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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.Toaster as T
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
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
|