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Author | SHA1 | Date |
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nek0 | 61451a4a10 | |
nek0 | 03a577fd18 | |
nek0 | 6f816eedef | |
nek0 | 3079ee74e1 | |
nek0 | 21df43b773 | |
nek0 | 370d6def45 | |
nek0 | 9e04a4fddb | |
nek0 | d095569911 | |
nek0 | 5a15be6eef | |
nek0 | b51248e7e7 | |
nek0 | 310105ed48 | |
nek0 | 2ec22ea6b0 | |
nek0 | 039d567be8 | |
nek0 | 083ef004cd | |
nek0 | f3a70c100f | |
nek0 | 7456840238 |
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@ -24,6 +24,7 @@ executable pituicat
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, Types.Texture
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, Types.Cast
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, Types.StageSet
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, Types.Tangible
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, Types.Graphics
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, Types.Graphics.VertexArray
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, Types.Graphics.VertexBuffer
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@ -31,10 +32,12 @@ executable pituicat
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, Types.Graphics.Shader
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, Types.Util
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, Types.Player
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, Types.PowerUp
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, Classes
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, Classes.Scene
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, Classes.Actor
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, Classes.Prop
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, Classes.Collectable
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, Classes.Graphics
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, Classes.Graphics.Bindable
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, Classes.Graphics.Buffer
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@ -7,3 +7,4 @@ import Classes.Scene as C
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import Classes.Prop as C
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import Classes.Actor as C
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import Classes.Physics as C
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import Classes.Collectable as C
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@ -0,0 +1,27 @@
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module Classes.Collectable where
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import Classes.Physics.Collidible (Collidible)
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-- | All kinds of Effects present in the game
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data Effect
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= HealthUp
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| SpeedUp
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| JumpUp
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| ArmorUp
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| Antidote
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| StopTime
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| Invisibility
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deriving (Eq, Show)
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-- | The Effect holder type definition
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data EffectHolder = EffectHolder
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{ effectDuration :: Double -- ^ Duration of stored effect
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, effectReleased :: Effect -- ^ The actual effect released
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}
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deriving (Eq, Show)
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class Collidible c => Collectable c where
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effect
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:: c -- ^ Collectable object
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-> EffectHolder -- ^ The descriptor of the effect contained
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@ -139,13 +139,17 @@ class (Show c, Mass c) => Collidible c where
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Collision tx (V2 (floor $ signum d1x) 0)
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(_, True, True, False, True) ->
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Collision ty (V2 0 (floor $ signum d1y))
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(True, _, True, False, _) ->
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NoCollision
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(_, True, False, _, False) ->
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NoCollision
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(_, _, _, False, False) ->
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NoCollision
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x -> error $
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"Unhandled combination of collision check results: "
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<> (fromString $ show x)
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in
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A.log A.Debug
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(fromString $
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show (tx < dt, ty < dt, tx < ty, coll True, coll False))
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res
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res
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else
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NoCollision
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@ -4,7 +4,7 @@ module Classes.Prop where
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import Classes.Graphics.Drawable
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class (Drawable a) => Prop a where
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class (Show a, Drawable a) => Prop a where
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residentLayer :: a -> Word
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@ -10,6 +10,8 @@ import Linear
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import qualified Data.Vector.Storable as VS
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import qualified Data.Vector as V
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import Data.String (fromString)
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import Data.Maybe (fromJust)
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import Control.Concurrent.STM
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@ -35,6 +37,7 @@ instance Scene Test where
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<*> newTVarIO Nothing
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<*> newTVarIO V.empty
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<*> newTVarIO V.empty
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<*> newTVarIO V.empty
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<*> newTVarIO (PVM identity identity identity)
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<*> newTVarIO []
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@ -53,8 +56,11 @@ instance Scene Test where
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stageSet <- readTVarIO (testStageSet level)
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nonPlayerCast <- readTVarIO (testCast level)
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pituicat <- atomically $ readTVar (testPlayer level)
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let cast = Cast (fromJust pituicat) `V.cons` nonPlayerCast
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powerups <- (V.map Cast) <$> (readTVarIO (testPowerups level))
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A.logIO A.Debug (fromString $ V.foldl (\acc (Cast p) -> acc ++ show p ++ " ") "" powerups)
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pituicat <- readTVarIO (testPlayer level)
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let cast = Cast (fromJust pituicat) `V.cons` powerups V.++
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nonPlayerCast
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playerPos@(V2 px py) = realToFrac <$> (pcPos $ fromJust pituicat)
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atomically $ modifyTVar (testMatrices level) $ \pvm ->
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@ -65,14 +71,18 @@ instance Scene Test where
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}
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(PVM p v m) <- atomically $ readTVar (testMatrices level)
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setUniform sh "u_mvp" (p !*! v !*! m)
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let (indices, vertices) = populate layers stageSet cast
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let (indices, vertices) = populate
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layers
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stageSet
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cast
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bind va
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bind vb
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bind ib
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bind sh
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setUniform sh "u_mvp" (p !*! v !*! m)
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write vb 0 vertices
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write ib 0 (VS.map fromIntegral indices)
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@ -3,6 +3,7 @@ module Scenes.Test.Load where
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import qualified Graphics.Rendering.OpenGL as GL
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import qualified Data.Vector as V
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import qualified Data.Vector.Storable as VS
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import Control.Concurrent.STM
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@ -42,17 +43,17 @@ load level progress = do
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bind vertexBuffer
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let vertices = VS.fromList (createQuad (V2 (400 - 16) (300 - 16)) 0)
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--let vertices = VS.fromList (createQuad (V2 (400 - 16) (300 - 16)) 0)
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write vertexBuffer 0 vertices
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--write vertexBuffer 0 vertices
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indexBuffer <- newIndexBuffer 1024
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bind indexBuffer
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let indices = VS.fromList [0, 1, 2, 2, 3, 0]
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-- let indices = VS.fromList [0, 1, 2, 2, 3, 0]
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write indexBuffer 0 indices
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-- write indexBuffer 0 indices
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addBuffer (undefined :: Vertex) vertexBuffer
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@ -80,6 +81,15 @@ load level progress = do
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tex
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False
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Nothing
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[]
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oil = PowerUp
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(realToFrac <$> (startpos + V2 200 0))
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(V2 0 0)
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(V2 0 0)
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5000
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tex
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(EffectHolder 5 SpeedUp)
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bind shader
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setUniform shader "u_mvp" (projection !*! view !*! model)
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@ -103,6 +113,9 @@ load level progress = do
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putTMVar (testGraphics level)
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(GLAssets vertexArray vertexBuffer indexBuffer shader [tex])
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writeTVar (testPlayer level) (Just pituicat)
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writeTVar (testCast level)
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(V.fromList [Cast (oil {puPos = puPos oil + V2 200 0})])
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writeTVar (testPowerups level) (V.fromList [oil])
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writeTVar (testLoaded level) True
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writeTVar (testMatrices level) (PVM projection view model)
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@ -19,6 +19,7 @@ data Test = Test
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, testPlayer :: TVar (Maybe Pituicat)
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, testStageSet :: TVar (V.Vector StageSet)
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, testCast :: TVar (V.Vector Cast)
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, testPowerups :: TVar (V.Vector PowerUp)
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, testMatrices :: TVar PVM
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, testClean :: TVar [UUID]
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}
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@ -72,31 +72,69 @@ update level dt = liftIO $ do
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)
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walledCast
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updatedCast <- readTVar (testCast level)
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oldCat <- fromJust <$> readTVar (testPlayer level)
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releasedEffects <- stateTVar (testPowerups level) $ \pus ->
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let living = V.foldl
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(\acc pu ->
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let npu = perform dt pu
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in
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if puTTL npu > 0
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then npu `V.cons` acc
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else acc
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)
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V.empty
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pus
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indexCollected = V.filter ((/= NoCollision) . snd) $
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V.zip (V.fromList [0..length living])
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(V.map
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(collisionCheck dt oldCat)
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living
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)
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collected = V.foldl
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(\acc (ind, _) ->
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(living V.! ind) `V.cons` acc
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)
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V.empty
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indexCollected
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differ = V.foldl
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(\acc life -> if life `V.elem` collected
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then acc
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else life `V.cons` acc
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)
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V.empty
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living
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fin = V.map
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(\pu -> move dt $ performWorldCollision pu layer dt)
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differ
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in
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(collected, fin)
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modifyTVar
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(testPlayer level) $ \(Just pituicat) ->
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let playedCat = perform dt pituicat
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-- collidedCat =
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-- let partner =
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-- V.foldl
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-- (\acc@(_, ires) (Cast c) ->
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-- let res = collisionCheck dt playedCat c
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-- in
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-- if res /= NoCollision &&
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-- collisionTime res < collisionTime ires
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-- then (Cast c, res)
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-- else acc
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-- )
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-- (V.head updatedCast, NoCollision)
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-- updatedCast
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-- in
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-- if (collisionTime $ snd partner) == dt
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-- then playedCat
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-- else uncurry
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-- (\(Cast cx) res -> collide playedCat cx res)
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-- partner
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walledCat =
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performWorldCollision playedCat layer dt
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in Just $ move dt (A.log A.Debug (fromString $ show $ velocity walledCat) walledCat)
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castCat =
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let allPartners = V.zip (V.fromList [0..V.length updatedCast])
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(V.map
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(\(Cast c) -> collisionCheck dt playedCat c)
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updatedCast
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)
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filtered = (V.filter ((/= NoCollision) . snd) allPartners)
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partner = V.minimumBy
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(\(_, e) (_, f) -> collisionTime e `compare` collisionTime f)
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filtered
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in
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if V.null filtered
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then
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playedCat
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else
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uncurry
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(\(Cast c) cr -> collide playedCat c cr)
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(updatedCast V.! fst partner, snd partner)
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walledCat = performWorldCollision castCat layer dt
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affectedCat = walledCat
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{ pcEffects = pcEffects walledCat ++
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map puEffect (V.toList releasedEffects)
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}
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in Just $ move dt affectedCat
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performWorldCollision
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:: (Collidible c)
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@ -1,5 +1,8 @@
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{-#LANGUAGE OverloadedStrings #-}
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module Scenes.Test.Util where
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import Affection as A
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import qualified Graphics.Rendering.OpenGL as GL
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import Linear
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@ -60,7 +63,11 @@ populate layers props actors =
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(\(ais, avs) (StageSet s) ->
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let (nis, nvs) = toVertices s
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in
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( ais V.++ nis
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( ais V.++
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(V.map
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(+ (if null ais then 0 else V.maximum ais + 1))
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nis
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)
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, avs V.++ nvs)
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)
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(V.empty, V.empty)
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@ -69,7 +76,11 @@ populate layers props actors =
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(\(ais, avs) (Cast c) ->
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let (nis, nvs) = toVertices c
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in
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( ais V.++ nis
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( ais V.++
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(V.map
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(+ (if null ais then 0 else V.maximum ais + 1))
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nis
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)
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, avs V.++ nvs)
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)
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(V.empty, V.empty)
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|
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@ -11,3 +11,4 @@ import Types.StageSet as T
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import Types.Graphics as T
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import Types.Player as T
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import Types.Util as T
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import Types.PowerUp as T
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|
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@ -41,7 +41,7 @@ data Vertex = Vertex
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, vertTexCoord :: V2 GL.GLfloat
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, vertTexID :: GL.GLfloat
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}
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deriving (Generic)
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deriving (Generic, Show)
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-- | make vertices instances of 'Storable'. it's a kind of magic ^.^
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instance GStorable Vertex
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|
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@ -18,6 +18,7 @@ import Classes.Graphics.Bindable
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import Classes.Prop
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import Classes.Actor
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import Classes.Physics
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import Classes.Collectable
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import Types.Graphics.VertexBuffer
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import Types.Texture
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@ -35,13 +36,14 @@ data Pituicat = Pituicat
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, pcHealth :: Int
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, pcTexture :: Texture
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, pcGrounded :: Bool
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, pcMoveState :: Maybe Action
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, pcMoveState :: Maybe Action
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, pcEffects :: [EffectHolder]
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}
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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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toVertices (Pituicat (V2 x y) _ _ _ _ _ _ _ _ _) =
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( V.fromList [0, 1, 2, 2, 3, 0]
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, V.fromList
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[ newVertex
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|
@ -77,13 +79,18 @@ instance Actor Pituicat where
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perform dt p =
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let (V2 _ dy) = velocity physCat
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moveFact =
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if
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null (filter ((SpeedUp ==) . effectReleased) (pcEffects p))
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then 1
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else 2
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physCat = (accelerate dt . gravitate constG)
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(p
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{ pcAcc = 0
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{ pcAcc = V2 0 0
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, pcTMoveVel =
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case pcMoveState p of
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Just MoveRight -> V2 catMoveVelocity 0
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Just MoveLeft -> V2 (-catMoveVelocity) 0
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Just MoveRight -> V2 (catMoveVelocity * moveFact) 0
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Just MoveLeft -> V2 ((-catMoveVelocity) * moveFact) 0
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_ -> V2 0 0
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}
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)
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|
@ -93,9 +100,22 @@ instance Actor Pituicat where
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, pcGrounded = if pcGrounded physCat
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then not (abs dy * dt > 2)
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else False
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, pcEffects =
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foldl
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(\acc eff ->
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let nduration = effectDuration eff - dt
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in
|
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if nduration > 0
|
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then
|
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eff { effectDuration = nduration} : acc
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else
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acc
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||||
)
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[]
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(pcEffects p)
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}
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in
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finalCat
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A.log A.Debug ("*meow* am at: " <> (fromString $ show $ pcPos finalCat)) finalCat
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instance Mass Pituicat where
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|
||||
|
@ -157,26 +177,18 @@ instance Collidible Pituicat where
|
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)
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((\(V2 _ y) -> y) (if diry /= 0 then pcVel ncat else pcVel cat))
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grounded =
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(vy * ddt) >= 0 &&
|
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(vy * ddt) < 5 && diry == -1
|
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vy >= 0 &&
|
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vy < 200 &&
|
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diry == -1
|
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in
|
||||
A.log
|
||||
Debug
|
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("*boing* meow! collision result: " <>
|
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fromString (show collr) <>
|
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"\nother: " <>
|
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fromString (show other)
|
||||
)
|
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(
|
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ncat
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{ pcGrounded = grounded
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, pcMoveVel = pcMoveVel ncat *
|
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if dirx /= 0
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then V2 0 1
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else V2 1 1
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, pcVel = nvel *
|
||||
if dirx /= 0
|
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then V2 0 1
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else V2 1 1
|
||||
}
|
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)
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ncat
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{ pcGrounded = grounded
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, pcMoveVel = pcMoveVel ncat *
|
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if dirx /= 0
|
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then V2 0 1
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else V2 1 1
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, pcVel = nvel *
|
||||
if dirx /= 0
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then V2 0 1
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||||
else V2 1 1
|
||||
}
|
||||
|
|
|
@ -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
|
|
@ -0,0 +1,6 @@
|
|||
{-# LANGUAGE ExistentialQuantification #-}
|
||||
module Types.Tangible where
|
||||
|
||||
import Classes.Collectable (Collectable)
|
||||
|
||||
data Tangible = forall a . Collectable a => Tangible a
|
Loading…
Reference in New Issue