pituicat/src/Types/Player.hs

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{-# LANGUAGE OverloadedStrings #-}
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module Types.Player where
import Affection as A
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import Linear
import qualified Data.Vector as V
import Data.String (fromString)
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-- internal imports
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import Util
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import Classes.Graphics.Drawable
import Classes.Graphics.Bindable
import Classes.Prop
import Classes.Actor
import Classes.Physics
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import Types.Graphics.VertexBuffer
import Types.Texture
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import Types.Subsystems
catMoveVelocity :: Double
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catMoveVelocity = 100
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data Pituicat = Pituicat
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{ pcPos :: V2 Double
, pcVel :: V2 Double
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, pcMoveVel :: V2 Double
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, pcTMoveVel :: V2 Double
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, pcAcc :: V2 Double
, pcHealth :: Int
, pcTexture :: Texture
, pcGrounded :: Bool
, pcMoveState :: Maybe Action
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}
deriving (Eq, Show)
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instance Drawable Pituicat where
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toVertices (Pituicat (V2 x y) _ _ _ _ _ _ _ _) =
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( V.fromList [0, 1, 2, 2, 3, 0]
, V.fromList
[ newVertex
(V3 (realToFrac x - 25) (realToFrac y - 25) 0)
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(V4 1 1 1 1)
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(V2 0 (1 - 50 / 1024))
1
, newVertex
(V3 (realToFrac x + 25) (realToFrac y - 25) 0)
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(V4 1 1 1 1)
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(V2 (50 / 1024) (1 - 50 / 1024))
1
, newVertex
(V3 (realToFrac x + 25) (realToFrac y + 25) 0)
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(V4 1 1 1 1)
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(V2 (50 / 1024) 1)
1
, newVertex
(V3 (realToFrac x - 25) (realToFrac y + 25) 0)
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(V4 1 1 1 1)
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(V2 0 1)
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1
]
)
instance Prop Pituicat where
residentLayer _ = 0
bindPropTexture = bind . pcTexture
instance Actor Pituicat where
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perform dt p =
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let physCat = (accelerate dt . gravitate constG)
(p
{ pcAcc = 0
, pcTMoveVel =
case pcMoveState physCat of
Just MoveRight -> V2 catMoveVelocity 0
Just MoveLeft -> V2 (-catMoveVelocity) 0
_ -> V2 0 0
}
)
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finalCat = physCat
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{ pcMoveVel =
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lerp (min 0.95 (59 * dt)) (pcMoveVel physCat) (pcTMoveVel physCat)
-- pcTMoveVel physCat
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}
in
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(A.log Debug (
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("being at " <> fromString (show $ position finalCat)) <>
("; moving with " <> fromString (show $ velocity finalCat))
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)
) finalCat
instance Mass Pituicat where
mass _ = 1
acceleration = pcAcc
accelerationUpdater cat =
(\accel -> cat
{ pcAcc = accel
}
)
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velocity cat = pcVel cat + pcMoveVel cat
velocityUpdater cat =
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(\vel@(V2 vx vy) ->
let (V2 mx my) = pcMoveVel cat
nx =
if abs mx > abs vx
then 0
else vx - mx
ny =
if abs my > abs vy
then 0
else vy - my
in
cat
{ pcVel = (V2 nx ny)
}
)
position = pcPos
positionUpdater cat =
(\pos -> cat
{ pcPos = pos
}
)
instance Collidible Pituicat where
boundary _ =
( V2 (-25) (-25)
, V2 25 25
)
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collide cat _ NoCollision = cat
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collide cat other collr@(Collision ddt (V2 dirx diry)) =
A.log
Debug
("*boing* meow! other: " <>
fromString (show other))
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(
let ncat = (elasticCollision 0.3 cat other collr)
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(V2 dx dy) = (ddt *) <$> (
velocity ncat *
if dirx /= 0
then V2 0 1
else V2 1 1
)
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in
ncat
{ pcGrounded = abs dy < 2
}
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)