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)
import Control.Monad (when)
import Control.Monad.IO.Class (liftIO)
import Data.Matrix (toLists)
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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
loadMap :: Affection UserData ()
loadMap = do
ud <- getAffection
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let fc = FloorConfig (20, 20) [(5,5), (45, 95)] (50,100)
(Subsystems _ m) = subsystems ud
matrix <- liftIO $ buildHallFloorIO fc
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uu <- partSubscribe m movePlayer
putAffection ud
{ stateData = MenuData
{ mapMat = matrix
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, initCoords = (0, 500)
, playerCoords = (20, 20)
}
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, uuid = [uu]
}
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relativizeMouseCoords :: V2 Int32 -> IO (V2 Double)
relativizeMouseCoords (V2 ix iy) = do
(GL.Position vx vy, GL.Size vw vh) <- get GL.viewport
let rx = ix - vx
ry = iy - vy
hx = fromIntegral vw / 2
hy = fromIntegral vh / 2
dx = fromIntegral rx - hx
dy = fromIntegral ry - hy
return $ V2 (dx / hx) (dy / hy)
movePlayer :: MouseMessage -> Affection UserData ()
movePlayer (MsgMouseMotion _ _ _ [SDL.ButtonLeft] mv2@(V2 mx my) _) = do
ud <- getAffection
rela@(V2 rx ry) <- liftIO $ relativizeMouseCoords mv2
let dr = (- ry) + (- rx)
dc = (- rx) - (- ry) / 2
(pr, pc) = playerCoords $ stateData ud
liftIO $ traceIO $ "delta: " ++ show (V2 rx ry)
liftIO $ traceIO $ "movement: " ++ show (V2 dr dc)
putAffection ud
{ stateData = (stateData ud)
{ playerCoords = (pr - dr, pc - dc)
}
}
movePlayer _ = return ()
drawMap :: Affection UserData ()
drawMap = do
ud <- getAffection
let matrix = mapMat (stateData ud)
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mapM_ (\(i, ls) -> mapM_ (uncurry $ drawTile i) (reverse $ zip [0..] ls))
(zip [0..] (toLists matrix))
drawTile :: Int -> Int -> TileState -> Affection UserData ()
drawTile row col tile = do
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ud <- getAffection
let ctx = nano ud
(xinit, yinit) = initCoords $ stateData ud
(pr, pc) = playerCoords $ stateData ud
tileWidth = 20 :: Double
tileHeight = 10 :: Double
liftIO $ do
save ctx
beginPath ctx
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let x = realToFrac $ 650 + ((fromIntegral col - pc) +
(fromIntegral row - pr)) * (tileWidth / 2)
y = realToFrac $ 360 + ((fromIntegral row - pr) -
(fromIntegral col - pc)) * (tileHeight / 2)
fillColor ctx (case tile of
Wall -> rgba 128 128 128 255
Door -> rgba 255 128 128 255
Hall -> rgba 255 255 255 255
Offi -> rgba 0 255 0 255
Toil -> rgba 0 0 255 255
Kitc -> rgba 255 0 0 255
Elev -> rgba 0 0 0 255
_ -> rgba 255 255 0 255
)
moveTo ctx x y
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lineTo ctx (x + realToFrac tileWidth / 2) (y + realToFrac tileHeight / 2)
lineTo ctx (x + realToFrac tileWidth) y
lineTo ctx (x + realToFrac tileWidth / 2) (y - realToFrac tileHeight / 2)
closePath ctx
fill ctx
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when (floor pr + 1 == row && floor pc + 1 == col) $ do
beginPath ctx
circle ctx 640 360 5
closePath ctx
fillColor ctx (rgba 0 255 255 255)
fill ctx
restore ctx