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module Game.Entities.Pickup (mkBattery) where
import Game.Entities.Common
import Game.Entities.Const
import Game.Entities.Types
import Game.Sprites qualified as S
mkBattery :: S.SpriteSheet -> Int -> Int -> Collision -> IO Entity
mkBattery sprites x y playerCollision = do
s <- S.get sprites "battery"
pure
Entity
{ typ = TypePickup,
x = x,
y = y,
delay = frameDelay,
frame = 0,
set = 0,
jumping = False,
gravity = gravityOff,
dir = DirRight,
sprite = s,
update = updateBattery playerCollision,
destroy = False,
actions = [],
dat = NoData
}
updateBattery :: Collision -> Entity -> IO Entity
updateBattery touchedPlayer e = do
touched <- touchedPlayer e
pure $ if touched then e {destroy = True, actions = [ActionAddBattery e.x e.y]} else 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}
|