215 lines
7.6 KiB
Haskell
215 lines
7.6 KiB
Haskell
{-# LANGUAGE PatternGuards, GeneralizedNewtypeDeriving #-}
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import Game
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import Level
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import Render
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import Player
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import CPUPlayer
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import DefaultPlayer
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import GLDriver
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import GLX
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import Control.Concurrent (threadDelay)
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import Control.Monad.State
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import Data.Fixed
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import Data.Maybe
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import qualified Data.Map as M
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import Data.Ratio
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import qualified Data.Set as S
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import Data.Time.Clock
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data MainState = MainState
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{ run :: !Bool
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, driver :: !SomeDriver
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, time :: !UTCTime
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, players :: ![SomePlayer]
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}
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newtype MainT m a = MainT (StateT MainState m a)
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deriving (Monad, MonadState MainState, MonadIO, MonadTrans)
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type Main = MainT Game
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runMain :: MainState -> Main a -> Game (a, MainState)
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runMain st (MainT a) = runStateT a st
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main :: IO ()
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main = do
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let theLevel = testLevel
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gl <- initGL $ glxDriver (levelWidth theLevel) (levelHeight theLevel)
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when (initialized gl) $ do
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currentTime <- getCurrentTime
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let 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 $ CPUPlayer 0
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]}
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gameState = GameState {level = theLevel, tanks = [ Tank 5.0 5.0 0 0 2 270 False 3 2 5
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, Tank 5.0 3.5 0 0 2 270 False 3 2 5
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], bullets = [], textures = M.empty}
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runGame gameState $ do
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setup
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runMain mainState mainLoop
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deinitGL gl
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minFrameTime :: NominalDiffTime
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minFrameTime = 0.01
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mainLoop :: Main ()
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mainLoop = do
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gl <- gets driver
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t <- gets time
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handleEvents
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lift render
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liftIO $ swapBuffers gl
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rtime <- liftIO getCurrentTime
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let drender = diffUTCTime rtime t
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when (drender < minFrameTime) $
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liftIO $ threadDelay $ truncate $ 1e6*(minFrameTime - drender)
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currenttime <- liftIO getCurrentTime
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let d = round $ 1e3*(diffUTCTime currenttime t)
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replicateM_ d simulationStep
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let newtime = addUTCTime ((1e-3)*(fromIntegral d)) t
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modify $ \state -> state {time = newtime}
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runnext <- gets run
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when runnext mainLoop
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updateAngle :: Micro -> State Tank ()
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updateAngle angle = do
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oldangle <- gets tankDir
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tspeed <- gets tankTurnspeed >>= return . (/1000)
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let diff = angle - oldangle
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let diff360 = if (diff > 180)
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then (diff-360)
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else if (diff <= -180)
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then (diff+360)
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else diff
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let (diff180, angle180) = if (diff360 > 90)
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then (diff360-180, oldangle+180)
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else if (diff360 <= -90)
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then (diff360+180, oldangle-180)
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else (diff360, oldangle)
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let turn = if (diff180 > tspeed)
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then tspeed
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else if (diff180 < -tspeed)
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then (-tspeed)
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else diff180
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let newangle = angle180 + turn
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let newangle180 = if (newangle > 180)
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then (newangle-360)
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else if (newangle <= -180)
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then (newangle+360)
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else newangle
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modify $ \tank -> tank {tankDir = newangle180}
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updateTank :: Maybe Micro -> Bool -> Maybe Micro -> State Tank ()
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updateTank angle move aangle = do
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when (isJust angle) $
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updateAngle $ fromJust angle
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when (isJust aangle) $
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modify $ \tank -> tank {tankAim = fromJust aangle}
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when move $ do
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tdir <- gets tankDir
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tspeed <- gets tankSpeed
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moved <- gets tankMoving
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when (isNothing angle || (isJust angle && (tdir == fromJust angle)) || moved) $ do
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let anglej = (fromRational . toRational $ tdir)*pi/180
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x = tspeed * fromRational (round ((cos anglej)*1000)%1000000)
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y = tspeed * fromRational (round ((sin anglej)*1000)%1000000)
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modify $ \tank -> tank {tankX = x + tankX tank, tankY = y + tankY tank, tankMoving = True}
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when (not move) $ do
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modify $ \tank -> tank {tankMoving = False}
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updateBullet :: GameState -> State Bullet Bool
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updateBullet game = do
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bullet <- get
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let angle = (fromRational . toRational . bulletDir $ bullet)*pi/180
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speed = bulletSpeed bullet
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dx = speed * fromRational (round ((cos angle)*1000)%1000000)
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dy = speed * fromRational (round ((sin angle)*1000)%1000000)
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x = dx + bulletX bullet
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y = dy + bulletY bullet
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lw = fromIntegral . levelWidth . level $ game
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lh = fromIntegral . levelHeight . level $ game
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dir = bulletDir bullet
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bounces = bulletBouncesLeft bullet
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(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)
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(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)
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put bullet {bulletX = newx, bulletY = newy, bulletDir = dir3, bulletBouncesLeft = bounces3}
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return (bounces3 >= 0)
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simulationStep :: Main ()
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simulationStep = do
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oldplayers <- gets players
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oldtanks <- lift $ gets tanks
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let (p, t, s) = unzip3 $ map updateTank' $ zip oldplayers oldtanks
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ts = zip3 t s [0..]
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shootingtanks = map (\(tank, _, n) -> (tank, n)) $ filter (\(tank, shoot, _) -> shoot && (tankBulletsLeft tank) > 0) $ ts
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newtanks = map (\(tank, shoot, _) -> if (shoot && (tankBulletsLeft tank) > 0) then tank {tankBulletsLeft = (tankBulletsLeft tank) - 1} else tank) $ ts
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newbullets = map (\(tank, n) -> Bullet
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{ bulletX = tankX tank
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, bulletY = tankY tank
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, bulletDir = tankAim tank
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, bulletSpeed = tankBulletSpeed tank
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, bulletBouncesLeft = tankBulletBounces tank
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, bulletTank = n
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}) shootingtanks
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modify $ \state -> state {players = p}
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lift $ modify $ \state ->
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let thebullets = map (runState $ updateBullet state) $ newbullets ++ bullets state
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thetanks = map (\(tank, n) -> tank {tankBulletsLeft = (tankBulletsLeft tank) + (countLostTankBullets n thebullets)}) $ zip newtanks [0..]
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in state {tanks = thetanks, bullets = map snd . filter fst $ thebullets}
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where
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updateTank' (player, tank) = let (p, angle, move, aangle, bullet) = playerUpdate player tank
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t = execState (updateTank angle move aangle) tank
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in (p, t, bullet)
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countLostTankBullets n (x:xs) = (if ((not . fst $ x) && (n == (bulletTank . snd $ x))) then 1 else 0) + (countLostTankBullets n xs)
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countLostTankBullets n [] = 0
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handleEvents :: Main ()
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handleEvents = do
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(newgl, event) <- gets driver >>= liftIO . nextEvent
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modify $ \state -> state {driver = newgl}
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when (isJust event) $ do
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Main.handleEvent $ fromJust event
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modify $ \state -> state {players = map (\p -> Player.handleEvent p $ fromJust event) $ players state}
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handleEvents
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handleEvent :: SomeEvent -> Main ()
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handleEvent ev
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| Just QuitEvent <- fromEvent ev = modify $ \state -> state {run = False}
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| otherwise = return ()
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