16 Commits

  1. 3
      pituicat.cabal
  2. 1
      src/Classes.hs
  3. 27
      src/Classes/Collectable.hs
  4. 12
      src/Classes/Physics/Collidible.hs
  5. 2
      src/Classes/Prop.hs
  6. 18
      src/Scenes/Test.hs
  7. 21
      src/Scenes/Test/Load.hs
  8. 1
      src/Scenes/Test/Types.hs
  9. 82
      src/Scenes/Test/Update.hs
  10. 15
      src/Scenes/Test/Util.hs
  11. 1
      src/Types.hs
  12. 2
      src/Types/Graphics/VertexBuffer.hs
  13. 68
      src/Types/Player.hs
  14. 120
      src/Types/PowerUp.hs
  15. 6
      src/Types/Tangible.hs

3
pituicat.cabal

@ -24,6 +24,7 @@ executable pituicat
, Types.Texture
, Types.Cast
, Types.StageSet
, Types.Tangible
, Types.Graphics
, Types.Graphics.VertexArray
, Types.Graphics.VertexBuffer
@ -31,10 +32,12 @@ executable pituicat
, Types.Graphics.Shader
, Types.Util
, Types.Player
, Types.PowerUp
, Classes
, Classes.Scene
, Classes.Actor
, Classes.Prop
, Classes.Collectable
, Classes.Graphics
, Classes.Graphics.Bindable
, Classes.Graphics.Buffer

1
src/Classes.hs

@ -7,3 +7,4 @@ import Classes.Scene as C
import Classes.Prop as C
import Classes.Actor as C
import Classes.Physics as C
import Classes.Collectable as C

27
src/Classes/Collectable.hs

@ -0,0 +1,27 @@
module Classes.Collectable where
import Classes.Physics.Collidible (Collidible)
-- | All kinds of Effects present in the game
data Effect
= HealthUp
| SpeedUp
| JumpUp
| ArmorUp
| Antidote
| StopTime
| Invisibility
deriving (Eq, Show)
-- | The Effect holder type definition
data EffectHolder = EffectHolder
{ effectDuration :: Double -- ^ Duration of stored effect
, effectReleased :: Effect -- ^ The actual effect released
}
deriving (Eq, Show)
class Collidible c => Collectable c where
effect
:: c -- ^ Collectable object
-> EffectHolder -- ^ The descriptor of the effect contained

12
src/Classes/Physics/Collidible.hs

@ -139,13 +139,17 @@ class (Show c, Mass c) => Collidible c where
Collision tx (V2 (floor $ signum d1x) 0)
(_, True, True, False, True) ->
Collision ty (V2 0 (floor $ signum d1y))
(True, _, True, False, _) ->
NoCollision
(_, True, False, _, False) ->
NoCollision
(_, _, _, False, False) ->
NoCollision
x -> error $
"Unhandled combination of collision check results: "
<> (fromString $ show x)
in
A.log A.Debug
(fromString $
show (tx < dt, ty < dt, tx < ty, coll True, coll False))
res
res
else
NoCollision

2
src/Classes/Prop.hs

@ -4,7 +4,7 @@ module Classes.Prop where
import Classes.Graphics.Drawable
class (Drawable a) => Prop a where
class (Show a, Drawable a) => Prop a where
residentLayer :: a -> Word

18
src/Scenes/Test.hs

@ -10,6 +10,8 @@ import Linear
import qualified Data.Vector.Storable as VS
import qualified Data.Vector as V
import Data.String (fromString)
import Data.Maybe (fromJust)
import Control.Concurrent.STM
@ -35,6 +37,7 @@ instance Scene Test where
<*> newTVarIO Nothing
<*> newTVarIO V.empty
<*> newTVarIO V.empty
<*> newTVarIO V.empty
<*> newTVarIO (PVM identity identity identity)
<*> newTVarIO []
@ -53,8 +56,11 @@ instance Scene Test where
stageSet <- readTVarIO (testStageSet level)
nonPlayerCast <- readTVarIO (testCast level)
pituicat <- atomically $ readTVar (testPlayer level)
let cast = Cast (fromJust pituicat) `V.cons` nonPlayerCast
powerups <- (V.map Cast) <$> (readTVarIO (testPowerups level))
A.logIO A.Debug (fromString $ V.foldl (\acc (Cast p) -> acc ++ show p ++ " ") "" powerups)
pituicat <- readTVarIO (testPlayer level)
let cast = Cast (fromJust pituicat) `V.cons` powerups V.++
nonPlayerCast
playerPos@(V2 px py) = realToFrac <$> (pcPos $ fromJust pituicat)
atomically $ modifyTVar (testMatrices level) $ \pvm ->
@ -65,14 +71,18 @@ instance Scene Test where
}
(PVM p v m) <- atomically $ readTVar (testMatrices level)
setUniform sh "u_mvp" (p !*! v !*! m)
let (indices, vertices) = populate layers stageSet cast
let (indices, vertices) = populate
layers
stageSet
cast
bind va
bind vb
bind ib
bind sh
setUniform sh "u_mvp" (p !*! v !*! m)
write vb 0 vertices
write ib 0 (VS.map fromIntegral indices)

21
src/Scenes/Test/Load.hs

@ -3,6 +3,7 @@ module Scenes.Test.Load where
import qualified Graphics.Rendering.OpenGL as GL
import qualified Data.Vector as V
import qualified Data.Vector.Storable as VS
import Control.Concurrent.STM
@ -42,17 +43,17 @@ load level progress = do
bind vertexBuffer
let vertices = VS.fromList (createQuad (V2 (400 - 16) (300 - 16)) 0)
--let vertices = VS.fromList (createQuad (V2 (400 - 16) (300 - 16)) 0)
write vertexBuffer 0 vertices
--write vertexBuffer 0 vertices
indexBuffer <- newIndexBuffer 1024
bind indexBuffer
let indices = VS.fromList [0, 1, 2, 2, 3, 0]
-- let indices = VS.fromList [0, 1, 2, 2, 3, 0]
write indexBuffer 0 indices
-- write indexBuffer 0 indices
addBuffer (undefined :: Vertex) vertexBuffer
@ -80,6 +81,15 @@ load level progress = do
tex
False
Nothing
[]
oil = PowerUp
(realToFrac <$> (startpos + V2 200 0))
(V2 0 0)
(V2 0 0)
5000
tex
(EffectHolder 5 SpeedUp)
bind shader
setUniform shader "u_mvp" (projection !*! view !*! model)
@ -103,6 +113,9 @@ load level progress = do
putTMVar (testGraphics level)
(GLAssets vertexArray vertexBuffer indexBuffer shader [tex])
writeTVar (testPlayer level) (Just pituicat)
writeTVar (testCast level)
(V.fromList [Cast (oil {puPos = puPos oil + V2 200 0})])
writeTVar (testPowerups level) (V.fromList [oil])
writeTVar (testLoaded level) True
writeTVar (testMatrices level) (PVM projection view model)

1
src/Scenes/Test/Types.hs

@ -19,6 +19,7 @@ data Test = Test
, testPlayer :: TVar (Maybe Pituicat)
, testStageSet :: TVar (V.Vector StageSet)
, testCast :: TVar (V.Vector Cast)
, testPowerups :: TVar (V.Vector PowerUp)
, testMatrices :: TVar PVM
, testClean :: TVar [UUID]
}

82
src/Scenes/Test/Update.hs

@ -72,31 +72,69 @@ update level dt = liftIO $ do
)
walledCast
updatedCast <- readTVar (testCast level)
oldCat <- fromJust <$> readTVar (testPlayer level)
releasedEffects <- stateTVar (testPowerups level) $ \pus ->
let living = V.foldl
(\acc pu ->
let npu = perform dt pu
in
if puTTL npu > 0
then npu `V.cons` acc
else acc
)
V.empty
pus
indexCollected = V.filter ((/= NoCollision) . snd) $
V.zip (V.fromList [0..length living])
(V.map
(collisionCheck dt oldCat)
living
)
collected = V.foldl
(\acc (ind, _) ->
(living V.! ind) `V.cons` acc
)
V.empty
indexCollected
differ = V.foldl
(\acc life -> if life `V.elem` collected
then acc
else life `V.cons` acc
)
V.empty
living
fin = V.map
(\pu -> move dt $ performWorldCollision pu layer dt)
differ
in
(collected, fin)
modifyTVar
(testPlayer level) $ \(Just pituicat) ->
let playedCat = perform dt pituicat
-- collidedCat =
-- let partner =
-- V.foldl
-- (\acc@(_, ires) (Cast c) ->
-- let res = collisionCheck dt playedCat c
-- in
-- if res /= NoCollision &&
-- collisionTime res < collisionTime ires
-- then (Cast c, res)
-- else acc
-- )
-- (V.head updatedCast, NoCollision)
-- updatedCast
-- in
-- if (collisionTime $ snd partner) == dt
-- then playedCat
-- else uncurry
-- (\(Cast cx) res -> collide playedCat cx res)
-- partner
walledCat =
performWorldCollision playedCat layer dt
in Just $ move dt (A.log A.Debug (fromString $ show $ velocity walledCat) walledCat)
castCat =
let allPartners = V.zip (V.fromList [0..V.length updatedCast])
(V.map
(\(Cast c) -> collisionCheck dt playedCat c)
updatedCast
)
filtered = (V.filter ((/= NoCollision) . snd) allPartners)
partner = V.minimumBy
(\(_, e) (_, f) -> collisionTime e `compare` collisionTime f)
filtered
in
if V.null filtered
then
playedCat
else
uncurry
(\(Cast c) cr -> collide playedCat c cr)
(updatedCast V.! fst partner, snd partner)
walledCat = performWorldCollision castCat layer dt
affectedCat = walledCat
{ pcEffects = pcEffects walledCat ++
map puEffect (V.toList releasedEffects)
}
in Just $ move dt affectedCat
performWorldCollision
:: (Collidible c)

15
src/Scenes/Test/Util.hs

@ -1,5 +1,8 @@
{-#LANGUAGE OverloadedStrings #-}
module Scenes.Test.Util where
import Affection as A
import qualified Graphics.Rendering.OpenGL as GL
import Linear
@ -60,7 +63,11 @@ populate layers props actors =
(\(ais, avs) (StageSet s) ->
let (nis, nvs) = toVertices s
in
( ais V.++ nis
( ais V.++
(V.map
(+ (if null ais then 0 else V.maximum ais + 1))
nis
)
, avs V.++ nvs)
)
(V.empty, V.empty)
@ -69,7 +76,11 @@ populate layers props actors =
(\(ais, avs) (Cast c) ->
let (nis, nvs) = toVertices c
in
( ais V.++ nis
( ais V.++
(V.map
(+ (if null ais then 0 else V.maximum ais + 1))
nis
)
, avs V.++ nvs)
)
(V.empty, V.empty)

1
src/Types.hs

@ -11,3 +11,4 @@ import Types.StageSet as T
import Types.Graphics as T
import Types.Player as T
import Types.Util as T
import Types.PowerUp as T

2
src/Types/Graphics/VertexBuffer.hs

@ -41,7 +41,7 @@ data Vertex = Vertex
, vertTexCoord :: V2 GL.GLfloat
, vertTexID :: GL.GLfloat
}
deriving (Generic)
deriving (Generic, Show)
-- | make vertices instances of 'Storable'. it's a kind of magic ^.^
instance GStorable Vertex

68
src/Types/Player.hs

@ -18,6 +18,7 @@ import Classes.Graphics.Bindable
import Classes.Prop
import Classes.Actor
import Classes.Physics
import Classes.Collectable
import Types.Graphics.VertexBuffer
import Types.Texture
@ -35,13 +36,14 @@ data Pituicat = Pituicat
, pcHealth :: Int
, pcTexture :: Texture
, pcGrounded :: Bool
, pcMoveState :: Maybe Action
, pcMoveState :: Maybe Action
, pcEffects :: [EffectHolder]
}
deriving (Eq, Show)
instance Drawable Pituicat where
toVertices (Pituicat (V2 x y) _ _ _ _ _ _ _ _) =
toVertices (Pituicat (V2 x y) _ _ _ _ _ _ _ _ _) =
( V.fromList [0, 1, 2, 2, 3, 0]
, V.fromList
[ newVertex
@ -77,13 +79,18 @@ instance Actor Pituicat where
perform dt p =
let (V2 _ dy) = velocity physCat
moveFact =
if
null (filter ((SpeedUp ==) . effectReleased) (pcEffects p))
then 1
else 2
physCat = (accelerate dt . gravitate constG)
(p
{ pcAcc = 0
{ pcAcc = V2 0 0
, pcTMoveVel =
case pcMoveState p of
Just MoveRight -> V2 catMoveVelocity 0
Just MoveLeft -> V2 (-catMoveVelocity) 0
Just MoveRight -> V2 (catMoveVelocity * moveFact) 0
Just MoveLeft -> V2 ((-catMoveVelocity) * moveFact) 0
_ -> V2 0 0
}
)
@ -93,9 +100,22 @@ instance Actor Pituicat where
, pcGrounded = if pcGrounded physCat
then not (abs dy * dt > 2)
else False
, pcEffects =
foldl
(\acc eff ->
let nduration = effectDuration eff - dt
in
if nduration > 0
then
eff { effectDuration = nduration} : acc
else
acc
)
[]
(pcEffects p)
}
in
finalCat
A.log A.Debug ("*meow* am at: " <> (fromString $ show $ pcPos finalCat)) finalCat
instance Mass Pituicat where
@ -157,26 +177,18 @@ instance Collidible Pituicat where
)
((\(V2 _ y) -> y) (if diry /= 0 then pcVel ncat else pcVel cat))
grounded =
(vy * ddt) >= 0 &&
(vy * ddt) < 5 && diry == -1
vy >= 0 &&
vy < 200 &&
diry == -1
in
A.log
Debug
("*boing* meow! collision result: " <>
fromString (show collr) <>
"\nother: " <>
fromString (show other)
)
(
ncat
{ pcGrounded = grounded
, pcMoveVel = pcMoveVel ncat *
if dirx /= 0
then V2 0 1
else V2 1 1
, pcVel = nvel *
if dirx /= 0
then V2 0 1
else V2 1 1
}
)
ncat
{ pcGrounded = grounded
, pcMoveVel = pcMoveVel ncat *
if dirx /= 0
then V2 0 1
else V2 1 1
, pcVel = nvel *
if dirx /= 0
then V2 0 1
else V2 1 1
}

120
src/Types/PowerUp.hs

@ -0,0 +1,120 @@
module Types.PowerUp where
import qualified Data.Vector as V
import Linear
-- internal imports
import Classes.Graphics.Drawable
import Classes.Graphics.Bindable
import Classes.Collectable
import Classes.Prop
import Classes.Actor
import Classes.Physics
import Types.Graphics.VertexBuffer
import Types.Texture
import Util
data PowerUp = PowerUp
{ puPos :: V2 Double
, puVel :: V2 Double
, puAcc :: V2 Double
, puTTL :: Double
, puTexture :: Texture
, puEffect :: EffectHolder
}
deriving (Eq, Show)
instance Drawable PowerUp where
toVertices (PowerUp (V2 x y) _ _ _ _ _) =
( V.fromList [0, 1, 2, 2, 3, 0]
, V.fromList
[ newVertex
(V3 (realToFrac x - 20) (realToFrac y - 20) 0)
(V4 1 1 1 1)
(V2 0 (1 - 50 / 1024))
1
, newVertex
(V3 (realToFrac x + 20) (realToFrac y - 20) 0)
(V4 1 1 1 1)
(V2 (50 / 1024) (1 - 50 / 1024))
1
, newVertex
(V3 (realToFrac x + 20) (realToFrac y + 20) 0)
(V4 1 1 1 1)
(V2 (50 / 1024) 1)
1
, newVertex
(V3 (realToFrac x - 20) (realToFrac y + 20) 0)
(V4 1 1 1 1)
(V2 0 1)
1
]
)
instance Prop PowerUp where
residentLayer _ = 0
bindPropTexture = bind . puTexture
instance Actor PowerUp where
perform dt o =
let phys = (accelerate dt . gravitate constG)
o
{ puAcc = V2 0 0
, puTTL = puTTL o - dt
}
in
phys
instance Mass PowerUp where
mass _ = 1
acceleration = puAcc
accelerationUpdater o =
(\acc -> o
{ puAcc = acc
}
)
velocity = puVel
velocityUpdater o =
(\vel -> o
{ puVel = vel
}
)
position = puPos
positionUpdater o =
(\pos -> o
{ puPos = pos
}
)
instance Collidible PowerUp where
boundary _ =
( V2 (-20) (-20)
, V2 20 20
)
collide o _ NoCollision = o
collide o other collr@(Collision ddr (V2 dirx diry)) =
let no = elasticCollision 0.5 o other collr
in
no
instance Collectable PowerUp where
effect = puEffect

6
src/Types/Tangible.hs

@ -0,0 +1,6 @@
{-# LANGUAGE ExistentialQuantification #-}
module Types.Tangible where
import Classes.Collectable (Collectable)
data Tangible = forall a . Collectable a => Tangible a
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