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htanks/src/HTanks.hs
2010-03-09 07:30:42 +01:00

215 lines
7.6 KiB
Haskell

{-# 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
], bullets = [], 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 tankDir
tspeed <- gets tankTurnspeed >>= 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 {tankDir = 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 {tankAim = fromJust aangle}
when move $ do
tdir <- gets tankDir
tspeed <- gets tankSpeed
moved <- gets tankMoving
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 {tankX = x + tankX tank, tankY = y + tankY tank, tankMoving = True}
when (not move) $ do
modify $ \tank -> tank {tankMoving = False}
updateBullet :: GameState -> State Bullet Bool
updateBullet game = do
bullet <- get
let angle = (fromRational . toRational . bulletDir $ bullet)*pi/180
speed = bulletSpeed bullet
dx = speed * fromRational (round ((cos angle)*1000)%1000000)
dy = speed * fromRational (round ((sin angle)*1000)%1000000)
x = dx + bulletX bullet
y = dy + bulletY bullet
lw = fromIntegral . levelWidth . level $ game
lh = fromIntegral . levelHeight . level $ game
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)
(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}
return (bounces3 >= 0)
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 && (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
{ bulletX = tankX tank
, bulletY = tankY tank
, bulletDir = tankAim tank
, bulletSpeed = tankBulletSpeed tank
, bulletBouncesLeft = tankBulletBounces tank
, bulletTank = n
}) shootingtanks
modify $ \state -> state {players = p}
lift $ modify $ \state ->
let thebullets = map (runState $ updateBullet state) $ newbullets ++ bullets state
thetanks = map (\(tank, n) -> tank {tankBulletsLeft = (tankBulletsLeft tank) + (countLostTankBullets n thebullets)}) $ zip newtanks [0..]
in state {tanks = thetanks, bullets = map snd . filter fst $ thebullets}
where
updateTank' (player, tank) = let (p, angle, move, aangle, bullet) = playerUpdate player tank
t = execState (updateTank angle move aangle) tank
in (p, t, bullet)
countLostTankBullets n (x:xs) = (if ((not . fst $ x) && (n == (bulletTank . snd $ x))) then 1 else 0) + (countLostTankBullets n xs)
countLostTankBullets n [] = 0
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 ()