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module Game.Entities (Entities, Entity, mkEntities, updateAll, render) where
import Data.Foldable (find, traverse_)
import Data.IORef
import qualified Game.Controller as C
import qualified Game.Map as M
import qualified Game.Sprites as S
import qualified Game.State as GS
import SDL (($~))
import qualified SDL
data Dir = DirRight | DirLeft deriving (Eq)
data Type = TypePlayer | TypePickup | TypeEffect
toSpriteSet :: Dir -> Int
toSpriteSet DirRight = 0
toSpriteSet DirLeft = 1
frameDelay :: Int
frameDelay = 6
jumpFrame :: Int
jumpFrame = 3
gravityOff :: Int
gravityOff = -1
gravityUp :: Int
gravityUp = 0
gravityDown :: Int
gravityDown = 14
jumpLimit :: Int
jumpLimit = gravityDown + 7
gravityTable :: [Int]
gravityTable = [0, 6, 4, 4, 2, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 2, 4]
type IsBlocked = Int -> Int -> Bool
data Entities = Entities
{ sprites :: S.SpriteSheet,
player :: IORef Entity,
entities :: [Entity]
}
data Spawn = DustEffectSpawn Int Int
data Entity = Entity
{ typ :: Type,
x :: Int,
y :: Int,
delay :: Int,
frame :: Int,
jumping :: Bool,
gravity :: Int,
dir :: Dir,
sprite :: S.Sprite,
update :: Entity -> IO Entity,
destroy :: Bool,
spawns :: [Spawn]
}
-- | Returns the number of frames available on the entity's sprite for current direction.
frameLimit :: Entity -> Int
frameLimit e = S.frameCount e.sprite (toSpriteSet e.dir)
type Collision = Entity -> IO Bool
-- | Collision detection of player vs entity.
--
-- The player's head won't register, this is necessary to avoid hitting things on a platform above when jumping.
collision :: IORef Entity -> Collision
collision playerRef other = do
player <- readIORef playerRef
pure $
player.x + 4 < other.x + 12
&& other.x + 4 < player.x + 12
&& player.y + 12 < other.y + 16
&& other.y + 4 < player.y + 24
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) $ filter (not . M.isPlayer) (M.objects m)
-- the entities list has always player first
pure $ Entities sprites playerRef (player : entities)
where
toEntity :: IORef Entity -> M.Object -> IO Entity
toEntity playerRef (M.BatteryEntity x y) = mkBattery sprites x y playerRef 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
_ <- writeIORef es.player updatedPlayer
-- then the other entities
updated <- (updatedPlayer :) <$> traverse (\e -> e.update e) others
-- collect new entities
new <- traverse (processSpawn es.sprites) (concatMap (\e -> e.spawns) 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
render :: SDL.Renderer -> Entities -> IO ()
render renderer es = do
-- always render player last
traverse_ renderOne others
renderOne player
where
player = head es.entities
others = tail es.entities
renderOne :: Entity -> IO ()
renderOne e =
S.render renderer e.sprite e.x e.y set e.frame
where
set = toSpriteSet e.dir
mkEffect :: S.SpriteSheet -> Int -> Int -> String -> IO Entity
mkEffect sprites x y name = do
s <- S.get sprites name
pure
Entity
{ typ = TypeEffect,
x = x,
y = y,
delay = frameDelay,
frame = 0,
jumping = False,
gravity = gravityOff,
dir = DirRight,
sprite = s,
update = pure . updateEffect,
destroy = False,
spawns = []
}
updateEffect :: Entity -> Entity
updateEffect e
| e.delay > 0 = e {delay = e.delay - 1}
| e.frame + 1 < frameLimit e = e {delay = frameDelay, frame = e.frame + 1}
| otherwise = e {destroy = True}
mkBattery :: S.SpriteSheet -> Int -> Int -> IORef Entity -> IORef GS.State -> IO Entity
mkBattery sprites x y playerRef stateRef = do
s <- S.get sprites "battery"
pure
Entity
{ typ = TypePickup,
x = x,
y = y,
delay = frameDelay,
frame = 0,
jumping = False,
gravity = gravityOff,
dir = DirRight,
sprite = s,
update = updateBattery (collision playerRef) collectedBattery,
destroy = False,
spawns = []
}
where
collectedBattery :: IO ()
collectedBattery = do
stateRef $~ (\s -> s {GS.batteries = s.batteries + 1})
updateBattery :: Collision -> IO () -> Entity -> IO Entity
updateBattery touchedPlayer collectedBattery e = do
touched <- touchedPlayer e
if touched then e {destroy = True} <$ collectedBattery else pure updateBatteryFrame
where
updateBatteryFrame :: Entity
updateBatteryFrame
| e.delay > 0 = e {delay = e.delay - 1}
| e.frame + 1 < frameLimit e = e {delay = frameDelay, frame = e.frame + 1}
| otherwise = e {delay = frameDelay, frame = 0}
mkPlayer :: S.SpriteSheet -> Int -> Int -> IORef C.Controls -> IsBlocked -> IO Entity
mkPlayer sprites x y controls isBlocked = do
s <- S.get sprites "player"
pure
Entity
{ typ = TypePlayer,
x = x,
y = y,
delay = 0,
frame = 0,
jumping = False,
gravity = gravityOff,
dir = DirRight,
sprite = s,
update = updatePlayer controls isBlocked,
destroy = False,
spawns = []
}
updateFrame :: Bool -> Entity -> Entity
updateFrame updated e
| isGravityOn = e
| e.delay > 0 = e {delay = e.delay - 1}
| e.frame + 1 < frameLimit e = e {delay = frameDelay, frame = if updated then e.frame + 1 else 0}
| otherwise = e {delay = frameDelay, frame = 0}
where
isGravityOn = e.gravity > gravityOff
updateHorizontal :: IsBlocked -> Bool -> Bool -> Entity -> Entity
updateHorizontal isBlocked left right e
-- prevent pressing both directions (keyboard)
| left && right = e
-- change direction first
| left && e.dir /= DirLeft = e {dir = DirLeft, delay = 0}
| right && e.dir /= DirRight = e {dir = DirRight, delay = 0}
| left && isGoingDown = if isBlocked (e.x - 1) (e.y + 23) then e else e {x = e.x - 1}
| left && not isGoingDown = if isBlocked (e.x - 1) (e.y + 23) && isBlocked (e.x - 1) (e.y + 17) then e else e {x = e.x - 1}
| right && isGoingDown = if isBlocked (e.x + 17) (e.y + 23) then e else e {x = e.x + 1}
| right && not isGoingDown = if isBlocked (e.x + 17) (e.y + 23) && isBlocked (e.x + 17) (e.y + 17) then e else e {x = e.x + 1}
| otherwise = e
where
isGoingDown = e.gravity == gravityOff || e.gravity >= gravityDown
updateVertical :: IsBlocked -> Bool -> Bool -> Entity -> Entity
updateVertical isBlocked jump down e
| not jump
|| e.jumping
-- make jumping easier with "Coyote time"
|| (e.gravity /= gravityOff && (e.gravity < gravityDown || e.gravity > jumpLimit)) =
e
| not down = e {jumping = True, gravity = gravityUp, frame = jumpFrame, spawns = e.spawns ++ [DustEffectSpawn e.x (e.y + 8)]}
-- go down a 8 pixel tall platform; not ideal to have these values hardcoded here
-- but to be fair, the player height/width is hardcoded as well
| down
&& not (isBlocked (e.x + 4) (e.y + 24 + 8))
&& not (isBlocked (e.x + 10) (e.y + 24 + 8)) =
e {gravity = gravityDown, frame = jumpFrame, y = e.y + 1}
| otherwise = e
applyGravity :: IsBlocked -> Int -> Entity -> Entity
applyGravity isBlocked v e
| v == 0 = e
-- hit the floor
| isGoingDown
&& (isBlocked (e.x + 4) (e.y + 24) || isBlocked (e.x + 10) (e.y + 24))
&& not (isBlocked (e.x + 4) (e.y + 23))
&& not (isBlocked (e.x + 10) (e.y + 23)) =
e {jumping = False, gravity = gravityOff, delay = 0}
| otherwise = applyGravity isBlocked (v - 1) e {y = e.y + change}
where
isGoingDown = e.gravity >= gravityDown
change = if isGoingDown then 1 else -1
updateGravity :: IsBlocked -> Entity -> Entity
updateGravity isBlocked e
| current > gravityOff = applyGravity isBlocked (gravityTable !! current) e {gravity = new}
| not (isBlocked (e.x + 4) (e.y + 24) || isBlocked (e.x + 10) (e.y + 24)) = e {gravity = gravityDown, frame = jumpFrame}
| otherwise = e
where
current = e.gravity
new = if current > gravityOff && current < length gravityTable - 1 then current + 1 else current
updatePlayer :: IORef C.Controls -> IsBlocked -> Entity -> IO Entity
updatePlayer controls isBlocked e = do
ctl <- readIORef controls
pure $
updateGravity isBlocked $
updateVertical isBlocked ctl.a ctl.down $
updateHorizontal isBlocked ctl.left ctl.right $
-- left or right, but not both (keyboard)
updateFrame ((ctl.left || ctl.right) && (ctl.left /= ctl.right)) e
|