Added Wiimote support
This commit is contained in:
parent
736ad91b32
commit
c0d2d54ea1
8 changed files with 76 additions and 31 deletions
|
@ -7,14 +7,14 @@ license: GPL-3
|
|||
license-file: LICENSE
|
||||
author: Matthias Schiffer
|
||||
maintainer: matthias@gamezock.de
|
||||
build-depends: base >= 4, syb, containers, mtl, time, X11, OpenGL
|
||||
build-depends: base >= 4, syb, containers, mtl, time, X11, OpenGL, hwiid
|
||||
build-type: Simple
|
||||
data-files: tex/*.png
|
||||
|
||||
executable: HTanks
|
||||
hs-source-dirs: src
|
||||
main-is: HTanks.hs
|
||||
other-modules: Collision, CPUPlayer, DefaultPlayer, Game, GLDriver, GLX, Level, MainLoop, Paths_htanks, Player, Render, Simulation, Texture, Debris, Tank,
|
||||
Bindings.GLX, Bindings.GLPng
|
||||
ghc-options: -threaded -O2
|
||||
other-modules: Collision, CPUPlayer, DefaultPlayer, WiimotePlayer, Game, GLDriver, GLX, Level, MainLoop, Paths_htanks, Player, Render, Simulation, Texture, Debris,
|
||||
Tank, Bindings.GLX, Bindings.GLPng
|
||||
--ghc-options: -threaded
|
||||
extra-libraries: glpng
|
||||
|
|
|
@ -16,4 +16,5 @@ data CPUPlayer = CPUPlayer Micro
|
|||
deriving (Typeable, Show)
|
||||
|
||||
instance Player CPUPlayer where
|
||||
playerUpdate (CPUPlayer angle) _ = (CPUPlayer (if (angle+0.2) > 180 then angle-359.8 else angle+0.2), Just angle, True, Just (-angle), False)
|
||||
-- playerUpdate (CPUPlayer angle) _ = return (CPUPlayer (if (angle+0.2) > 180 then angle-359.8 else angle+0.2), Just angle, True, Just (-angle), ((fromIntegral . round $ angle) == angle) && ((round $ angle) `mod` 2 == 0))
|
||||
playerUpdate (CPUPlayer angle) _ = return (CPUPlayer (if (angle+0.2) > 180 then angle-359.8 else angle+0.2), Just angle, True, Just (-angle), False)
|
||||
|
|
|
@ -26,7 +26,7 @@ instance Player DefaultPlayer where
|
|||
move = (x /= 0 || y /= 0)
|
||||
angle = if move then Just $ fromRational $ round ((atan2 y x)*1000000*180/pi)%1000000 else Nothing
|
||||
aangle = if (ax /= 0 || ay /= 0) then Just $ fromRational $ round ((atan2 ay ax)*1000000*180/pi)%1000000 else Nothing
|
||||
in (DefaultPlayer keys aimx aimy False, angle, move, aangle, shoot)
|
||||
in return (DefaultPlayer keys aimx aimy False, angle, move, aangle, shoot)
|
||||
|
||||
handleEvent (DefaultPlayer keys aimx aimy shoot) ev
|
||||
| Just (KeyPressEvent key) <- fromEvent ev = DefaultPlayer (S.insert key keys) aimx aimy shoot
|
||||
|
|
|
@ -7,6 +7,7 @@ import Render
|
|||
import Player
|
||||
import CPUPlayer
|
||||
import DefaultPlayer
|
||||
import WiimotePlayer
|
||||
import Simulation
|
||||
import Tank
|
||||
|
||||
|
@ -20,20 +21,21 @@ import qualified Data.Map as M
|
|||
import qualified Data.Set as S
|
||||
import Data.Time
|
||||
|
||||
|
||||
main :: IO ()
|
||||
main = do
|
||||
let theLevel = testLevel
|
||||
wiimotePlayer <- newWiimotePlayer
|
||||
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 $ DefaultPlayer S.empty 0 0 False
|
||||
SomePlayer $ wiimotePlayer
|
||||
, SomePlayer $ CPUPlayer 0
|
||||
]}
|
||||
gameState = GameState {level = theLevel, tanks = [ Tank 5.0 5.0 0 0 2 270 False 3 1 5 1
|
||||
, Tank 5.0 3.5 0 0 2 270 False 3 1 5 1
|
||||
gameState = GameState {level = theLevel, tanks = [ Tank 5.0 5.0 0 0 1.5 270 False 3 1 5 1
|
||||
, Tank 5.0 3.5 0 0 1.5 270 False 3 1 5 1
|
||||
], bullets = [], textures = M.empty}
|
||||
|
||||
runGame gameState $ do
|
||||
|
|
|
@ -12,7 +12,7 @@ import GLDriver (SomeEvent)
|
|||
|
||||
|
||||
class Player a where
|
||||
playerUpdate :: a -> Tank -> (a, Maybe Micro, Bool, Maybe Micro, Bool)
|
||||
playerUpdate :: a -> Tank -> IO (a, Maybe Micro, Bool, Maybe Micro, Bool)
|
||||
handleEvent :: a -> SomeEvent -> a
|
||||
|
||||
handleEvent player _ = player
|
||||
|
@ -21,7 +21,7 @@ class Player a where
|
|||
data SomePlayer = forall a. Player a => SomePlayer a
|
||||
|
||||
instance Player SomePlayer where
|
||||
playerUpdate (SomePlayer player) tank =
|
||||
let (p, angle, move, aangle, shoot) = playerUpdate player tank
|
||||
in (SomePlayer p, angle, move, aangle, shoot)
|
||||
playerUpdate (SomePlayer player) tank = do
|
||||
(p, angle, move, aangle, shoot) <- playerUpdate player tank
|
||||
return (SomePlayer p, angle, move, aangle, shoot)
|
||||
handleEvent (SomePlayer player) event = SomePlayer $ handleEvent player event
|
||||
|
|
|
@ -100,10 +100,10 @@ render = do
|
|||
vertex $ Vertex2 (0 :: GLfloat) (0 :: GLfloat)
|
||||
|
||||
forM_ tanklist $ \tank -> unsafePreservingMatrix $ do
|
||||
let x = fromReal . tankX $ tank
|
||||
y = fromReal . tankY $ tank
|
||||
rotDir = fromReal . tankDir $ tank
|
||||
rotAim = fromReal . tankAim $ tank
|
||||
let x = realToFrac . tankX $ tank
|
||||
y = realToFrac . tankY $ tank
|
||||
rotDir = realToFrac . tankDir $ tank
|
||||
rotAim = realToFrac . tankAim $ tank
|
||||
|
||||
translate $ Vector3 x y (0 :: GLfloat)
|
||||
rotate rotDir $ Vector3 0 0 (1 :: GLfloat)
|
||||
|
@ -141,9 +141,9 @@ render = do
|
|||
vertex $ Vertex2 (0.5 :: GLfloat) (-0.5 :: GLfloat)
|
||||
|
||||
forM_ bulletlist $ \bullet -> unsafePreservingMatrix $ do
|
||||
let x = fromReal . bulletX $ bullet
|
||||
y = fromReal . bulletY $ bullet
|
||||
rotDir = fromReal . bulletDir $ bullet
|
||||
let x = realToFrac . bulletX $ bullet
|
||||
y = realToFrac . bulletY $ bullet
|
||||
rotDir = realToFrac . bulletDir $ bullet
|
||||
|
||||
translate $ Vector3 x y (0 :: GLfloat)
|
||||
rotate rotDir $ Vector3 0 0 (1 :: GLfloat)
|
||||
|
@ -162,7 +162,3 @@ render = do
|
|||
|
||||
texCoord $ TexCoord2 (1 :: GLfloat) (0 :: GLfloat)
|
||||
vertex $ Vertex2 (0.1 :: GLfloat) (-0.1 :: GLfloat)
|
||||
|
||||
|
||||
fromReal :: (Real a, Fractional b) => a -> b
|
||||
fromReal = fromRational . toRational
|
|
@ -93,7 +93,8 @@ updateBullet game = do
|
|||
dir = bulletDir bullet
|
||||
bounces = bulletBouncesLeft bullet
|
||||
|
||||
(newx, dir2, bounces2) = if x < 0 then (-x, (signum dir)*180 - dir, bounces-1) else if x > lw then (2*lw-x, (signum dir)*180 - dir, bounces-1) else (x, dir, bounces)
|
||||
sg = if dir < 0 then -1 else 1
|
||||
(newx, dir2, bounces2) = if x < 0 then (-x, sg*180 - dir, bounces-1) else if x > lw then (2*lw-x, sg*180 - dir, bounces-1) else (x, dir, bounces)
|
||||
(newy, dir3, bounces3) = if y < 0 then (-y, -dir2, bounces2-1) else if y > lh then (2*lh-y, -dir2, bounces2-1) else (y, dir2, bounces2)
|
||||
|
||||
put bullet {bulletX = newx, bulletY = newy, bulletDir = dir3, bulletBouncesLeft = bounces3}
|
||||
|
@ -107,8 +108,8 @@ simulationStep = do
|
|||
game <- lift get
|
||||
let oldtanks = tanks game
|
||||
|
||||
let (p, t, s) = unzip3 $ map (updateTank' game) $ zip oldplayers oldtanks
|
||||
ts = zip3 t s [0..]
|
||||
(p, t, s) <- liftIO $ liftM unzip3 $ mapM (updateTank' game) $ zip oldplayers oldtanks
|
||||
let ts = zip3 t s [0..]
|
||||
shootingtanks = map (\(tank, _, n) -> (tank, n)) $ filter (\(tank, shoot, _) -> shoot && (tankBulletsLeft tank) > 0) $ ts
|
||||
newtanks = map (\(tank, shoot, _) -> if (shoot && (tankBulletsLeft tank) > 0) then tank {tankBulletsLeft = (tankBulletsLeft tank) - 1} else tank) $ ts
|
||||
newbullets = map (\(tank, n) -> Bullet
|
||||
|
@ -145,8 +146,9 @@ simulationStep = do
|
|||
hitBullets [] = []
|
||||
hitBullets ((b, b', t, t'):xs) = (collisionBulletTank (b, b') (t, t'), b', t'):(hitBullets xs)
|
||||
|
||||
updateTank' game (player, tank) = let (p, angle, move, aangle, shoot) = playerUpdate player tank
|
||||
t = execState (updateTank game angle move aangle) tank
|
||||
in if (tankLife tank > 0) then (p, t, shoot) else (player, tank, False)
|
||||
updateTank' game (player, tank) = do
|
||||
(p, angle, move, aangle, shoot) <- playerUpdate player tank
|
||||
let t = execState (updateTank game angle move aangle) tank
|
||||
return $ if (tankLife tank > 0) then (p, t, shoot) else (player, tank, False)
|
||||
countLostTankBullets n (x:xs) = (if ((not . fst $ x) && (n == (bulletTank . snd $ x))) then 1 else 0) + (countLostTankBullets n xs)
|
||||
countLostTankBullets n [] = 0
|
||||
|
|
44
src/WiimotePlayer.hs
Normal file
44
src/WiimotePlayer.hs
Normal file
|
@ -0,0 +1,44 @@
|
|||
{-# LANGUAGE DeriveDataTypeable #-}
|
||||
|
||||
module WiimotePlayer ( WiimotePlayer(..)
|
||||
, newWiimotePlayer
|
||||
) where
|
||||
|
||||
import Control.Monad
|
||||
import Data.Bits
|
||||
import Data.Ratio ((%))
|
||||
import Data.Typeable
|
||||
import HWiid
|
||||
|
||||
import Player
|
||||
|
||||
|
||||
data WiimotePlayer = WiimotePlayer Wiimote
|
||||
deriving (Typeable, Show)
|
||||
|
||||
instance Player WiimotePlayer where
|
||||
playerUpdate (WiimotePlayer wiimote) tank = do
|
||||
buttons <- hwiidGetState wiimote >>= return . stateButtons
|
||||
messages <- hwiidGetMesg wiimote
|
||||
|
||||
let shoot = any (\m -> (mesgType m == hwiidMesgTypeButton) && (test (mesgButtons m) hwiidButtonB)) $ messages
|
||||
x = (if (test buttons hwiidButtonLeft) then (-1) else 0) + (if (test buttons hwiidButtonRight) then 1 else 0)
|
||||
y = (if (test buttons hwiidButtonDown) then (-1) else 0) + (if (test buttons hwiidButtonUp) then 1 else 0)
|
||||
--ax = aimx - (fromRational . toRational . tankX $ tank)
|
||||
--ay = aimy - (fromRational . toRational . tankY $ tank)
|
||||
move = (x /= 0 || y /= 0)
|
||||
|
||||
angle = if move then Just $ fromRational $ round ((atan2 y x)*1000000*180/pi)%1000000 else Nothing
|
||||
--aangle = if (ax /= 0 || ay /= 0) then Just $ fromRational $ round ((atan2 ay ax)*1000000*180/pi)%1000000 else Nothing
|
||||
return (WiimotePlayer wiimote, angle, move, Nothing, shoot)
|
||||
|
||||
|
||||
newWiimotePlayer :: IO WiimotePlayer
|
||||
newWiimotePlayer = do
|
||||
wiimote <- hwiidOpen bdAddrAny (hwiidFlagMesgInterface .|. hwiidFlagNonblock)
|
||||
when (wiimote == nullWiimote) $ fail "Wiimote error"
|
||||
hwiidSetReportMode wiimote hwiidReportButtons
|
||||
return $ WiimotePlayer wiimote
|
||||
|
||||
test :: (Bits a) => a -> a -> Bool
|
||||
test field bits = (field .&. bits) == bits
|
Reference in a new issue