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module Game.Entities.Robot (mkRobot) where
import Data.Bits (Bits (..))
import Game.Entities.Common
import Game.Entities.Const
import Game.Entities.Types
import qualified Game.Sprites as S
mkRobot :: S.SpriteSheet -> Int -> Int -> Dir -> Collision -> IsBlocked -> IO Entity
mkRobot sprites x y d playerCollision isBlocked = do
s <- S.get sprites "robot"
pure
Entity
{ typ = TypeEnemy,
x = x,
y = y,
delay = frameDelay,
frame = 0,
set = toSpriteSet d,
jumping = False,
gravity = gravityOff,
dir = d,
sprite = s,
update = updateRobot playerCollision isBlocked,
destroy = False,
actions = [],
dat = NoData
}
updateRobot :: Collision -> IsBlocked -> Entity -> IO Entity
updateRobot touchedPlayer isBlocked e = do
touched <- touchedPlayer e
pure $ if touched then e {actions = [ActionHitPlayer]} else updateMovement $ updateFrame True e
where
updateMovement :: Entity -> Entity
updateMovement ent
| testBit ent.delay 1 = ent
| ent.dir == DirLeft
&& (isBlocked (ent.x - 1) (ent.y + 17) || isBlocked (ent.x - 1) (ent.y + 17) || not (isBlocked (ent.x - 1) (ent.y + 24))) =
ent {dir = DirRight, set = toSpriteSet DirRight}
| ent.dir == DirLeft = ent {x = ent.x - 1}
| ent.dir == DirRight
&& (isBlocked (ent.x + 16) (ent.y + 17) || isBlocked (ent.x + 16) (ent.y + 17) || not (isBlocked (ent.x + 16) (ent.y + 24))) =
ent {dir = DirLeft, set = toSpriteSet DirLeft}
| ent.dir == DirRight = ent {x = ent.x + 1}
| otherwise = ent
|