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{-# LANGUAGE PatternGuards, GeneralizedNewtypeDeriving #-}
import Game
import Level
import Render
import Player
import CPUPlayer
import DefaultPlayer
import GLDriver
import GLX
import Control.Concurrent (threadDelay)
import Control.Monad.State
import Data.Fixed
import Data.Maybe
import qualified Data.Map as M
import Data.Ratio
import qualified Data.Set as S
import Data.Time.Clock
data MainState = MainState
{ run :: !Bool
, driver :: !SomeDriver
, time :: !UTCTime
, players :: ![SomePlayer]
}
newtype MainT m a = MainT (StateT MainState m a)
deriving (Monad, MonadState MainState, MonadIO, MonadTrans)
type Main = MainT Game
runMain :: MainState -> Main a -> Game (a, MainState)
runMain st (MainT a) = runStateT a st
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 2 5
, Tank 5.0 3.5 0 0 2 270 False 3 2 5
], shoots = [], 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 $ 1e3*(diffUTCTime currenttime t)
replicateM_ d simulationStep
let newtime = addUTCTime ((1e-3)*(fromIntegral d)) t
modify $ \state -> state {time = newtime}
runnext <- gets run
when runnext mainLoop
updateAngle :: Micro -> State Tank ()
updateAngle angle = do
oldangle <- gets dir
tspeed <- gets turnspeed >>= return . (/1000)
let diff = angle - oldangle
let diff360 = if (diff > 180)
then (diff-360)
else if (diff <= -180)
then (diff+360)
else diff
let (diff180, angle180) = if (diff360 > 90)
then (diff360-180, oldangle+180)
else if (diff360 <= -90)
then (diff360+180, oldangle-180)
else (diff360, oldangle)
let turn = if (diff180 > tspeed)
then tspeed
else if (diff180 < -tspeed)
then (-tspeed)
else diff180
let newangle = angle180 + turn
let newangle180 = if (newangle > 180)
then (newangle-360)
else if (newangle <= -180)
then (newangle+360)
else newangle
modify $ \tank -> tank {dir = newangle180}
updateTank :: Maybe Micro -> Bool -> Maybe Micro -> State Tank ()
updateTank angle move aangle = do
when (isJust angle) $
updateAngle $ fromJust angle
when (isJust aangle) $
modify $ \tank -> tank {aim = fromJust aangle}
when move $ do
tdir <- gets dir
tspeed <- gets speed
moved <- gets moving
when (isNothing angle || (isJust angle && (tdir == fromJust angle)) || moved) $ do
let anglej = (fromRational . toRational $ tdir)*pi/180
x = tspeed * fromRational (round ((cos anglej)*1000)%1000000)
y = tspeed * fromRational (round ((sin anglej)*1000)%1000000)
modify $ \tank -> tank {posx = x + posx tank, posy = y + posy tank, moving = True}
when (not move) $ do
modify $ \tank -> tank {moving = False}
updateShoot :: State Shoot ()
updateShoot = modify $ \shoot ->
let angle = (fromRational . toRational . shootDir $ shoot)*pi/180
dx = (shootSpeed shoot) * fromRational (round ((cos angle)*1000)%1000000)
dy = (shootSpeed shoot) * fromRational (round ((sin angle)*1000)%1000000)
in shoot {shootX = dx + shootX shoot, shootY = dy + shootY shoot}
simulationStep :: Main ()
simulationStep = do
oldplayers <- gets players
oldtanks <- lift $ gets tanks
let (p, t, s) = unzip3 $ map updateTank' $ zip oldplayers oldtanks
ts = zip3 t s [0..]
shootingtanks = map (\(tank, _, n) -> (tank, n)) $ filter (\(tank, shoot, _) -> shoot && (shootsLeft tank) > 0) $ ts
newtanks = map (\(tank, shoot, _) -> if shoot then tank {shootsLeft = (shootsLeft tank) - 1} else tank) $ ts
newshoots = map (\(tank, n) -> Shoot
{ shootX = posx tank
, shootY = posy tank
, shootDir = aim tank
, shootSpeed = tankShootSpeed tank
, bouncesLeft = tankShootBounces tank
, shootTank = n
}) shootingtanks
modify $ \state -> state {players = p}
lift $ modify $ \state -> state {tanks = newtanks, shoots = map (execState updateShoot) (shoots state ++ newshoots)}
where
updateTank' (player, tank) = let (p, angle, move, aangle, shoot) = playerUpdate player tank
t = execState (updateTank angle move aangle) tank
in (p, t, shoot)
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 ()
|