{-# LANGUAGE PatternGuards #-} import Game import Level import MainLoop import Render import Player import CPUPlayer import DefaultPlayer import HWiidPlayer import Simulation import Tank import GLDriver import GLX import Control.Monad.State import Data.Maybe import qualified Data.Map as M import qualified Data.Set as S import Data.Time import Data.Obj3D import Data.Obj3D.GL main :: IO () main = do let theLevel = testLevel --humanPlayer <- newHWiidPlayer let humanPlayer = DefaultPlayer S.empty 0 0 False gl <- initGL $ glxDriver (levelWidth theLevel) (levelHeight theLevel) when (initialized gl) $ do currentTime <- getCurrentTime let gamestate = GameState {level = theLevel, tanks = [ Tank 7.0 4.0 0 0 1.5 270 False 3 1 5 1 , Tank 4.0 4.0 0 0 1.5 270 False 3 1 5 1 , Tank 10.0 4.0 0 0 1.5 270 False 3 1 5 1 ], bullets = []} mainstate = MainState {run = True, driver = SomeDriver gl, time = currentTime, players = [ SomePlayer humanPlayer , SomePlayer $ CPUPlayer (-90) , SomePlayer $ CPUPlayer 90 ], textures = M.empty, models = M.empty, gameState = gamestate} runMain mainstate $ do setup mainLoop deinitGL gl minFrameTime :: NominalDiffTime minFrameTime = 0.02 mainLoop :: Main () mainLoop = do gl <- gets driver t <- gets time handleEvents render liftIO $ swapBuffers gl rtime <- liftIO getCurrentTime let drender = diffUTCTime rtime t when (drender < minFrameTime) $ liftIO $ usleep gl $ 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 ()