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module Game.Entities.Exit (mkExit) where
import Game.Entities.Common
import Game.Entities.Const
import Game.Entities.Types
import Game.Sprites qualified as S
closingDoorSet :: Int
closingDoorSet = 1
mkExit :: S.SpriteSheet -> Int -> Int -> Collision -> IO Entity
mkExit sprites x y playerCollision = do
s <- S.get sprites "exit"
pure
Entity
{ typ = TypePickup,
x = x,
y = y,
delay = frameDelay,
frame = 0,
set = 0,
jumping = False,
gravity = gravityOff,
dir = DirRight,
sprite = s,
update = updateExit playerCollision,
destroy = False,
actions = [],
dat = NoData
}
updateExit :: Collision -> Entity -> IO Entity
updateExit touchedPlayer e
-- right is the set 0, left set 1
| e.set /= closingDoorSet = do
touched <- if e.frame < fullyOpen then pure False else touchedPlayer e
pure $ if touched then e {set = closingDoorSet, frame = 0, actions = [ActionExitStarted]} else updateLoop
| otherwise = pure updateOnce
where
fullyOpen :: Int
fullyOpen = 7
updateLoop :: Entity
updateLoop
| 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 = fullyOpen}
updateOnce :: Entity
updateOnce
| e.delay > 0 = e {delay = e.delay - 1}
| e.frame + 1 < frameLimit e = e {delay = frameDelay, frame = e.frame + 1}
| otherwise = e {destroy = True, actions = [ActionExitDone]}
|