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module Game.Entities.Player (mkPlayer) where
import Data.IORef
import qualified Game.Controller as C
import Game.Entities.Common
import Game.Entities.Const
import Game.Entities.Types
import qualified Game.Sprites as S
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 = []
}
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
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
|