1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
|
module Game (main) where
import Control.Monad
import Data.IORef
import Data.Maybe (fromMaybe)
import Data.Text (pack)
import Foreign.C.Types (CInt)
import Game.BitmapFont qualified as BF
import Game.Controller qualified as C
import Game.Entities qualified as E
import Game.Hud qualified as H
import Game.Map qualified as M
import Game.Sprites qualified as S
import Game.State qualified as GS
import Game.Toaster qualified as T
import Game.Utils qualified as U
import SDL (($=))
import SDL qualified
import SDL.Image qualified
import SDL.Vect (V2 (..))
name :: String
name = "Haskell gamedev [Space Platformer]"
gameWidth, gameHeight :: CInt
(gameWidth, gameHeight) = (320, 192)
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 :: Bool,
renderRect :: SDL.Rectangle CInt,
tsTexture :: SDL.Texture,
mapList :: [String],
map :: M.Map,
sprites :: S.SpriteSheet,
font :: BF.BitmapFont,
entities :: E.Entities,
hud :: H.Hud,
toaster :: T.Toaster,
state :: GS.State,
controlsRef :: IORef C.Controls
}
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)
tsTexture <- SDL.Image.loadTexture renderer "data/tiles.png"
ssTexture <- SDL.Image.loadTexture renderer "data/sprites.png"
bfTexture <- SDL.Image.loadTexture renderer "data/font.png"
mapList <- M.loadMapList "data/maps.json"
map' <- M.load (head mapList) tsTexture
sprites <- S.load "data/sprites.json" ssTexture
font <- BF.load "data/font.json" bfTexture
controlsRef <- newIORef C.init
entities <- E.mkEntities sprites map' controlsRef
hud <- H.mkHud sprites font
toaster <- T.mkToaster font (fromIntegral gameHeight)
gameLoop
Env
{ window = window,
renderer = renderer,
canvas = canvas,
fullscreen = False,
renderRect = defaultRenderRect,
tsTexture = tsTexture,
mapList = mapList,
map = map',
sprites = sprites,
font = font,
entities = entities,
hud = hud,
toaster = toaster,
state = GS.initialState map',
controlsRef = controlsRef
}
SDL.destroyWindow window
SDL.quit
toggleFullscreen :: Env -> IO Env
toggleFullscreen env =
do
let fullscreen = not env.fullscreen
renderer = env.renderer
window = env.window
let mode = if fullscreen then SDL.FullscreenDesktop else SDL.Windowed
in SDL.setWindowMode window mode
vp <- if fullscreen then SDL.get $ SDL.rendererViewport renderer else pure Nothing
let renderRect = 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
pure env {fullscreen = fullscreen, renderRect = renderRect}
gameLoop :: Env -> IO ()
gameLoop e = do
events <- map SDL.eventPayload <$> SDL.pollEvents
-- ALT + Enter for fullscreen / windowed
env <-
if fromMaybe False (C.isPressed SDL.KeycodeReturn events) && C.isModKey C.altMod events
then toggleFullscreen e
else pure e
let renderer = env.renderer
canvas = env.canvas
renderRect = env.renderRect
controlsRef = env.controlsRef
state = env.state
-- ESC or close the window to quit
let quit = fromMaybe False (C.isPressed SDL.KeycodeEscape events) || SDL.QuitEvent `elem` events
unless quit $ do
-- update controls
updatedToasterEnv <- do
ctl <- readIORef controlsRef
C.update ctl env.toaster events
>>= ( \(ctl', toaster) -> do
writeIORef controlsRef ctl'
pure env {toaster = T.update toaster}
)
SDL.rendererRenderTarget renderer $= Just canvas
updatedEnv <- case state.playState of
GS.GameOver -> gameOverLoop updatedToasterEnv
GS.ExitDone frames -> nextStageLoop updatedToasterEnv frames
_ -> playLoop updatedToasterEnv
T.render renderer updatedEnv.toaster
SDL.rendererRenderTarget renderer $= Nothing
SDL.clear renderer
SDL.copy renderer canvas Nothing (Just renderRect)
SDL.present renderer
gameLoop updatedEnv
playLoop :: Env -> IO Env
playLoop e = do
let renderer = e.renderer
map' = M.update e.map
entities = e.entities
hud = e.hud
(updated, state) <- E.updateAll entities e.state
env <- updateState e {state = state, entities = updated, map = map'}
-- to update the map viewport
let (px, py) = E.playerPosition updated
SDL.clear renderer
-- set the SDL viewport
viewport <- M.viewport renderer map' px py (fromIntegral gameWidth) (fromIntegral gameHeight - H.height) (Just (0, H.height))
-- render map and entities
M.render renderer map' viewport
E.renderVisible renderer updated viewport state
-- reset viewport to draw the HUD
SDL.rendererViewport renderer $= Nothing
H.render renderer hud state
pure env
where
-- update state counters, etc
updateState :: Env -> IO Env
updateState env
| 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}}
| otherwise = pure env
where
state = env.state
(x, y) = state.lastBattery
nextStageLoop :: Env -> Int -> IO Env
nextStageLoop e frames
-- erase the screen
| frames < fromIntegral gameWidth = do
SDL.fillRect e.renderer $ Just (U.rect 0 H.height (frames + 8) (fromIntegral gameHeight - H.height))
pure e {state = e.state {GS.playState = GS.ExitDone $ frames + 8}}
-- some delay after the transition is done
| frames < fromIntegral gameWidth + 32 =
pure e {state = e.state {GS.playState = GS.ExitDone $ frames + 1}}
| otherwise = do
map' <- M.load (e.mapList !! (e.state.currentLevel + 1)) e.tsTexture
entities <- E.mkEntities e.sprites map' e.controlsRef
pure $
e
{ map = map',
state = (GS.levelState e.state map') {GS.currentLevel = e.state.currentLevel + 1},
entities = entities
}
gameOverLoop :: Env -> IO Env
gameOverLoop e = do
let renderer = e.renderer
sprites = e.sprites
state = e.state
hud = e.hud
font = e.font
map' = e.map
controlsRef = e.controlsRef
ctl <- readIORef controlsRef
if ctl.a
then do
-- retry last level
entities <- E.mkEntities sprites map' controlsRef
pure
e {state = (GS.levelState e.state map') {GS.lives = GS.maxLives}, entities = entities}
else do
SDL.clear renderer
H.render renderer hud state
title <- S.get sprites "game-over"
S.render renderer title 112 80 0 0
BF.renderText renderer font 109 116 "Press to retry"
button <- S.get sprites "ui"
let buttonOrKey = case ctl.joyId of
Just _ -> 1
Nothing -> 2
S.render renderer button 143 113 0 buttonOrKey
BF.renderText renderer font 112 132 "(or ESC to quit)"
pure e
|