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, void)
import Control.Monad.IO.Class (liftIO)
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import Data.Map.Strict as Map
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import Data.Matrix as M (toLists, (!), Matrix, safeGet)
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import Data.Ecstasy as E
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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, 75)] (80,40)
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(Subsystems _ m) = subsystems ud
matrix <- liftIO $ buildHallFloorIO fc
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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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, initCoords = (0, 500)
}
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, uuid = [uu]
}
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relativizeMouseCoords :: V2 Int32 -> IO (V2 Double)
relativizeMouseCoords (V2 ix iy) = do
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(GL.Position vx vy, GL.Size vw vh) <- SDL.get GL.viewport
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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)
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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
let matrix = mapMat (stateData ud)
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mapM_ (\(i, ls) -> mapM_ (uncurry $ drawTile i) (reverse $ zip [1..] ls))
(zip [1..] (toLists matrix))
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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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neighWalls :: Int -> Int -> Matrix TileState -> Int
neighWalls row col mat =
Prelude.foldl (\acc (ir, ic) ->
if M.safeGet (row + ir) (col + ic) mat == Just Wall ||
M.safeGet (row + ir) (col + ic) mat == Just Door
then acc + 1
else acc
)
0
[ (0, -1)
, (-1, 0)
, (0, 1)
, (1, 0)
]
drawTile :: Int -> Int -> TileState -> Affection UserData ()
drawTile row col tile = do
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ud <- getAffection
(_, playerPos) <- yieldSystemT (worldState ud) $ do
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efor $ \_ -> do
with player
pos' <- E.get pos
pure pos'
let V2 pr pc = head playerPos
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ctx = nano ud
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(xinit, yinit) = initCoords $ stateData ud
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tileWidth = 64 :: Double
tileHeight = 32 :: Double
liftIO $ do
save ctx
beginPath ctx
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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)
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
)
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moveTo ctx x (y + realToFrac tileHeight / 2)
lineTo ctx (x + realToFrac tileWidth / 2) (y + realToFrac tileHeight)
lineTo ctx (x + realToFrac tileWidth) (y + realToFrac tileHeight / 2)
lineTo ctx (x + realToFrac tileWidth / 2) y
closePath ctx
fill ctx
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when (tile == Wall) $ do
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let img irow icol = case neighWalls irow icol mat of
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4 ->
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ImgWallCross
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3
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| M.safeGet (irow + 1) icol mat /= Just Wall &&
M.safeGet (irow + 1) icol mat /= Just Door ->
ImgWallTNW
| M.safeGet irow (icol + 1) mat /= Just Wall &&
M.safeGet irow (icol + 1) mat /= Just Door ->
ImgWallTSW
| M.safeGet (irow - 1) icol mat /= Just Wall &&
M.safeGet (irow - 1) icol mat /= Just Door ->
ImgWallTSE
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| otherwise ->
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ImgWallTNE
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2
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| (M.safeGet (irow + 1) icol mat == Just Wall ||
M.safeGet (irow + 1) icol mat == Just Door) &&
(M.safeGet (irow - 1) icol mat == Just Wall ||
M.safeGet (irow - 1) icol mat == Just Door) ->
ImgWallDesc
| (M.safeGet irow (icol + 1) mat == Just Wall ||
M.safeGet irow (icol + 1) mat == Just Door) &&
(M.safeGet irow (icol - 1) mat == Just Wall ||
M.safeGet irow (icol - 1) mat == Just Door) ->
ImgWallAsc
| (M.safeGet (irow - 1) icol mat == Just Wall ||
M.safeGet (irow - 1) icol mat == Just Door) &&
(M.safeGet irow (icol - 1) mat == Just Wall ||
M.safeGet irow (icol - 1) mat == Just Door) ->
ImgWallCornerW
| (M.safeGet irow (icol - 1) mat == Just Wall ||
M.safeGet irow (icol - 1) mat == Just Door) &&
(M.safeGet (irow + 1) icol mat == Just Wall ||
M.safeGet (irow + 1) icol mat == Just Door) ->
ImgWallCornerS
| (M.safeGet (irow + 1) icol mat == Just Wall ||
M.safeGet (irow + 1) icol mat == Just Door) &&
(M.safeGet irow (icol + 1) mat == Just Wall ||
M.safeGet irow (icol + 1) mat == Just Door) ->
ImgWallCornerE
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| otherwise ->
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ImgWallCornerN
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1
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| M.safeGet (irow - 1) icol mat == Just Wall ||
M.safeGet (irow - 1) icol mat == Just Door ->
ImgWallDesc
| M.safeGet (irow + 1) icol mat == Just Wall ||
M.safeGet (irow + 1) icol mat == Just Door ->
ImgWallDesc
| M.safeGet irow (icol + 1) mat == Just Wall ||
M.safeGet irow (icol + 1) mat == Just Door ->
ImgWallAsc
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| otherwise ->
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ImgWallAsc
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0 ->
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ImgWallCross
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_ ->
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error "unexpected number if neighbouring walls"
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mat = mapMat (stateData ud)
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dist = distance (V2 (fromIntegral row) (fromIntegral col))
(V2 (realToFrac pr - 0.5) (realToFrac pc + 0.5)) / 4
fact = if floor pr <= row && floor pc >= col
then min 1 dist
else 1
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paint <- imagePattern
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ctx x (y - (74 * fact - realToFrac tileHeight)) 64 74 0
(assetImages ud Map.! img row col)
fact
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beginPath ctx
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rect ctx x (y - (74 * fact - realToFrac tileHeight)) 64 74
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fillPaint ctx paint
fill ctx
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when (floor pr == row && floor pc == col) $ do
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beginPath ctx
circle ctx 640 360 5
closePath ctx
fillColor ctx (rgba 0 255 255 255)
fill ctx
restore ctx