Reworked Transform as a type class
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8f1fd98cd6
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11 changed files with 115 additions and 75 deletions
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@ -12,12 +12,11 @@ import GLDriver
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import Player
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data CPUPlayer = CPUPlayer Vector
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data CPUPlayer = CPUPlayer Rotation
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deriving (Typeable, Show)
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instance Player CPUPlayer where
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-- 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))
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playerUpdate (CPUPlayer dir) _ = return (CPUPlayer dir', Just dir', True, Just mirrordir, False)
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playerUpdate (CPUPlayer dir) _ = return (CPUPlayer dir', Just dir', True, Just $ negateV dir', False)
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where
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dir' = (rotate (0.2*pi/180)) >< dir
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mirrordir = Vector (vectorX dir') (-(vectorY dir'))
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dir' = (fromAngle (0.2*pi/180)) >< dir
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@ -20,7 +20,7 @@ bulletDiameter :: Coord
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bulletDiameter = 0.05
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collisionTankBorder :: Coord -> Coord -> Tank -> Tank
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collisionTankBorder lw lh tank = (translate dx dy) >< tank
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collisionTankBorder lw lh tank = V.Vector dx dy >< tank
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where
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corners = [ V.Vector (tankLength/2) (tankWidth/2)
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, V.Vector (-tankLength/2) (tankWidth/2)
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@ -28,8 +28,8 @@ collisionTankBorder lw lh tank = (translate dx dy) >< tank
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, V.Vector (tankLength/2) (-tankWidth/2)
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]
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rotp v = V.rotateV (tankDir tank) >< v
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transp v = V.translateV v >< tankPos tank
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rotp v = tankDir tank >< v
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transp v = v >< tankPos tank
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points = map (transp . rotp) corners
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minx = minimum $ map V.vertexX points
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@ -50,7 +50,7 @@ collisionBulletTank (b, b') (tank, tank') = (not ((between bx minx maxx) && (bet
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where
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between x a b = x >= a && x <= b
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rotp t v = V.rotateV' (tankDir t) >< v
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rotp t v = tankDir t >:< v
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transp t v = V.diffV (tankPos t) v
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V.Vector bx by = (rotp tank) . (transp tank) $ bulletPos b
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@ -61,7 +61,8 @@ collisionBulletTank (b, b') (tank, tank') = (not ((between bx minx maxx) && (bet
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miny = -(tankWidth+bulletDiameter)/2
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maxy = (tankWidth+bulletDiameter)/2
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collisionTankTank :: ((Tank, Tank), (Tank, Tank)) -> ((Tank, Tank), (Tank, Tank))
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collisionTankTank ((t1, t1'), (t2, t2')) = ((t1, t1'), (t2, t2'))
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-- where
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collisionTankTank :: ((Tank, Tank), (Tank, Tank)) -> (Tank, Tank)
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collisionTankTank ((t1, t1'), (t2, t2')) = (t1'', t2'')
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where
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t1'' = t1'
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t2'' = t2'
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@ -30,8 +30,8 @@ instance Player DefaultPlayer where
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ax = realToFrac $ aimx - (fromRational . toRational . tankX $ tank)
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ay = realToFrac $ aimy - (fromRational . toRational . tankY $ tank)
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move = (x /= 0 || y /= 0)
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dir = if move then Just (normalized $ Vector x y) else Nothing
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adir = if (ax /= 0 || ay /= 0) then Just (normalized $ Vector ax ay) else Nothing
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dir = if move then Just (fromVector $ Vector x y) else Nothing
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adir = if (ax /= 0 || ay /= 0) then Just (fromVector $ Vector ax ay) else Nothing
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in return (DefaultPlayer keys aimx aimy False, dir, move, adir, shoot)
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handleEvent (DefaultPlayer keys aimx aimy shoot) ev
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@ -8,13 +8,12 @@ module Game ( Bullet(..)
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import Level
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import Tank
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import Transformable
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import Vector
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data Bullet = Bullet
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{ bulletPos :: !Vertex
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, bulletDir :: !Vector
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, bulletDir :: !Rotation
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, bulletSpeed :: !Coord
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, bulletBouncesLeft :: !Int
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, bulletTank :: !Int
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@ -27,7 +26,7 @@ bulletY :: Bullet -> Coord
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bulletY = vertexY . bulletPos
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instance Transformable Bullet where
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t >< b = b { bulletPos = pos, bulletDir = dir } where
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transform t b = b { bulletPos = pos, bulletDir = dir } where
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pos = t >< bulletPos b
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dir = t >< bulletDir b
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@ -10,6 +10,8 @@ import DefaultPlayer
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import HWiidPlayer
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import Simulation
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import Tank
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import Vector
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import GLDriver
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import GLX
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@ -20,7 +22,6 @@ import qualified Data.Map as M
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import qualified Data.Set as S
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import Data.Time
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import Vector
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main :: IO ()
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main = do
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@ -31,14 +32,14 @@ main = do
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when (initialized gl) $ do
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currentTime <- getCurrentTime
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let gamestate = GameState {level = theLevel, tanks = [ Tank (Vertex 7.0 4.0) (Vector 1 0) (Vector 1 0) 1.5 (270*pi/180) False 3 1 5 1
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, Tank (Vertex 4.0 4.0) (Vector 1 0) (Vector 1 0) 1.5 (270*pi/180) False 3 1 5 1
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, Tank (Vertex 10.0 4.0) (Vector 1 0) (Vector 1 0) 1.5 (270*pi/180) False 3 1 5 1
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let gamestate = GameState {level = theLevel, tanks = [ Tank (Vertex 7.0 4.0) zeroV zeroV 1.5 (270*pi/180) False 3 1 5 1
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, Tank (Vertex 4.0 4.0) zeroV zeroV 1.5 (270*pi/180) False 3 1 5 1
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, Tank (Vertex 10.0 4.0) zeroV zeroV 1.5 (270*pi/180) 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 humanPlayer
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, SomePlayer $ CPUPlayer $ Vector 0 (-1)
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, SomePlayer $ CPUPlayer $ Vector 0 1
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, SomePlayer $ CPUPlayer $ fromAngle $ -pi/2
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, SomePlayer $ CPUPlayer $ fromAngle $ pi/2
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], textures = M.empty, models = M.empty, gameState = gamestate}
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runMain mainstate $ do
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@ -55,11 +55,11 @@ instance Player HWiidPlayer where
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(aimx, aimy) = if null aims then (0, 0) else mulV (1/(fromIntegral $ length aims)) (foldr addV (0, 0) aims)
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ax = realToFrac $ aimx - (fromRational . toRational . tankX $ tank)
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ay = realToFrac $ aimy - (fromRational . toRational . tankY $ tank)
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aim = if (ax /= 0 || ay /= 0) then Just $ V.Vector ax ay else Nothing
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aim = if (ax /= 0 || ay /= 0) then Just . V.fromVector $ V.Vector ax ay else Nothing
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move = (mx /= 0 || my /= 0)
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angle = atan2 my mx
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dir = if move then Just $ T.rotate (fromRational $ round ((angle - (sin $ 8*x)/8)*1000000*180/pi)%1000000) T.>< V.Vector 1 0 else Nothing
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dir = if move then Just $ V.fromAngle (fromRational $ round ((angle - (sin $ 8*x)/8)*1000000)%1000000) else Nothing
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when foo $ print state
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return (HWiidPlayer wiimote cal aims, dir, move, aim, shoot)
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@ -4,7 +4,6 @@ module Player ( Player(..)
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, SomePlayer(..)
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) where
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import Transformable
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import Vector
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import Data.Typeable
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@ -13,7 +12,7 @@ import GLDriver (SomeEvent)
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class Player a where
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playerUpdate :: a -> Tank -> IO (a, Maybe Vector, Bool, Maybe Vector, Bool)
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playerUpdate :: a -> Tank -> IO (a, Maybe Rotation, Bool, Maybe Rotation, Bool)
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handleEvent :: a -> SomeEvent -> a
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handleEvent player _ = player
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@ -16,8 +16,8 @@ import Data.Maybe
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import Data.VectorSpace
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updateAngle :: Vector -> Tank -> Tank
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updateAngle dir tank = tank {tankDir = rotate newangle >< Vector 1 0}
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updateAngle :: Rotation -> Tank -> Tank
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updateAngle dir tank = tank { tankDir = fromAngle newangle }
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where
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oldangle = toAngle . tankDir $ tank
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angle = toAngle dir
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@ -44,12 +44,14 @@ updateAngle dir tank = tank {tankDir = rotate newangle >< Vector 1 0}
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newangle = angle180 + turn
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approx :: Vector -> Vector -> Bool
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approx (Vector x1 y1) (Vector x2 y2) = x1 `approx'` x2 && y1 `approx'` y2
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approx :: Rotation -> Rotation -> Bool
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approx r1 r2 = c1 `approx'` c2 && s1 `approx'` s2
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where
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approx' a b = (abs (a-b)) < 0.000001
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Vector c1 s1 = toVector r1
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Vector c2 s2 = toVector r2
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updateTank :: GameState -> Maybe Vector -> Bool -> Maybe Vector -> State Tank ()
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updateTank :: GameState -> Maybe Rotation -> Bool -> Maybe Rotation -> State Tank ()
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updateTank game dir move aim = do
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when (isJust dir) $
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modify $ updateAngle $ fromJust dir
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@ -64,7 +66,7 @@ updateTank game dir move aim = do
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moved = tankMoving tank
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when (isNothing dir || (isJust dir && (tdir `approx` fromJust dir) || moved)) $
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put $ translateV (tdir ^* (tspeed/100)) >< tank {tankMoving = True}
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put $ ((toVector tdir) ^* (tspeed/100)) >< tank {tankMoving = True}
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when (not move) $ do
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modify $ \tank -> tank {tankMoving = False}
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@ -75,11 +77,11 @@ updateTank game dir move aim = do
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updateBullet :: GameState -> Bullet -> (Bullet, Bool)
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updateBullet game bullet = (bullet {bulletPos = Vertex x' y', bulletDir = Vector dx' dy', bulletBouncesLeft = bounces3}, bounces3 >= 0)
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updateBullet game bullet = (bullet {bulletPos = Vertex x' y', bulletDir = fromVector $ Vector dx' dy', bulletBouncesLeft = bounces3}, bounces3 >= 0)
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where
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speed = bulletSpeed bullet
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d@(Vector dx dy) = bulletDir bullet
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Vertex x y = translateV (d ^* (speed/100)) >< bulletPos bullet
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d@(Vector dx dy) = toVector $ bulletDir bullet
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Vertex x y = (d ^* (speed/100)) >< bulletPos bullet
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bounces = bulletBouncesLeft bullet
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lw = fromIntegral . levelWidth . level $ game
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lh = fromIntegral . levelHeight . level $ game
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@ -3,13 +3,12 @@ module Tank ( Tank(..)
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, tankY
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) where
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import Transformable
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import Vector
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data Tank = Tank
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{ tankPos :: !Vertex
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, tankDir :: !Vector
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, tankAim :: !Vector
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, tankDir :: !Rotation
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, tankAim :: !Rotation
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, tankSpeed :: !Coord
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, tankTurnspeed :: !Coord
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, tankMoving :: !Bool
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@ -26,7 +25,7 @@ tankY :: Tank -> Coord
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tankY = vertexY . tankPos
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instance Transformable Tank where
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t >< tank = tank { tankPos = pos, tankDir = dir, tankAim = aim } where
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transform t tank = tank { tankPos = pos , tankDir = dir, tankAim = aim } where
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pos = t >< tankPos tank
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dir = t >< tankDir tank
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aim = t >< tankAim tank
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@ -2,11 +2,12 @@
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module Transformable ( Coord
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, Vector3
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, Transform
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, TransformMap
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, Transform(..)
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, ReversibleTransform(..)
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, Transformable(..)
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, translate
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, rotate
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, scale
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, (><)
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, (>:<)
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) where
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import Data.LinearMap
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@ -14,24 +15,29 @@ import Data.LinearMap
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type Coord = Double
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type Vector3 = (Coord, Coord, Coord)
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type Transform = Vector3 :-* Vector3
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type TransformMap = Vector3 :-* Vector3
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class Transformable a where
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(><) :: Transform -> a -> a
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transform :: TransformMap -> a -> a
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instance Transformable Transform where
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t1 >< t2 = t1 *.* t2
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class Transform a where
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toMap :: a -> TransformMap
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class Transform a => ReversibleTransform a where
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toMap' :: a -> TransformMap
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instance Transformable Vector3 where
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t >< v = t `lapply` v
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transform = lapply
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translate :: Coord -> Coord -> Transform
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translate dx dy = linear $ \(x, y, w) -> (x + w*dx, y + w*dy, w)
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instance Transform TransformMap where
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toMap = id
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rotate :: Coord -> Transform
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rotate a = linear $ \(x, y, w) -> (c*x - s*y, s*x + c*y, w) where
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c = cos a
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s = sin a
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instance Transformable TransformMap where
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transform = (*.*)
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(><) :: (Transform t, Transformable a) => t -> a -> a
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t >< a = transform (toMap t) a
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(>:<) :: (ReversibleTransform t, Transformable a) => t -> a -> a
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t >:< a = transform (toMap' t) a
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scale :: Coord -> Transform
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scale s = linear $ \(x, y, w) -> (s*y, s*y, w)
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@ -1,12 +1,20 @@
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{-# LANGUAGE TypeFamilies #-}
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module Vector ( Vertex(..)
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module Vector ( Coord
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, Transformable(..)
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, Transform(..)
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, ReversibleTransform(..)
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, Vertex(..)
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, Vector(..)
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, Rotation
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, zeroV
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, (^+^)
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, negateV
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, (><)
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, toAngle
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, translateV
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, translateV'
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, rotateV
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, rotateV'
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, fromAngle
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, toVector
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, fromVector
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, diffV
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) where
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data Vertex = Vertex { vertexX :: Coord, vertexY :: Coord } deriving (Show, Eq)
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instance Transformable Vertex where
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t >< (Vertex x y) = Vertex x' y'
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transform t (Vertex x y) = Vertex x' y'
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where
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(x', y', _) = t >< (x, y, 1) :: Vector3
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data Vector = Vector { vectorX :: Coord, vectorY :: Coord } deriving (Show, Eq)
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instance Transformable Vector where
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t >< (Vector x y) = Vector x' y'
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transform t (Vector x y) = Vector x' y'
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where
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(x', y', _) = t >< (x, y, 0) :: Vector3
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@ -35,25 +44,50 @@ instance AdditiveGroup Vector where
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instance VectorSpace Vector where
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type Scalar Vector = Coord
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s *^ Vector x y = Vector (s*x) (s*y)
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r *^ Vector x y = Vector (r*x) (r*y)
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instance InnerSpace Vector where
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Vector x1 y1 <.> Vector x2 y2 = x1*x2 + y1*y2
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toAngle :: Vector -> Coord
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toAngle (Vector x y) = atan2 y x
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instance Transform Vector where
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toMap (Vector dx dy) = linear $ \(x, y, w) -> (x+w*dx, y+w*dy, w)
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translateV :: Vector -> Transform
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translateV (Vector x y) = translate x y
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instance ReversibleTransform Vector where
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toMap' = toMap . negateV
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translateV' :: Vector -> Transform
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translateV' = translateV . negateV
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data Rotation = Rotation { rotC :: Coord, rotS :: Coord } deriving (Show, Eq)
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rotateV :: Vector -> Transform
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rotateV (Vector c s) = linear $ \(x, y, w) -> (c*x - s*y, s*x + c*y, w)
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instance Transformable Rotation where
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transform t (Rotation c s) = Rotation (c'/l) (s'/l)
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where
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(c', s', _) = t >< (c, s, 0) :: Vector3
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l = sqrt $ c'^2 + s'^2
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rotateV' :: Vector -> Transform
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rotateV' (Vector c s) = rotateV $ Vector c (-s)
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instance AdditiveGroup Rotation where
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zeroV = Rotation 1 0
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Rotation c1 s1 ^+^ Rotation c2 s2 = Rotation (c1*c2 - s1*s2) (s1*c2 + c1*s2)
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negateV (Rotation c s) = Rotation (-c) s
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instance Transform Rotation where
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toMap (Rotation c s) = linear $ \(x, y, w) -> (c*x - s*y, s*x + c*y, w)
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instance ReversibleTransform Rotation where
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toMap' = toMap . negateV
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toAngle :: Rotation -> Coord
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toAngle (Rotation c s) = atan2 s c
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fromAngle :: Coord -> Rotation
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fromAngle a = Rotation (cos a) (sin a)
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toVector :: Rotation -> Vector
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toVector (Rotation c s) = Vector c s
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fromVector :: Vector -> Rotation
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fromVector v = Rotation x y
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where
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Vector x y = normalized v
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diffV :: Vertex -> Vertex -> Vector
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diffV (Vertex x1 y1) (Vertex x2 y2) = Vector (x2-x1) (y2-y1)
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