2017-02-20 19:51:33 +00:00
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{-# LANGUAGE MultiParamTypeClasses #-}
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module StateMachine where
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import Affection
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import qualified SDL
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import GEGL
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import qualified Data.Map as M
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import Data.Maybe (catMaybes)
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import Control.Monad (foldM, when)
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import System.Random (randomRIO)
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import Types
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import Commons
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import InGame
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class StateMachine a us where
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smLoad :: a -> Affection us ()
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smUpdate :: a -> Double -> Affection us ()
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smEvent :: a -> Double -> SDL.Event -> Affection us ()
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smDraw :: a -> Affection us ()
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smClean :: a -> Affection us ()
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instance StateMachine State UserData where
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smLoad Menu = do
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ud <- getAffection
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2017-02-26 01:13:58 +00:00
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liftIO $ gegl_node_connect_to
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2017-02-20 19:51:33 +00:00
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(nodeGraph ud M.! KeyMenuOver)
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2017-02-26 01:13:58 +00:00
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"output"
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(nodeGraph ud M.! KeyFGOver)
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"aux"
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2017-02-20 19:51:33 +00:00
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hs <- liftIO $ catMaybes <$> foldM (\acc _ -> do
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px <- randomRIO (0, 800)
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py <- randomRIO (0, 600)
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insertHaskelloid acc Nothing (px, py)
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) [] ([0..9] :: [Int])
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liftIO $ gegl_node_link_many $ map hFlange hs
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liftIO $ gegl_node_link (last $ map hFlange hs) (nodeGraph ud M.! KeyHNop)
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2017-02-26 01:13:58 +00:00
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liftIO $ gegl_node_disconnect (nodeGraph ud M.! KeyPNop) "input"
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2017-02-20 19:51:33 +00:00
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putAffection ud
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{ haskelloids = hs
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, fade = FadeIn 1
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, state = Menu
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2017-02-26 01:13:58 +00:00
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, shots = (shots ud)
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{ partSysParts = ParticleStorage Nothing [] }
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2017-02-20 19:51:33 +00:00
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}
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smLoad InGame = loadGame
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smUpdate Menu sec = do
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ud <- getAffection
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nhs <- mapM (updateHaskelloid sec) (haskelloids ud)
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case fade ud of
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FadeIn ttl -> do
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liftIO $ gegl_node_set (nodeGraph ud M.! KeyMenuText) $
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Operation "gegl:text"
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[ Property "color" $ PropertyColor $ GEGL.RGBA 1 1 1 (1.1 - ttl)
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]
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putAffection ud
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{ fade = if (ttl - sec) > 0 then FadeIn (ttl - sec) else FadeOut 1
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, haskelloids = nhs
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}
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FadeOut ttl -> do
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liftIO $ gegl_node_set (nodeGraph ud M.! KeyMenuText) $
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Operation "gegl:text"
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[ Property "color" $ PropertyColor $ GEGL.RGBA 1 1 1 ttl
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]
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putAffection ud
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{ fade = if (ttl - sec) > 0 then FadeOut (ttl - sec) else FadeIn 1
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, haskelloids = nhs
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}
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smUpdate InGame sec = updateGame sec
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smEvent Menu _ e = do
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ad <- get
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case SDL.eventPayload e of
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SDL.KeyboardEvent dat ->
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case SDL.keysymKeycode $ SDL.keyboardEventKeysym dat of
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SDL.KeycodeSpace ->
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when (SDL.keyboardEventKeyMotion dat == SDL.Pressed) $ do
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ud <- getAffection
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liftIO $ gegl_node_disconnect (nodeGraph ud M.! KeyFGNop) "input"
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smLoad InGame
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_ -> return ()
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SDL.WindowClosedEvent _ ->
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put ad
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{ quitEvent = True
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}
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_ -> return ()
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smEvent InGame sec e = handleGameEvent sec e
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smDraw Menu = do
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ud <- getAffection
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liftIO $ gegl_node_process $ nodeGraph ud M.! KeySink
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present
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(GeglRectangle 0 0 800 600)
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(buffer ud)
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True
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smDraw InGame = drawGame
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