{-# LANGUAGE PatternGuards #-} import Game import Level import MainLoop import Render import Player import CPUPlayer import DefaultPlayer import Simulation import Tank import GLDriver import GLX import Control.Concurrent (threadDelay) import Control.Monad.State import Data.Maybe import qualified Data.Map as M import qualified Data.Set as S import Data.Time main :: IO () main = do let theLevel = testLevel gl <- initGL $ glxDriver (levelWidth theLevel) (levelHeight theLevel) when (initialized gl) $ do currentTime <- getCurrentTime let mainState = MainState {run = True, driver = SomeDriver gl, time = currentTime, players = [ SomePlayer $ DefaultPlayer S.empty 0 0 False , SomePlayer $ CPUPlayer 0 ]} gameState = GameState {level = theLevel, tanks = [ Tank 5.0 5.0 0 0 2 270 False 3 1 5 , Tank 5.0 3.5 0 0 2 270 False 3 1 5 ], bullets = [], textures = M.empty} runGame gameState $ do setup runMain mainState mainLoop deinitGL gl minFrameTime :: NominalDiffTime minFrameTime = 0.01 mainLoop :: Main () mainLoop = do gl <- gets driver t <- gets time handleEvents lift render liftIO $ swapBuffers gl rtime <- liftIO getCurrentTime let drender = diffUTCTime rtime t when (drender < minFrameTime) $ liftIO $ threadDelay $ truncate $ 1e6*(minFrameTime - drender) currenttime <- liftIO getCurrentTime let d = round $ 1e2*(diffUTCTime currenttime t) replicateM_ d simulationStep let newtime = addUTCTime ((1e-2)*(fromIntegral d)) t modify $ \state -> state {time = newtime} runnext <- gets run when runnext mainLoop handleEvents :: Main () handleEvents = do (newgl, event) <- gets driver >>= liftIO . nextEvent modify $ \state -> state {driver = newgl} when (isJust event) $ do Main.handleEvent $ fromJust event modify $ \state -> state {players = map (\p -> Player.handleEvent p $ fromJust event) $ players state} handleEvents handleEvent :: SomeEvent -> Main () handleEvent ev | Just QuitEvent <- fromEvent ev = modify $ \state -> state {run = False} | otherwise = return ()