code deduplication
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850e9d7a07
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2 changed files with 2 additions and 82 deletions
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@ -1,4 +1,4 @@
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{ nixpkgs ? import <nixpkgs> {}, compiler ? "default", doBenchmark ? false }:
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{ nixpkgs ? import <nixpkgs> {}, compiler ? "ghc843", doBenchmark ? false }:
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let
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@ -24,7 +24,7 @@ import Foreign.C.Types
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import Types
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import MainGame.WorldMap (checkBoundsCollision2)
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import MainGame.WorldMap (checkBoundsCollision2, drawTile)
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updateMind :: Double -> Affection UserData ()
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updateMind dt = do
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@ -242,83 +242,3 @@ drawMind = do
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textAlign ctx (S.fromList [AlignCenter,AlignTop])
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fillColor ctx (rgb 255 128 0)
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textBox ctx 0 0 200 ("FPS: " `T.append` T.pack (Prelude.take 5 $ show (1/dt)))
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drawTile
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:: UserData
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-> Context
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-> [(V2 Double, AnimState)]
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-> Double
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-> Double
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-> Int
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-> Int
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-> Maybe ImgId
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-> IO ()
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drawTile ud ctx posanims pr pc row col img =
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when ((realToFrac x > -tileWidth && realToFrac y > -tileHeight) &&
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((realToFrac x :: Double) < 1280 &&
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(realToFrac (y - (74 - (realToFrac tileHeight :: CFloat))) :: Double) < 720)) $
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do
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let (bef, beh) = L.partition delimiter sorted
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save ctx
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mapM_ drawAnim beh
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when (isJust img) drawImage
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mapM_ drawAnim bef
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restore ctx
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where
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delimiter (V2 nr nc, _) =
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all delimit mb
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where
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delimit b
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| nnr > fst (matmin b) && nnr < fst (matmax b) =
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nnc < snd (matmin b)
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| nnc > snd (matmin b) && nnc < snd (matmax b) =
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nnr > fst (matmax b)
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| otherwise =
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True
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nnr = nr - fromIntegral (floor nr)
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nnc = nc - fromIntegral (floor nc)
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-- any (\m -> nr < fromIntegral (floor nr :: Int) + m) maxrs &&
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-- any (\m -> nc > fromIntegral (floor nc :: Int) + m) mincs
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ai = assetImages ud
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anims = assetAnimations ud
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tileWidth = 64 :: Double
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tileHeight = 32 :: Double
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sorted = sortOn (\(V2 sr sc, _) -> sc + sr * fromIntegral col) posanims
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minrs = Prelude.map (fst . matmin) mb
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maxrs = Prelude.map (fst . matmax) mb
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mincs = Prelude.map (snd . matmin) mb
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maxcs = Prelude.map (snd . matmax) mb
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x = realToFrac $ 640 + ((fromIntegral col - pc) +
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(fromIntegral row - pr)) * (tileWidth / 2) :: CFloat
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y = realToFrac $ 360 - (tileHeight / 2) + ((fromIntegral row - pr) -
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(fromIntegral col - pc)) * (tileHeight / 2) :: CFloat
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dist = distance (V2 (fromIntegral row) (fromIntegral col))
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(V2 (realToFrac pr - 1) (realToFrac pc)) / 4
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fact =
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if (pr <= fromIntegral row + minimum maxrs &&
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pc >= fromIntegral col + maximum mincs) &&
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isWall (fromJust img)
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then min 1 dist
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else 1
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mb = imgObstacle img
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drawAnim (V2 nr nc, as) = do
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let ax = realToFrac $ 640 + ((nc - pc) + (nr - pr)) * 32
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ay = realToFrac $ 360 + ((nr - pr) - (nc - pc)) * 16
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a = anims Map.! asId as
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beginPath ctx
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paint <- imagePattern ctx (ax - 32) (ay - 58) 64 74 0
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(animSprites a !! asCurrentFrame as) 1
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rect ctx (ax - 32) (ay - 58) 64 74
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fillPaint ctx paint
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fill ctx
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drawImage = do
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beginPath ctx
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paint <- imagePattern
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ctx x (y - (74 - realToFrac tileHeight))
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(realToFrac tileWidth) 74
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0
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(ai Map.! fromJust img)
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fact
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rect ctx x (y - (74 - realToFrac tileHeight)) (realToFrac tileWidth) 74
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fillPaint ctx paint
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fill ctx
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