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module Game.Entities (Entities, Entity, mkEntities, updateAll, render) where
import Control.Monad
import Data.Bits (Bits (..))
import Data.Foldable (find, traverse_)
import Data.IORef
import Data.List (sort)
import qualified Game.Controller as C
import Game.Entities.Common
import Game.Entities.Const
import Game.Entities.Effect
import Game.Entities.Pickup
import Game.Entities.Player
import Game.Entities.Robot
import Game.Entities.Slime
import Game.Entities.Types
import qualified Game.Map as M
import qualified Game.Sprites as S
import qualified Game.State as GS
import qualified SDL
mkEntities :: S.SpriteSheet -> M.Map -> IORef C.Controls -> IORef GS.State -> IO Entities
mkEntities sprites m controls stateRef = do
player <- case find M.isPlayer (M.objects m) of
Just (M.PlayerEntity x y) -> mkPlayer sprites x y controls (M.isBlocked m)
_ -> error "No player entity in map"
playerRef <- newIORef player
entities <- traverse (toEntity playerRef) $ sort $ filter (not . M.isPlayer) (M.objects m)
-- the entities list has always player first
pure $ Entities sprites playerRef stateRef (player : entities)
where
toEntity :: IORef Entity -> M.Object -> IO Entity
toEntity playerRef (M.SlimeEntity x y) = mkSlime sprites x y (collision playerRef 16) (M.isBlocked m) (hitPlayer stateRef)
toEntity playerRef (M.RobotEntity x y) = mkRobot sprites x y (collision playerRef 24) (M.isBlocked m) (hitPlayer stateRef)
toEntity playerRef (M.BatteryEntity x y) = mkBattery sprites x y (collision playerRef 16) (collectedBattery stateRef)
toEntity _ (M.PlayerEntity _ _) = error "Player already processed"
processSpawn :: S.SpriteSheet -> Spawn -> IO Entity
processSpawn sprites (DustEffectSpawn x y) = mkEffect sprites x y "dust"
updateAll :: Entities -> IO Entities
updateAll es = do
-- update the player first (including the reference)
updatedPlayer <- player.update player
void $ writeIORef es.player updatedPlayer
state <- readIORef es.state
-- update hit delay if the player was hit
let playerWasHit = state.hitDelay > 0
when playerWasHit (writeIORef es.state state {GS.hitDelay = state.hitDelay - 1})
-- then the other entities
updated <- (updatedPlayer :) <$> traverse (updateFilter playerWasHit) others
-- collect new entities
new <- traverse (processSpawn es.sprites) (concatMap (\e -> e.spawns) updated)
-- is the player dead?
updated' <- do
s <- readIORef es.state
pure $ if s.lives == 0 && updatedPlayer.dir /= Dying then (head updated) {dir = Dying, gravity = gravityUp, frame = 0} : tail updated else updated
-- clear spawns (new entities), filter out destroyed entities, and add the new ones
pure es {entities = map (\e -> e {spawns = []}) (filter (\e -> not e.destroy) updated') ++ new}
where
player = head es.entities
others = tail es.entities
-- Update entities skipping enemies if the player was hit.
updateFilter :: Bool -> Entity -> IO Entity
updateFilter False e = e.update e
updateFilter True e
| notEnemy e = e.update e
| otherwise = pure e
notEnemy :: Entity -> Bool
notEnemy ent = case ent.typ of
TypeEnemy -> False
_ -> True
render :: SDL.Renderer -> Entities -> IO ()
render renderer es = do
state <- readIORef es.state
-- if the player was hit, make the enemies wiggle before unfreezing
if state.hitDelay == 0 || state.hitDelay > hitDelay `div` 3
then traverse_ renderOne others
else traverse_ (renderWiggling ((.&.) 2 state.hitDelay)) others
-- always render player last
-- won't draw all the frames if the player was hit
if testBit state.hitDelay 2 then pure () else renderOne player
where
player = head es.entities
others = tail es.entities
renderWiggling :: Int -> Entity -> IO ()
renderWiggling m e = case e.typ of
TypeEnemy -> renderOne e {x = e.x + m}
_ -> renderOne e
renderOne :: Entity -> IO ()
renderOne e =
S.render renderer e.sprite e.x e.y set e.frame
where
set = toSpriteSet e.dir
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