287 lines
8.0 KiB
Haskell
287 lines
8.0 KiB
Haskell
{-# LANGUAGE RecordWildCards #-}
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module InGame where
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import Affection as A
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import qualified SDL
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import qualified Data.Set as S
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import Data.Maybe (isNothing, catMaybes)
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import Control.Monad
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import Control.Concurrent.MVar
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import System.Random (randomRIO)
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import Linear
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import NanoVG hiding (V2(..))
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import Foreign.C.Types (CFloat(..))
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import Types
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import Commons
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dVel :: Float
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dVel = 100
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pewVel :: Float
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pewVel = 200
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pewTTL :: Double
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pewTTL = 10
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dRot :: Float
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dRot = 5
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loadGame
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:: Affection ()
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-> Affection ()
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-> UserData
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-> Affection ()
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loadGame stateChange clean ud = do
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liftIO $ logIO A.Debug "loading game"
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nhs <- newHaskelloids (haskImage ud)
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kid <- partSubscribe
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(subKeyboard $ subsystems ud)
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(handleGameKeys stateChange clean ud)
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oldship <- liftIO $ readMVar (ship ud)
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void $ liftIO $ swapMVar (stateUUIDs ud) (UUIDClean [] [kid])
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void $ liftIO $ swapMVar (haskelloids ud) (nhs)
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void $ liftIO $ swapMVar (ship ud) (oldship
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{ sPos = V2 400 300
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, sVel = V2 0 0
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, sRot = 0
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, sThrust = False
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})
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void $ liftIO $ swapMVar (shots ud) []
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void $ liftIO $ swapMVar (wonlost ud) Nothing
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void $ liftIO $ swapMVar (state ud) InGame
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handleGameKeys
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:: Affection ()
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-> Affection ()
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-> UserData
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-> KeyboardMessage
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-> Affection ()
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handleGameKeys stateChange clean ud kbdev =
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if (msgKbdKeyMotion kbdev == SDL.Pressed)
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then case SDL.keysymKeycode (msgKbdKeysym kbdev) of
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SDL.KeycodeSpace -> unless (msgKbdKeyRepeat kbdev) $ do
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shoot ud
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SDL.KeycodeR -> unless (msgKbdKeyRepeat kbdev) $ do
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wlcond <- liftIO $ readMVar (wonlost ud)
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unless (isNothing $ wlcond) $ do
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liftIO $ logIO A.Debug "Reloading"
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clean
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SDL.KeycodeEscape -> do
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liftIO $ logIO A.Debug "Leave to Menu"
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stateChange
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SDL.KeycodeW -> accelShip ud dVel
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SDL.KeycodeA -> rotateShip ud dRot
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SDL.KeycodeD -> rotateShip ud (-dRot)
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_ -> return ()
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else case SDL.keysymKeycode (msgKbdKeysym kbdev) of
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SDL.KeycodeW -> deThrust ud
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SDL.KeycodeA -> deThrust ud
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SDL.KeycodeD -> deThrust ud
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_ -> return ()
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shoot :: UserData -> Affection ()
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shoot ud = do
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Ship{..} <- liftIO $ readMVar (ship ud)
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let npew = Pew ppos pVel pewTTL
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ppos = sPos + (V2 0 25 `rotVec` sRot)
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pVel = sVel + (V2 0 pewVel `rotVec` sRot)
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oldshots <- liftIO $ readMVar (shots ud)
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void $ liftIO $ swapMVar (shots ud) (npew : oldshots)
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accelShip :: UserData -> Float -> Affection ()
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accelShip ud vel = do
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dt <- getDelta
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s <- liftIO $ readMVar (ship ud)
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let nVel = sVel s + fmap (realToFrac dt *) (V2 0 vel `rotVec` sRot s)
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void $ liftIO $ swapMVar (ship ud) (s
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{ sVel = nVel
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, sThrust = True
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})
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deThrust :: UserData -> Affection ()
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deThrust ud = do
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s <- liftIO $ readMVar (ship ud)
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void $ liftIO $ swapMVar (ship ud) (s
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{ sThrust = False
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})
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rotateShip :: UserData -> Float -> Affection ()
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rotateShip ud deg = do
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-- dt <- getDelta
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s <- liftIO $ readMVar (ship ud)
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void $ liftIO $ swapMVar (ship ud) (s
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{ sRot = sRot s - deg -- * realToFrac dt
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})
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rotVec :: (Num a, Floating a) => V2 a -> a -> V2 a
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rotVec (V2 x y) deg = V2 nx ny
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where
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nx = x * cos (dtor deg) + y * sin (dtor deg)
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ny = x * sin (dtor deg) - y * cos (dtor deg)
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dtor = (pi / 180 *)
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updateGame :: UserData -> Double -> Affection ()
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updateGame ud sec = do
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nhs <- map (updateHaskelloid sec) <$> liftIO (readMVar $ haskelloids ud)
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npews <- (filter (\p -> pTTL p > 0) . map (updatePew sec)) <$> liftIO (readMVar $ shots ud)
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s <- liftIO $ readMVar (ship ud)
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let nship = updateShip sec s
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void $ liftIO $ swapMVar (haskelloids ud) nhs
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void $ liftIO $ swapMVar (shots ud) npews
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void $ liftIO $ swapMVar (ship ud) nship
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checkShotDown ud
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hasks <- liftIO $ readMVar (haskelloids ud)
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hotShots <- liftIO $ readMVar (shots ud)
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wlcond <- liftIO $ readMVar (wonlost ud)
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when
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( ( any (checkCollision nship) hasks
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|| any (checkFriendlyFire nship) hotShots
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)
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&& isNothing wlcond
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) $ do
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liftIO $ logIO A.Debug "You Lost!"
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void $ liftIO $ swapMVar (wonlost ud) (Just Lost)
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when (isNothing wlcond && null hasks) $ do
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liftIO $ logIO A.Debug "You Won!"
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void $ liftIO $ swapMVar (wonlost ud) (Just Won)
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checkShotDown :: UserData -> Affection ()
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checkShotDown ud = do
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pews <- liftIO $ readMVar (shots ud)
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hasks <- liftIO $ readMVar (haskelloids ud)
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let pairs = catMaybes $ concatMap (crossOut hasks) pews
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deadHasks = map fst pairs
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nhask = foldl
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(\acc a -> filter (\x -> a /= x) acc)
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hasks
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deadHasks
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npews = foldl
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(\acc a -> filter (\x -> a /= x) acc)
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pews
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(map snd pairs)
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children <- liftIO $ concat <$> mapM (\Haskelloid{..} -> do
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n1velx <- randomRIO (-10, 10)
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n1vely <- randomRIO (-10, 10)
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n1rot <- randomRIO (-180, 180)
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n1pitch <- randomRIO (-pi, pi)
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n2velx <- randomRIO (-10, 10)
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n2vely <- randomRIO (-10, 10)
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n2rot <- randomRIO (-180, 180)
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n2pitch <- randomRIO (-pi, pi)
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let ndiv = hDiv + 1
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if ndiv > 5
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then return []
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else return
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[ Haskelloid hPos (V2 n1velx n1vely) n1rot n1pitch ndiv hImg
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, Haskelloid hPos (V2 n2velx n2vely) n2rot n2pitch ndiv hImg
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]
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) deadHasks
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void $ liftIO $ swapMVar (shots ud) npews
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void $ liftIO $ swapMVar (haskelloids ud) (nhask ++ children)
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where
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crossOut :: [Haskelloid] -> Pew -> [Maybe (Haskelloid, Pew)]
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crossOut hs p =
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foldl (\acc h ->
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if distance (pPos p) (hPos h) < (50 / fromIntegral (hDiv h))
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then Just (h, p) : acc
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else Nothing : acc
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) [] hs
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checkCollision :: Ship -> Haskelloid -> Bool
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checkCollision s h =
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distance (sPos s) (hPos h) < minDist
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where
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minDist = 20 + (50 / fromIntegral (hDiv h))
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checkFriendlyFire :: Ship -> Pew -> Bool
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checkFriendlyFire s p =
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distance (sPos s) (pPos p) < 20
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updateShip :: Double -> Ship -> Ship
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updateShip ddt s@Ship{..} = s
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{ sPos = wrapAround (sPos + fmap (dt *) sVel) 40
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}
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where
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dt = realToFrac ddt
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updatePew :: Double -> Pew -> Pew
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updatePew ddt p@Pew{..} = p
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{ pPos = wrapAround (pPos + fmap (dt *) pVel) 0
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, pTTL = pTTL - ddt
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}
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where
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dt = realToFrac ddt
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drawGame :: UserData -> Affection ()
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drawGame ud = do
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hasks <- liftIO $ readMVar (haskelloids ud)
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pews <- liftIO $ readMVar (shots ud)
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wlcond <- liftIO $ readMVar (wonlost ud)
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s <- liftIO $ readMVar (ship ud)
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mapM_ (drawHaskelloid (nano ud)) hasks
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mapM_ (drawPew (nano ud)) pews
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case wlcond of
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Just x -> drawWonLost (nano ud) x
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Nothing -> drawShip (nano ud) s
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drawWonLost :: Context -> WonLost -> Affection ()
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drawWonLost ctx wl =
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liftIO $ do
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let color = case wl of
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Won -> rgba 128 255 0 255
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Lost -> rgba 255 128 0 255
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textStr = case wl of
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Won -> "YOU WON!"
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Lost -> "YOU LOsT!"
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save ctx
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fontSize ctx 120
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fontFace ctx "modulo"
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textAlign ctx (S.fromList [AlignCenter,AlignTop])
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fillColor ctx (rgba 255 255 255 255)
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textBox ctx 0 200 800 textStr
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fillColor ctx color
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fontSize ctx 40
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textBox ctx 0 350 800 "Press [Esc] to exit\nPress [R] to try again"
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restore ctx
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drawShip :: Context -> Ship -> Affection ()
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drawShip ctx Ship{..} =
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liftIO $ do
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when (sThrust) $ do
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let pos@(V2 px py) = fmap CFloat sPos - V2 0 10 `rotVec` cRot
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V2 x1 y1 = pos - (V2 10 0 `rotVec` cRot)
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V2 x2 y2 = pos + (V2 10 0 `rotVec` cRot)
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V2 x3 y3 = pos - (V2 0 25 `rotVec` cRot)
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cRot = CFloat sRot
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save ctx
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grad <- linearGradient ctx px py x3 y3 (rgba 255 128 0 255) (rgba 0 0 0 0)
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fillPaint ctx grad
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beginPath ctx
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moveTo ctx x1 y1
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lineTo ctx x2 y2
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lineTo ctx x3 y3
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closePath ctx
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fill ctx
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restore ctx
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drawImage ctx sImg (sPos - fmap (/2) dim) dim sRot 1
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where
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dim = V2 40 40
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drawPew :: Context -> Pew -> Affection ()
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drawPew ctx Pew{..} =
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liftIO $ do
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let (V2 x y) = fmap CFloat pPos
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save ctx
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beginPath ctx
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fillColor ctx (rgba 255 128 0 255)
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circle ctx x y 2
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fill ctx
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restore ctx
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