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module Game (main) where
import Control.Monad
import Data.IORef
import Data.Maybe (fromMaybe)
import Data.Text (pack)
import Foreign.C.Types (CInt)
import qualified Game.BitmapFont as BF
import qualified Game.Controller as C
import qualified Game.Entities as E
import qualified Game.Hud as H
import qualified Game.Map as M
import qualified Game.Sprites as S
import qualified Game.State as GS
import qualified Game.Utils as U
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, 192)
gameScale :: CInt
gameScale = 3
maxLives :: Int
maxLives = 4
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,
map :: M.Map,
sprites :: S.SpriteSheet,
font :: BF.BitmapFont,
entities :: E.Entities,
hud :: H.Hud,
controls :: IORef C.Controls,
state :: IORef GS.State
}
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"
map' <- M.load "data/map.json" tsTexture
sprites <- S.load "data/sprites.json" ssTexture
font <- BF.load "data/font.json" bfTexture
state <-
newIORef
GS.State
{ batteries = 0,
totalBatteries = M.totalBatteries map',
lives = maxLives,
totalLives = maxLives,
hitDelay = 0,
gameOverDelay = 0
}
controls <- newIORef =<< C.init
hud <- H.mkHud sprites state
entities <- E.mkEntities sprites map' controls state
gameLoop
Env
{ window = window,
renderer = renderer,
canvas = canvas,
fullscreen = False,
renderRect = defaultRenderRect,
map = map',
sprites = sprites,
font = font,
entities = entities,
hud = hud,
controls = controls,
state = state
}
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
-- F11 for fullscreen / windowed
env <- if fromMaybe False $ U.isPressed SDL.KeycodeF11 events then toggleFullscreen e else pure e
let renderer = env.renderer
canvas = env.canvas
renderRect = env.renderRect
controls = env.controls
stateRef = env.state
entities = env.entities
-- ESC or close the window to quit
let quit = fromMaybe False (U.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
state <- readIORef stateRef
when (state.gameOverDelay > 1) $ stateRef $= state {GS.gameOverDelay = state.gameOverDelay - 1}
when (state.gameOverDelay == 1) $ gameOverLoop env
updatedEntities <- if state.gameOverDelay /= 1 then playLoop env else pure entities
SDL.rendererRenderTarget renderer $= Nothing
SDL.clear renderer
SDL.copy renderer canvas Nothing (Just renderRect)
SDL.present renderer
gameLoop env {entities = updatedEntities}
playLoop :: Env -> IO E.Entities
playLoop e = do
let renderer = e.renderer
map' = e.map
entities = e.entities
hud = e.hud
updated <- E.updateAll entities
-- to update the map viewport
let (px, py) = E.playerPosition updated
-- render map and entities
-- set the SDL viewport
viewport <- M.viewport renderer map' px py (fromIntegral gameWidth) (fromIntegral gameHeight - H.height) (Just (0, H.height))
M.render renderer map' viewport
E.renderVisible renderer updated viewport
-- reset viewport to draw the HUD
SDL.rendererViewport renderer $= Nothing
H.render renderer hud
pure updated
gameOverLoop :: Env -> IO ()
gameOverLoop e = do
let renderer = e.renderer
sprites = e.sprites
hud = e.hud
H.render renderer hud
title <- S.get sprites "game-over"
S.render renderer title 112 80 0 0
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