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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.Entity]
}
defaultRenderRect :: SDL.Rectangle CInt
defaultRenderRect = SDL.Rectangle (SDL.P $ V2 0 0) (V2 windowWidth windowHeight)
main :: IO ()
main = do
SDL.initialize [SDL.InitVideo]
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.Entity])
player <- E.mkPlayer sprites 32 104 controls (M.isBlocked map')
entities $~ (player :)
runReaderT gameLoop (Env window renderer canvas fullscreen renderRect controls map' sprites entities)
SDL.destroyWindow window
SDL.quit
toggleFullscreen :: ReaderT Env IO ()
toggleFullscreen = do
env <- ask
let fullscreen = _fullscreen env
renderRect = _renderRect env
renderer = _renderer env
window = _window env
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 $= newRenderRect
gameLoop :: ReaderT Env IO ()
gameLoop = do
env <- ask
let renderer = _renderer env
canvas = _canvas env
renderRect = _renderRect env
controls = _controls env
map' = _map env
entities = _entities env
events <- map SDL.eventPayload <$> 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 $~ C.update events
SDL.rendererRenderTarget renderer $= Just canvas
SDL.clear renderer
-- update entities filtering out the ones that have been destroyed
updated <- liftIO $ fmap (filter (not . E.eDestroy)) (traverse (\e -> E.eUpdate e e) =<< readIORef entities)
entities $= updated
-- render map and entities
void $ liftIO $ do
M.render renderer map'
traverse (E.render renderer) updated
SDL.rendererRenderTarget renderer $= Nothing
rect <- SDL.get renderRect
SDL.copy renderer canvas Nothing (Just rect)
SDL.present renderer
gameLoop
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