tracer/src/Test.hs

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module Test where
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import Affection as A hiding (get)
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import SDL (get, ($=))
import qualified SDL
import qualified Graphics.Rendering.OpenGL as GL hiding (get)
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import Control.Monad (when, unless, void)
import Control.Monad.IO.Class (liftIO)
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import Data.Map.Strict as Map
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import qualified Data.Set as S
import qualified Data.Text as T
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import Data.Matrix as M
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import Data.Ecstasy as E
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import Data.Maybe (fromJust)
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import NanoVG hiding (V2(..))
import Types
import Floorplan
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import Linear
import Foreign.C.Types (CFloat(..))
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import Debug.Trace
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-- internal imports
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import Interior
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import Util
loadMap :: Affection UserData ()
loadMap = do
ud <- getAffection
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let fc = FloorConfig
(20, 20)
[] -- [(5,5), (35, 35)]
(50,75)
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(Subsystems _ m) = subsystems ud
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(matrix, gr) <- liftIO $ buildHallFloorIO fc
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inter <- liftIO $ placeInteriorIO matrix (convertTileToImg matrix) gr
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(nws, _) <- yieldSystemT (worldState ud) $ do
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void $ newEntity $ defEntity
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{ pos = Just (V2 20.5 20.5)
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, vel = Just (V2 0 0)
, player = Just True
}
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uu <- partSubscribe m movePlayer
putAffection ud
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{ worldState = nws
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, stateData = MenuData
{ mapMat = matrix
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, imgMat = inter
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, initCoords = (0, 500)
}
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, uuid = [uu]
}
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mouseToPlayer :: V2 Int32 -> Affection UserData ()
mouseToPlayer mv2 = do
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ud <- getAffection
rela@(V2 rx ry) <- liftIO $ relativizeMouseCoords mv2
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let dr = (ry / sin (atan (1/2)) / 2) + rx
dc = rx - (ry / sin (atan (1/2)) / 2)
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(nws, _) <- yieldSystemT (worldState ud) $ do
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emap $ do
with player
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pos' <- E.get pos
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pure $ defEntity'
{ vel = Set $ V2 dr dc
}
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putAffection ud
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{ worldState = nws
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}
movePlayer :: MouseMessage -> Affection UserData ()
movePlayer (MsgMouseMotion _ _ _ [SDL.ButtonLeft] m _) = mouseToPlayer m
movePlayer (MsgMouseButton _ _ SDL.Pressed _ SDL.ButtonLeft _ m) =
mouseToPlayer m
movePlayer (MsgMouseButton _ _ SDL.Released _ SDL.ButtonLeft _ m) = do
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ud <- getAffection
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(nws, _) <- yieldSystemT (worldState ud) $ do
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emap $ do
with player
pure $ defEntity'
{ vel = Set $ V2 0 0
}
putAffection ud
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{ worldState = nws
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}
movePlayer _ = return ()
drawMap :: Affection UserData ()
drawMap = do
ud <- getAffection
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dt <- getDelta
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(_, playerPos) <- yieldSystemT (worldState ud) $ do
efor $ \_ -> do
with player
pos' <- E.get pos
pure pos'
let V2 pr pc = head playerPos
matrix = imgMat (stateData ud)
ctx = nano ud
cols = fromIntegral (ncols matrix)
rows = fromIntegral (nrows matrix)
tileWidth = 64 :: Double
tileHeight = 32 :: Double
x = realToFrac $ 640 + ((1 - pc) + (1 - pr)) * (tileWidth / 2)
y = realToFrac $ 360 + ((1 - pr) - (1 - pc)) * (tileHeight / 2)
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liftIO $ do
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beginPath ctx
moveTo ctx x y
lineTo ctx
(x + cols * (realToFrac tileWidth / 2))
(y - realToFrac tileHeight / 2 * cols)
lineTo ctx
(x + realToFrac tileWidth / 2 * (cols + rows))
(y + (rows - cols) * (realToFrac tileHeight / 2))
lineTo ctx
(x + realToFrac tileWidth / 2 * rows)
(y + realToFrac tileHeight / 2 * rows)
closePath ctx
fillColor ctx (rgb 255 255 255)
fill ctx
mapM_ (\(i, ls) -> mapM_
(\(j, t) -> drawTile
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(assetImages ud) ctx pr pc i j t)
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(reverse $ zip [1..] ls))
(zip [1..] (toLists matrix))
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fontSize ctx 20
fontFace ctx (assetFonts ud Map.! FontBedstead)
textAlign ctx (S.fromList [AlignCenter,AlignTop])
fillColor ctx (rgb 255 128 0)
textBox ctx 0 0 200 ("FPS: " `T.append` (T.pack $ Prelude.take 5 $ show (1/dt)))
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updateMap :: Double -> Affection UserData ()
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updateMap dt = do
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ud <- getAffection
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let matrix = mapMat $ stateData ud
(nws, _) <- yieldSystemT (worldState ud) $ do
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emap $ do
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with vel
with pos
pos'@(V2 or oc) <- E.get pos
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vel' <- E.get vel
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let npos@(V2 nr nc) = pos' + fmap (* (4 * dt)) vel'
let ent
| Wall /= matrix M.! (floor nr, floor nc) =
defEntity'
{ pos = Set npos
}
| Wall /= matrix M.! (floor nr, floor oc) =
defEntity'
{ pos = Set (V2 nr oc)
}
| Wall /= matrix M.! (floor or, floor nc) =
defEntity'
{ pos = Set (V2 or nc)
}
| otherwise =
defEntity'
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return ent
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putAffection ud
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{ worldState = nws
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}
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drawTile
:: Map ImgId Image
-> Context
-> Double
-> Double
-> Int
-> Int
-> Maybe ImgId
-> IO ()
drawTile ai ctx pr pc row col img = do
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let tileWidth = 64 :: Double
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tileHeight = 32 :: Double
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save ctx
let x = realToFrac $ 640 + ((fromIntegral col - pc) +
(fromIntegral row - pr)) * (tileWidth / 2)
y = realToFrac $ 360 - (tileHeight / 2) + ((fromIntegral row - pr) -
(fromIntegral col - pc)) * (tileHeight / 2)
unless (img == Nothing) $ do
let dist = distance (V2 (fromIntegral row) (fromIntegral col))
(V2 (realToFrac pr - 0.5) (realToFrac pc + 0.5)) / 4
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fact = if (floor pr <= row && floor pc >= col) && isWall (fromJust img)
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then min 1 dist
else 1
paint <- imagePattern
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ctx x (y - (74 * fact - realToFrac tileHeight))
(realToFrac tileWidth) 74
0
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(ai Map.! fromJust img)
fact
beginPath ctx
if fact < 1
then do
moveTo ctx x (y + (realToFrac tileHeight - 74 * fact))
lineTo ctx (x + realToFrac tileWidth) (y + (realToFrac tileHeight - 74 * fact))
lineTo ctx (x + realToFrac tileWidth) (y + realToFrac tileHeight / 2)
lineTo ctx (x + realToFrac tileWidth / 2) (y + realToFrac tileHeight)
lineTo ctx x (y + realToFrac tileHeight / 2)
closePath ctx
else
rect ctx x (y - (74 - realToFrac tileHeight)) (realToFrac tileWidth) 74
fillPaint ctx paint
fill ctx
when (floor pr == row && floor pc == col) $ do
beginPath ctx
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circle ctx 640 360 5
closePath ctx
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fillColor ctx (rgba 0 255 255 255)
fill ctx
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restore ctx