135 lines
4.1 KiB
Haskell
135 lines
4.1 KiB
Haskell
{-# LANGUAGE OverloadedStrings #-}
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{-# LANGUAGE ScopedTypeVariables #-}
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module Scenes.Test.Update where
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import Affection as A
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import Control.Concurrent.STM
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import qualified Data.Vector as V
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import Data.Maybe
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import Data.String (fromString)
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import Linear
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-- internal imports
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import Scenes.Test.Types
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import Classes
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import Types
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update
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:: Test
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-> Double
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-> Affection ()
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update level dt = liftIO $ do
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logIO Debug ("FPS: " <> fromString (show $ 1 / dt))
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-- Let all Actors update themselves and check for collisions
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-- (Typeclasses rock!)
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atomically $ do
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lmap <- readTMVar (testMap level)
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let layer = mapLayers lmap V.! fromIntegral (mapWalkLayer lmap)
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modifyTVar (testPowerups level) $ \pus ->
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let played = V.map (perform dt) pus
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collided = V.map (\pu -> performWorldCollision pu layer dt) played
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in
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V.map (move dt) collided
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modifyTVar
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(testCast level) $ \cast ->
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let playedCast =
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V.map
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(\(Cast c) -> Cast (perform dt c))
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cast
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collidedCast =
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V.map
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(\(Cast c1) ->
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let partners = V.foldl
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(\acc@(Cast _, ires) (Cast c2) ->
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let res = collisionCheck dt c1 c2
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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 c2, res)
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else acc
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)
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(Cast c1, NoCollision)
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playedCast
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in
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if null partners
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then Cast c1
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else
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uncurry
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(\(Cast c2) result -> Cast $ collide c1 c2 result)
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partners
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)
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playedCast
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wallCast (Cast c) =
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Cast $ performWorldCollision c layer dt
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walledCast =
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V.map wallCast collidedCast
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in
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V.map
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(\(Cast c) -> Cast $
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move dt c
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)
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walledCast
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updatedCast <- readTVar (testCast level)
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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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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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in Just $ move dt walledCat
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performWorldCollision
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:: (Collidible c)
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=> c -- ^ Cast member to check
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-> Layer -- ^ The walk layer of the level
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-> Double -- ^ Tick length
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-> c -- ^ Updated cast member
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performWorldCollision c layer dt =
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let partner = V.foldl
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(\acc@(part, cr) tile ->
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let res = collisionCheck dt c tile
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ret = if cr == NoCollision && res == NoCollision
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then
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acc
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else
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if cr == NoCollision && res /= NoCollision
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then (tile, res)
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else
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if cr /= NoCollision && res == NoCollision
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then
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acc
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else
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if collisionTime cr < collisionTime res
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then acc
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else (tile, res)
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in
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ret
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)
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(V.head layer, collisionCheck dt c $ V.head layer)
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layer
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in
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uncurry (collide c) partner
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