Simplified texture and model loading; also use crosshair for DefaultPlayer
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dafe16f191
commit
08762ddc9a
7 changed files with 55 additions and 54 deletions
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@ -16,5 +16,4 @@ hs-source-dirs: src
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main-is: HTanks.hs
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other-modules: Collision, CPUPlayer, DefaultPlayer, HWiidPlayer, Game, GLDriver, GLX, Level, MainLoop, Paths_htanks, Player, Render, Simulation, Texture, Debris,
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Tank, Model, Bindings.GLX, Bindings.GLPng
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--ghc-options: -threaded
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extra-libraries: glpng
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@ -8,12 +8,17 @@ import qualified Data.Set as S
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import Data.Fixed
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import Data.Ratio ((%))
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import Data.Typeable
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import Graphics.Rendering.OpenGL.GL (GLfloat, Vector3(..))
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import Graphics.Rendering.OpenGL.GL.BeginEnd (unsafeRenderPrimitive, PrimitiveMode(..))
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import Graphics.Rendering.OpenGL.GL.CoordTrans (unsafePreservingMatrix, translate, rotate)
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import Graphics.Rendering.OpenGL.GL.VertexSpec
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import Tank
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import GLDriver
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import Player
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data DefaultPlayer = DefaultPlayer (S.Set Key) Float Float Bool
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deriving (Typeable, Show)
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@ -34,3 +39,20 @@ instance Player DefaultPlayer where
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| Just (MouseMotionEvent x y) <- fromEvent ev = DefaultPlayer keys x y shoot
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| Just (MousePressEvent x y) <- fromEvent ev = DefaultPlayer keys x y True
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| otherwise = DefaultPlayer keys aimx aimy shoot
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renderPlayer (DefaultPlayer _ aimx aimy _) = unsafePreservingMatrix $ do
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translate $ Vector3 aimx aimy (0.2 :: GLfloat)
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rotate 30 $ Vector3 1 0 (0 :: GLfloat)
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unsafeRenderPrimitive Quads $ do
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texCoord $ TexCoord2 (0 :: GLfloat) (0 :: GLfloat)
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vertex $ Vertex2 (-0.2 :: GLfloat) (-0.2 :: GLfloat)
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texCoord $ TexCoord2 (0 :: GLfloat) (1 :: GLfloat)
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vertex $ Vertex2 (-0.2 :: GLfloat) (0.2 :: GLfloat)
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texCoord $ TexCoord2 (1 :: GLfloat) (1 :: GLfloat)
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vertex $ Vertex2 (0.2 :: GLfloat) (0.2 :: GLfloat)
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texCoord $ TexCoord2 (1 :: GLfloat) (0 :: GLfloat)
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vertex $ Vertex2 (0.2 :: GLfloat) (-0.2 :: GLfloat)
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14
src/GLX.hs
14
src/GLX.hs
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@ -15,10 +15,11 @@ import Graphics.Rendering.OpenGL.GL.CoordTrans (matrixMode, MatrixMode(..), view
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import Graphics.X11.Types
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import Graphics.X11.Xlib.Atom (internAtom)
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import Graphics.X11.Xlib.Display (defaultScreen, openDisplay, rootWindow)
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import Graphics.X11.Xlib.Event (XEventPtr, allocaXEvent, nextEvent, get_Window, get_EventType, pending)
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import Graphics.X11.Xlib.Color (queryColor)
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import Graphics.X11.Xlib.Display (defaultScreen, openDisplay, rootWindow, whitePixel)
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import Graphics.X11.Xlib.Event (XEventPtr, allocaXEvent, nextEvent, get_Window, get_EventType, pending, sync)
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import Graphics.X11.Xlib.Extras (ClassHint(..), getEvent, ev_event_type, ev_width, ev_height, ev_keycode, ev_data, ev_x, ev_y, getWindowAttributes, wa_width, wa_height)
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import Graphics.X11.Xlib.Misc (keycodeToKeysym, setWMProtocols)
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import Graphics.X11.Xlib.Misc (keycodeToKeysym, setWMProtocols, createPixmap, createPixmapCursor, defineCursor)
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import Graphics.X11.Xlib.Types
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import Graphics.X11.Xlib.Window (destroyWindow, mapWindow, storeName)
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@ -78,12 +79,19 @@ instance Driver GLX where
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setClassHint disp wnd (ClassHint "HTanks" "htanks")
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setWMProtocols disp wnd [delwnd]
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color <- queryColor disp cmap $ Graphics.X11.Xlib.Types.Color (whitePixel disp $ fromIntegral . viScreen $ visualinfo) 0 0 0 0
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pixmap <- createPixmap disp wnd 1 1 1
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cursor <- createPixmapCursor disp pixmap pixmap color color 0 0
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sync disp False
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storeName disp wnd "HTanks"
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mapWindow disp wnd
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waitForMapNotify disp wnd
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defineCursor disp wnd cursor
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ctx <- with visualinfo $ \vi -> createContext disp vi (Context nullPtr) True
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makeCurrent disp wnd ctx
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@ -27,7 +27,7 @@ import Data.Obj3D.GL
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main :: IO ()
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main = do
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let theLevel = testLevel
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hwiidPlayer <- newHWiidPlayer
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--hwiidPlayer <- newHWiidPlayer
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gl <- initGL $ glxDriver (levelWidth theLevel) (levelHeight theLevel)
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when (initialized gl) $ do
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@ -36,8 +36,8 @@ main = do
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, Tank 5.0 3.5 0 0 1.5 270 False 3 1 5 1
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], bullets = []}
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mainstate = MainState {run = True, driver = SomeDriver gl, time = currentTime, players =
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[ --SomePlayer $ DefaultPlayer S.empty 0 0 False
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SomePlayer $ hwiidPlayer
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[ SomePlayer $ DefaultPlayer S.empty 0 0 False
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--SomePlayer $ hwiidPlayer
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, SomePlayer $ CPUPlayer 0
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], textures = M.empty, models = M.empty, gameState = gamestate}
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@ -1,8 +1,15 @@
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module Model ( Model(..)
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, InterleavedObj
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, modelPath
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) where
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import Paths_htanks
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import Data.Obj3D.GL (InterleavedObj)
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data Model = ModelTank
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deriving (Eq, Ord, Show)
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modelPath :: Model -> IO FilePath
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modelPath t = getDataFileName $ "model/" ++ (name t) ++ ".obj"
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where
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name ModelTank = "tank"
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@ -3,7 +3,6 @@ module Render ( setup
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) where
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import Paths_htanks
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import Game
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import MainLoop
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import Level
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@ -36,18 +35,6 @@ import Graphics.Rendering.OpenGL.GL.Texturing.Specification (TextureTarget(..))
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import Graphics.Rendering.OpenGL.GL.VertexArrays (clientState, ClientArrayType(..))
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import Graphics.Rendering.OpenGL.GL.VertexSpec
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import Foreign.ForeignPtr
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import Foreign.Marshal.Array
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texturePath :: Texture -> IO FilePath
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texturePath t = getDataFileName $ path t
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where
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path TextureWood = "tex/Wood.png"
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path TextureTank = "tex/Tank.png"
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path TextureCannon = "tex/Cannon.png"
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path TextureBullet = "tex/Bullet.png"
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path TextureCrosshair = "tex/Crosshair.png"
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getTexture :: Texture -> Main TextureObject
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getTexture t = do
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@ -63,11 +50,6 @@ getTexture t = do
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modify $ \state -> state {textures = M.insert t tex ts}
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return tex
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modelPath :: Model -> IO FilePath
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modelPath t = getDataFileName $ path t
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where
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path ModelTank = "model/tank.obj"
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getModel :: Model -> Main InterleavedObj
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getModel m = do
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ms <- gets models
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@ -176,19 +158,6 @@ render = do
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rotate 90 $ Vector3 1 0 (0 :: GLfloat)
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drawObject modelTank 1
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{-unsafeRenderPrimitive Quads $ do
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texCoord $ TexCoord2 (0 :: GLfloat) (0 :: GLfloat)
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vertex $ Vertex2 (-0.5 :: GLfloat) (-0.5 :: GLfloat)
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texCoord $ TexCoord2 (0 :: GLfloat) (1 :: GLfloat)
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vertex $ Vertex2 (-0.5 :: GLfloat) (0.5 :: GLfloat)
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texCoord $ TexCoord2 (1 :: GLfloat) (1 :: GLfloat)
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vertex $ Vertex2 (0.5 :: GLfloat) (0.5 :: GLfloat)
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texCoord $ TexCoord2 (1 :: GLfloat) (0 :: GLfloat)
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vertex $ Vertex2 (0.5 :: GLfloat) (-0.5 :: GLfloat)-}
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rotate (rotAim-rotDir) $ Vector3 0 0 (1 :: GLfloat)
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--textureBinding Texture2D $= Just textureCannon
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@ -197,21 +166,6 @@ render = do
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rotate 90 $ Vector3 1 0 (0 :: GLfloat)
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drawObject modelTank 0
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{-unsafeRenderPrimitive Quads $ do
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texCoord $ TexCoord2 (0 :: GLfloat) (0 :: GLfloat)
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vertex $ Vertex2 (-0.5 :: GLfloat) (-0.5 :: GLfloat)
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texCoord $ TexCoord2 (0 :: GLfloat) (1 :: GLfloat)
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vertex $ Vertex2 (-0.5 :: GLfloat) (0.5 :: GLfloat)
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texCoord $ TexCoord2 (1 :: GLfloat) (1 :: GLfloat)
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vertex $ Vertex2 (0.5 :: GLfloat) (0.5 :: GLfloat)
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texCoord $ TexCoord2 (1 :: GLfloat) (0 :: GLfloat)
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vertex $ Vertex2 (0.5 :: GLfloat) (-0.5 :: GLfloat)-}
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texture Texture2D $= Enabled
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forM_ bulletlist $ \bullet -> unsafePreservingMatrix $ do
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@ -219,7 +173,7 @@ render = do
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y = realToFrac . bulletY $ bullet
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rotDir = realToFrac . bulletDir $ bullet
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translate $ Vector3 x y (0.1 :: GLfloat)
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translate $ Vector3 x y (0.2 :: GLfloat)
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rotate 30 $ Vector3 1 0 (0 :: GLfloat)
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rotate rotDir $ Vector3 0 0 (1 :: GLfloat)
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@ -1,8 +1,19 @@
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module Texture ( Texture(..)
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, TextureObject
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, texturePath
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) where
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import Paths_htanks
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import Graphics.Rendering.OpenGL.GL.Texturing.Objects (TextureObject)
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data Texture = TextureWood | TextureTank | TextureCannon | TextureBullet | TextureCrosshair
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deriving (Eq, Ord, Show)
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texturePath :: Texture -> IO FilePath
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texturePath t = getDataFileName $ "tex/" ++ (name t) ++ ".png"
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where
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name TextureWood = "Wood"
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name TextureTank = "Tank"
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name TextureCannon = "Cannon"
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name TextureBullet = "Bullet"
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name TextureCrosshair = "Crosshair"
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