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module Game.Entities.Slime (mkSlime) where
import Data.Bits (Bits (..))
import Game.Entities.Common
import Game.Entities.Const
import Game.Entities.Types
import qualified Game.Sprites as S
mkSlime :: S.SpriteSheet -> Int -> Int -> Dir -> Collision -> IsBlocked -> IO Entity
mkSlime sprites x y d playerCollision isBlocked = do
s <- S.get sprites "slime"
pure
Entity
{ typ = TypeEnemy,
x = x,
y = y,
delay = frameDelay,
frame = 0,
set = 0,
jumping = False,
gravity = gravityOff,
dir = d,
sprite = s,
update = updateSlime playerCollision isBlocked,
destroy = False,
actions = []
}
updateSlime :: Collision -> IsBlocked -> Entity -> IO Entity
updateSlime touchedPlayer isBlocked e = do
touched <- touchedPlayer e
let updated = updateSlimeFrame
pure $ if touched then updated {actions = [ActionHitPlayer]} else updateMovement updated
where
updateMovement :: Entity -> Entity
updateMovement ent
| testBit ent.delay 1 = ent
| ent.dir == DirLeft
&& (isBlocked (ent.x - 1) (ent.y + 15) || isBlocked (ent.x - 1) (ent.y + 10) || not (isBlocked (ent.x - 1) (ent.y + 16))) =
ent {dir = DirRight}
| ent.dir == DirLeft = ent {x = ent.x - 1}
| ent.dir == DirRight
&& (isBlocked (ent.x + 16) (ent.y + 15) || isBlocked (ent.x + 16) (ent.y + 10) || not (isBlocked (ent.x + 16) (ent.y + 16))) =
ent {dir = DirLeft}
| ent.dir == DirRight = ent {x = ent.x + 1}
| otherwise = ent
updateSlimeFrame :: Entity
updateSlimeFrame
| e.delay > 0 = e {delay = e.delay - 1}
| e.frame + 1 < frameLimit e = e {delay = frameDelay + 2, frame = e.frame + 1}
| otherwise = e {delay = frameDelay + 2, frame = 0}
|