2016-10-31 22:47:16 +00:00
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{-# LANGUAGE RecordWildCards #-}
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2017-02-23 23:18:29 +00:00
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{-# LANGUAGE BangPatterns #-}
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2016-03-25 08:41:22 +00:00
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module Affection
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2016-10-31 22:47:16 +00:00
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( withAffection
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2016-12-12 01:10:30 +00:00
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, getAffection
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, putAffection
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2016-11-13 12:39:25 +00:00
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-- , withWindow
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-- , withDefaultWindow
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2016-03-25 10:43:31 +00:00
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, delaySec
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2016-11-04 15:06:16 +00:00
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, get
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, put
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2016-12-08 17:22:29 +00:00
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, module A
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2016-03-25 08:41:22 +00:00
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) where
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2016-10-31 22:47:16 +00:00
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import qualified SDL
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import qualified SDL.Internal.Numbered as SDL (toNumber)
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2016-11-08 03:31:51 +00:00
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import qualified SDL.Raw as Raw
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import qualified GEGL as G
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import Data.Maybe
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2017-02-19 21:28:10 +00:00
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import Data.IORef
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2016-10-31 22:47:16 +00:00
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2016-11-02 00:14:53 +00:00
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import System.Clock
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2016-10-31 22:47:16 +00:00
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import Control.Monad.Loops
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import Control.Monad.State
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2016-03-25 10:43:31 +00:00
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2016-12-11 16:38:03 +00:00
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import Foreign.C.Types (CInt(..))
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import Foreign.Storable (peek)
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2017-02-17 16:15:06 +00:00
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import Debug.Trace
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2016-12-08 17:22:29 +00:00
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import Affection.Types as A
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import Affection.Draw as A
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2016-12-13 10:08:49 +00:00
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import Affection.Particle as A
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import Affection.StateMachine as A
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import Affection.MouseInteractable as A
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2016-03-25 15:58:46 +00:00
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2016-12-11 16:38:03 +00:00
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import qualified BABL as B
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2016-11-06 04:02:06 +00:00
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-- | Main function which bootstraps everything else.
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withAffection
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:: AffectionConfig us -- ^ Configuration of the Game and its engine.
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-> IO ()
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withAffection AffectionConfig{..} = do
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-- intialiaze SDL
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case initComponents of
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All ->
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SDL.initializeAll
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Only is ->
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SDL.initialize is
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G.gegl_init
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-- give SDL render quality
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SDL.HintRenderScaleQuality SDL.$= SDL.ScaleLinear
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-- just checking…
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do
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renderQuality <- SDL.get SDL.HintRenderScaleQuality
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when (renderQuality /= SDL.ScaleLinear) $
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putStrLn "Warning: Linear texture filtering not enabled!"
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-- get current time
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execTime <- newIORef =<< getTime Monotonic
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-- construct window
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window <- SDL.createWindow windowTitle windowConfig
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SDL.showWindow window
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-- create renderer
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renderer <- SDL.createRenderer
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window
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(-1)
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SDL.defaultRenderer
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-- make draw surface
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surface <- SDL.createRGBSurface
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(SDL.windowInitialSize windowConfig)
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SDL.ABGR8888
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let (SDL.Surface ptr _) = surface
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pixelFormat <- liftIO $ peek . Raw.surfaceFormat =<< peek ptr
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SDL.V2 (CInt rw) (CInt rh) <- liftIO $ SDL.surfaceDimensions surface
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let (w, h) = (fromIntegral rw, fromIntegral rh)
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stride = (fromIntegral $ Raw.pixelFormatBytesPerPixel pixelFormat) * w
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pixels <- SDL.surfacePixels $ surface
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let bablFormat = B.PixelFormat B.RGBA B.CFu8
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cpp = B.babl_components_per_pixel bablFormat
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format <- B.babl_format bablFormat
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initContainer <- (\x -> AffectionData
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{ quitEvent = False
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, userState = x
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, drawWindow = window
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, windowRenderer = renderer
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, drawSurface = surface
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, drawFormat = format
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, drawPixels = pixels
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, drawDimensions = (w, h)
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, drawStride = stride
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, drawCPP = cpp
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, drawStack = []
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, elapsedTime = 0
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}) <$> loadState surface
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(_, nState) <- runStateT ( A.runState $ do
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preLoop
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whileM_ (do
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current <- get
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return $ not $ A.quitEvent current
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)
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(do
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-- Measure time difference form last run
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now <- liftIO $ getTime Monotonic
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lastTime <- liftIO $ readIORef execTime
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-- get state
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ad <- get
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-- clean draw requests from last run
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mapM_ (invalidateDrawRequest (drawPixels ad) (drawStride ad) (drawCPP ad)) (drawStack ad)
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-- clean the renderer form last time
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SDL.clear renderer
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-- compute dt and update elapsedTime
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let !dt = (fromIntegral $ toNanoSecs $ diffTimeSpec lastTime now) / (fromIntegral 10 ^ 9)
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!ne = elapsedTime ad + dt
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put $ ad
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{ drawStack = []
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, elapsedTime = ne
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}
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-- poll events
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evs <- preHandleEvents =<< liftIO SDL.pollEvents
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-- execute user defined update loop
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updateLoop dt evs
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2016-12-23 13:18:39 +00:00
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-- execute user defined draw loop
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drawLoop
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-- handle all new draw requests
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ad2 <- get
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clear <- catMaybes <$>
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mapM (handleDrawRequest (drawPixels ad) (drawStride ad) (drawCPP ad)) (drawStack ad2)
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-- save all draw requests to clear in next run
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put $ ad2
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{ drawStack = clear }
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-- get texture from surface
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texture <- SDL.createTextureFromSurface (windowRenderer ad2) (drawSurface ad2)
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-- actual drawing
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SDL.copy (windowRenderer ad2) texture Nothing Nothing
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SDL.present (windowRenderer ad2)
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-- clean the texture
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SDL.destroyTexture texture
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-- save new time
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liftIO $ writeIORef execTime $ now
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)
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) initContainer
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G.gegl_exit
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cleanUp $ userState nState
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SDL.destroyWindow window
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SDL.quit
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getSurfaces :: SDL.Window -> IO (SDL.Surface, SDL.Surface)
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getSurfaces window = do
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oldSurf@(SDL.Surface ptr _) <- SDL.getWindowSurface window
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rawSurfacePtr <- Raw.convertSurfaceFormat ptr (SDL.toNumber SDL.ABGR8888) 0
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let surface = (flip SDL.Surface Nothing) rawSurfacePtr
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return (oldSurf, surface)
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2017-02-22 17:02:34 +00:00
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-- Prehandle SDL events in case any window events occur
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2017-02-17 16:15:06 +00:00
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preHandleEvents :: [SDL.Event] -> Affection us [SDL.Event]
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preHandleEvents evs =
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2017-02-25 16:24:21 +00:00
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-- mapM handle evs
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-- where
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-- handle e =
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-- case SDL.eventPayload e of
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-- SDL.WindowMovedEvent _ -> do
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-- liftIO $ traceIO "I was moved"
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-- return e
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-- _ ->
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-- return e
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return evs
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2017-02-17 16:15:06 +00:00
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2016-12-12 01:10:30 +00:00
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-- | Return the userstate to the user
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getAffection :: Affection us us
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getAffection = do
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ad <- get
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return $ userState ad
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-- | Put altered user state back
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putAffection
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:: us -- User state
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-> Affection us ()
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putAffection us = do
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ad <- get
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put $ ad
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{ userState = us }
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2016-03-25 10:43:31 +00:00
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2016-11-06 04:02:06 +00:00
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-- | block a thread for a specified amount of time
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delaySec
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:: Int -- ^ Number of seconds
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-> IO ()
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delaySec dur = SDL.delay (fromIntegral $ dur * 1000)
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