module Game (main) where import Control.Monad.Reader import Data.IORef import Data.Maybe (fromMaybe) import Data.Text (pack) import Foreign.C.Types (CInt) import qualified Game.Controller as C import qualified Game.Entities as E import qualified Game.Map as M import qualified Game.Sprites as S import Game.Utils (isPressed) import SDL (($=), ($~)) import qualified SDL import qualified SDL.Image import SDL.Vect (V2 (..)) name :: String name = "Haskell gamedev [Space Platformer]" gameWidth, gameHeight :: CInt (gameWidth, gameHeight) = (320, 180) gameScale :: CInt gameScale = 3 windowWidth, windowHeight :: CInt (windowWidth, windowHeight) = (gameWidth * gameScale, gameHeight * gameScale) version :: String version = "0.1.0" data Env = Env { window :: SDL.Window, renderer :: SDL.Renderer, canvas :: SDL.Texture, fullscreen :: IORef Bool, renderRect :: IORef (SDL.Rectangle CInt), controls :: IORef C.Controls, map :: M.Map, sprites :: S.SpriteSheet, entities :: IORef E.Entities } defaultRenderRect :: SDL.Rectangle CInt defaultRenderRect = SDL.Rectangle (SDL.P $ V2 0 0) (V2 windowWidth windowHeight) main :: IO () main = do SDL.initialize [SDL.InitVideo, SDL.InitGameController] window <- SDL.createWindow (pack $ name ++ " " ++ version) SDL.defaultWindow {SDL.windowInitialSize = SDL.V2 windowWidth windowHeight} renderer <- SDL.createRenderer window (-1) SDL.RendererConfig { SDL.rendererType = SDL.AcceleratedVSyncRenderer, SDL.rendererTargetTexture = True } SDL.HintRenderScaleQuality $= SDL.ScaleNearest canvas <- SDL.createTexture renderer SDL.RGBA8888 SDL.TextureAccessTarget (V2 gameWidth gameHeight) fullscreen <- newIORef False renderRect <- newIORef defaultRenderRect tsTexture <- SDL.Image.loadTexture renderer "data/tiles.png" ssTexture <- SDL.Image.loadTexture renderer "data/sprites.png" controls <- newIORef =<< C.init map' <- M.load "data/map.json" tsTexture sprites <- S.load "data/sprites.json" ssTexture entities <- newIORef $ E.mkEntities sprites player <- E.mkPlayer sprites 32 104 controls (M.isBlocked map') entities $~ E.append player runReaderT gameLoop Env { window = window, renderer = renderer, canvas = canvas, fullscreen = fullscreen, renderRect = renderRect, controls = controls, map = map', sprites = sprites, entities = entities } SDL.destroyWindow window SDL.quit toggleFullscreen :: ReaderT Env IO () toggleFullscreen = do env <- ask let fullscreen = env.fullscreen renderRect = env.renderRect renderer = env.renderer window = env.window fullscreen $~ not fs <- SDL.get fullscreen let mode = if fs then SDL.FullscreenDesktop else SDL.Windowed in SDL.setWindowMode window mode vp <- if fs then SDL.get $ SDL.rendererViewport renderer else pure Nothing let newRenderRect = case vp of Nothing -> defaultRenderRect Just (SDL.Rectangle _ (V2 w h)) -> SDL.Rectangle (SDL.P $ V2 rx ry) (V2 rw rh) where scale = min (w `div` gameWidth) (h `div` gameHeight) rx = (w - (gameWidth * scale)) `div` 2 ry = (h - (gameHeight * scale)) `div` 2 rw = gameWidth * scale rh = gameHeight * scale in renderRect $= newRenderRect gameLoop :: ReaderT Env IO () gameLoop = do env <- ask let renderer = env.renderer canvas = env.canvas renderRect = env.renderRect controls = env.controls map' = env.map entities = env.entities events <- map SDL.eventPayload <$> SDL.pollEvents -- F11 for fullscreen / windowed when (fromMaybe False $ isPressed SDL.KeycodeF11 events) toggleFullscreen -- ESC or close the window to quit let quit = fromMaybe False (isPressed SDL.KeycodeEscape events) || SDL.QuitEvent `elem` events unless quit $ do -- update controls controls $~ flip C.update events SDL.rendererRenderTarget renderer $= Just canvas SDL.clear renderer updated <- liftIO $ E.updateAll =<< readIORef entities entities $= updated -- render map and entities void $ liftIO $ do M.render renderer map' E.render renderer updated SDL.rendererRenderTarget renderer $= Nothing rect <- SDL.get renderRect SDL.copy renderer canvas Nothing (Just rect) SDL.present renderer gameLoop