity -> Entity updateFrame updated e diff --git a/src/Game/Entities/Effect.hs b/src/Game/Entities/Effect.hs index 0a20445..7a2b341 100644 --- a/src/Game/Entities/Effect.hs +++ b/src/Game/Entities/Effect.hs @@ -21,7 +21,7 @@ mkEffect sprites x y name = do sprite = s, update = pure . updateEffect, destroy = False, - spawns = [] + actions = [] } updateEffect :: Entity -> Entity diff --git a/src/Game/Entities/Pickup.hs b/src/Game/Entities/Pickup.hs index 4aa7326..7c1937c 100644 --- a/src/Game/Entities/Pickup.hs +++ b/src/Game/Entities/Pickup.hs @@ -5,8 +5,8 @@ import Game.Entities.Const import Game.Entities.Types import qualified Game.Sprites as S -mkBattery :: S.SpriteSheet -> Int -> Int -> Collision -> IO () -> IO Entity -mkBattery sprites x y playerCollision collectedBattery' = do +mkBattery :: S.SpriteSheet -> Int -> Int -> Collision -> IO Entity +mkBattery sprites x y playerCollision = do s <- S.get sprites "battery" pure Entity @@ -19,15 +19,15 @@ mkBattery sprites x y playerCollision collectedBattery' = do gravity = gravityOff, dir = DirRight, sprite = s, - update = updateBattery playerCollision collectedBattery', + update = updateBattery playerCollision, destroy = False, - spawns = [] + actions = [] } -updateBattery :: Collision -> IO () -> Entity -> IO Entity -updateBattery touchedPlayer collectedBattery' e = do +updateBattery :: Collision -> Entity -> IO Entity +updateBattery touchedPlayer e = do touched <- touchedPlayer e - if touched then e {destroy = True} <$ collectedBattery' else pure updateBatteryFrame + pure $ if touched then e {destroy = True, actions = [ActionAddBattery]} else updateBatteryFrame where updateBatteryFrame :: Entity updateBatteryFrame diff --git a/src/Game/Entities/Player.hs b/src/Game/Entities/Player.hs index f0a526c..87e8a7a 100644 --- a/src/Game/Entities/Player.hs +++ b/src/Game/Entities/Player.hs @@ -23,7 +23,7 @@ mkPlayer sprites x y controls isBlocked = do sprite = s, update = updatePlayer controls isBlocked, destroy = False, - spawns = [] + actions = [] } updateHorizontal :: IsBlocked -> Bool -> Bool -> Entity -> Entity @@ -48,7 +48,7 @@ updateVertical isBlocked jump down e -- 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)]} + | not down = e {jumping = True, gravity = gravityUp, frame = jumpFrame, actions = [ActionAddDustEffect 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 diff --git a/src/Game/Entities/Robot.hs b/src/Game/Entities/Robot.hs index 39b63aa..dd3404a 100644 --- a/src/Game/Entities/Robot.hs +++ b/src/Game/Entities/Robot.hs @@ -6,8 +6,8 @@ import Game.Entities.Const import Game.Entities.Types import qualified Game.Sprites as S -mkRobot :: S.SpriteSheet -> Int -> Int -> Collision -> IsBlocked -> IO () -> IO Entity -mkRobot sprites x y playerCollision isBlocked hitPlayer' = do +mkRobot :: S.SpriteSheet -> Int -> Int -> Collision -> IsBlocked -> IO Entity +mkRobot sprites x y playerCollision isBlocked = do s <- S.get sprites "robot" pure Entity @@ -20,16 +20,16 @@ mkRobot sprites x y playerCollision isBlocked hitPlayer' = do gravity = gravityOff, dir = DirRight, sprite = s, - update = updateRobot playerCollision isBlocked hitPlayer', + update = updateRobot playerCollision isBlocked, destroy = False, - spawns = [] + actions = [] } -updateRobot :: Collision -> IsBlocked -> IO () -> Entity -> IO Entity -updateRobot touchedPlayer isBlocked hitPlayer' e = do +updateRobot :: Collision -> IsBlocked -> Entity -> IO Entity +updateRobot touchedPlayer isBlocked e = do touched <- touchedPlayer e let updated = updateFrame True e - if touched then fmap (const e) hitPlayer' else pure $ updateMovement updated + pure $ if touched then updated {actions = [ActionHitPlayer]} else updateMovement updated where updateMovement :: Entity -> Entity updateMovement ent diff --git a/src/Game/Entities/Slime.hs b/src/Game/Entities/Slime.hs index 5ca6fe7..1f50927 100644 --- a/src/Game/Entities/Slime.hs +++ b/src/Game/Entities/Slime.hs @@ -6,8 +6,8 @@ import Game.Entities.Const import Game.Entities.Types import qualified Game.Sprites as S -mkSlime :: S.SpriteSheet -> Int -> Int -> Collision -> IsBlocked -> IO () -> IO Entity -mkSlime sprites x y playerCollision isBlocked hitPlayer' = do +mkSlime :: S.SpriteSheet -> Int -> Int -> Collision -> IsBlocked -> IO Entity +mkSlime sprites x y playerCollision isBlocked = do s <- S.get sprites "slime" pure Entity @@ -20,16 +20,16 @@ mkSlime sprites x y playerCollision isBlocked hitPlayer' = do gravity = gravityOff, dir = DirRight, sprite = s, - update = updateSlime playerCollision isBlocked hitPlayer', + update = updateSlime playerCollision isBlocked, destroy = False, - spawns = [] + actions = [] } -updateSlime :: Collision -> IsBlocked -> IO () -> Entity -> IO Entity -updateSlime touchedPlayer isBlocked hitPlayer' e = do +updateSlime :: Collision -> IsBlocked -> Entity -> IO Entity +updateSlime touchedPlayer isBlocked e = do touched <- touchedPlayer e let updated = updateSlimeFrame - if touched then fmap (const e) hitPlayer' else pure $ updateMovement updated + pure $ if touched then updated {actions = [ActionHitPlayer]} else updateMovement updated where updateMovement :: Entity -> Entity updateMovement ent diff --git a/src/Game/Entities/Types.hs b/src/Game/Entities/Types.hs index a50ab2d..e22032b 100644 --- a/src/Game/Entities/Types.hs +++ b/src/Game/Entities/Types.hs @@ -4,7 +4,7 @@ module Game.Entities.Types Collision, IsBlocked, Entities (..), - Spawn (..), + Action (..), Entity (..), ) where @@ -28,7 +28,7 @@ data Entities = Entities entities :: [Entity] } -data Spawn = DustEffectSpawn Int Int +data Action = ActionAddDustEffect Int Int | ActionAddBattery | ActionHitPlayer deriving (Show) data Entity = Entity { typ :: Type, @@ -42,5 +42,5 @@ data Entity = Entity sprite :: S.Sprite, update :: Entity -> IO Entity, destroy :: Bool, - spawns :: [Spawn] + actions :: [Action] } -- cgit v1.2.3