loading screen
This commit is contained in:
parent
c6d4cae284
commit
fd8d5d81f0
7 changed files with 321 additions and 283 deletions
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@ -79,7 +79,7 @@ let
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f = { mkDerivation, astar, base, containers, linear
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f = { mkDerivation, astar, base, containers, linear
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, matrix, OpenGL, random, sdl2, stdenv, stm, text, unordered-containers
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, matrix, OpenGL, random, sdl2, stdenv, stm, text, unordered-containers
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, vector, JuicyPixels, JuicyPixels-extra, bytestring
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, vector, JuicyPixels, JuicyPixels-extra, bytestring, monad-loops
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}:
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}:
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mkDerivation {
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mkDerivation {
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pname = "tracer-game";
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pname = "tracer-game";
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@ -43,11 +43,13 @@ foreign import ccall unsafe "glewInit"
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load :: IO UserData
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load :: IO UserData
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load = do
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load = do
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_ <- glewInit
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nvg <- createGL3 (S.fromList [Antialias, StencilStrokes])
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subs <- Subsystems
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subs <- Subsystems
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<$> (Window <$> newTVarIO [])
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<$> (Window <$> newTVarIO [])
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<*> (Mouse <$> newTVarIO [])
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<*> (Mouse <$> newTVarIO [])
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_ <- glewInit
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nvg <- createGL3 (S.fromList [Antialias, StencilStrokes])
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_ <- createFont nvg "bedstead"
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(FileName "assets/font/Bedstead-Semicondensed.ttf")
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(ws, _) <- yieldSystemT (0, defStorage) (return ())
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(ws, _) <- yieldSystemT (0, defStorage) (return ())
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mwallasc <- createImage nvg (FileName "assets/walls/wall_asc.png") 0
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mwallasc <- createImage nvg (FileName "assets/walls/wall_asc.png") 0
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mwalldesc <- createImage nvg (FileName "assets/walls/wall_desc.png") 0
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mwalldesc <- createImage nvg (FileName "assets/walls/wall_desc.png") 0
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@ -66,8 +68,6 @@ load = do
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mmisctable3 <- createImage nvg (FileName "assets/misc/table3.png") 0
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mmisctable3 <- createImage nvg (FileName "assets/misc/table3.png") 0
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mmisctable4 <- createImage nvg (FileName "assets/misc/table4.png") 0
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mmisctable4 <- createImage nvg (FileName "assets/misc/table4.png") 0
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mmisctableC <- createImage nvg (FileName "assets/misc/tableCorner.png") 0
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mmisctableC <- createImage nvg (FileName "assets/misc/tableCorner.png") 0
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_ <- createFont nvg "bedstead"
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(FileName "assets/font/Bedstead-Semicondensed.ttf")
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let mimgs = [ mwallasc, mwalldesc,
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let mimgs = [ mwallasc, mwalldesc,
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mwallcornern, mwallcornere, mwallcorners, mwallcornerw,
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mwallcornern, mwallcornere, mwallcorners, mwallcornerw,
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mwalltne, mwalltse, mwalltsw, mwalltnw, mwallcross,
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mwalltne, mwalltse, mwalltsw, mwalltnw, mwallcross,
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10
src/NPC.hs
10
src/NPC.hs
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@ -81,21 +81,21 @@ placeNPCs
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-> [ReachPoint]
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-> [ReachPoint]
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-> [Graph]
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-> [Graph]
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-> Int
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-> Int
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-> Affection UserData [V2 Double]
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-> IO [V2 Double]
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placeNPCs imgmat tilemat rp gr count =
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placeNPCs imgmat tilemat rp gr count =
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doPlace 1 []
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doPlace 1 []
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where
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where
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doPlace :: Int -> [V2 Double] -> Affection UserData [V2 Double]
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doPlace :: Int -> [V2 Double] -> IO [V2 Double]
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doPlace nr acc = do
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doPlace nr acc = do
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if nr <= count
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if nr <= count
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then do
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then do
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r <- liftIO $ randomRIO (1, M.nrows imgmat)
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r <- randomRIO (1, M.nrows imgmat)
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c <- liftIO $ randomRIO (1, M.ncols imgmat)
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c <- randomRIO (1, M.ncols imgmat)
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if null (imgObstacle $ imgmat M.! (r, c)) &&
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if null (imgObstacle $ imgmat M.! (r, c)) &&
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tilemat M.! (r, c) == Hall
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tilemat M.! (r, c) == Hall
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then doPlace (nr + 1) ((V2 (fromIntegral r) (fromIntegral c)) : acc)
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then doPlace (nr + 1) ((V2 (fromIntegral r) (fromIntegral c)) : acc)
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else do
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else do
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i <- liftIO $ randomRIO (0, length nonexits - 1)
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i <- randomRIO (0, length nonexits - 1)
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doPlace
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doPlace
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(nr + 1)
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(nr + 1)
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((fmap fromIntegral $ pointCoord (nonexits !! i)) : acc)
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((fmap fromIntegral $ pointCoord (nonexits !! i)) : acc)
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72
src/Test.hs
72
src/Test.hs
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@ -8,7 +8,7 @@ import NanoVG hiding (V2(..))
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import Control.Monad (when, void)
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import Control.Monad (when, void)
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import Control.Monad.IO.Class (liftIO)
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import Control.Monad.IO.Class (liftIO)
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import Control.Concurrent.MVar
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import Control.Concurrent.MVar
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import Control.Concurrent (forkOS)
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import Control.Concurrent (forkIO)
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import Data.Map.Strict as Map
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import Data.Map.Strict as Map
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import qualified Data.Set as S
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import qualified Data.Set as S
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@ -35,12 +35,33 @@ import NPC
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loadMap :: Affection UserData ()
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loadMap :: Affection UserData ()
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loadMap = do
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loadMap = do
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ud <- getAffection
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ud <- getAffection
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let (Subsystems _ m) = subsystems ud
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ctx = nano ud
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uu <- partSubscribe m movePlayer
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future <- liftIO $ newEmptyMVar
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_ <- liftIO $ forkIO $ loadMapFork ud future
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-- liftIO $ whileM_ (isJust <$> tryTakeMVar future) $ do
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-- beginFrame (nano ud) 1280 720 1
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-- fontSize ctx 100
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-- fontFace ctx (assetFonts ud Map.! FontBedstead)
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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 0 300 1280 ("Loading")
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-- endFrame (nano ud)
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-- (nws, mendat) <- liftIO $ takeMVar future
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putAffection ud
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{ stateData = None
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, uuid = [uu]
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, menuMVar = future
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}
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loadMapFork :: UserData -> MVar (SystemState Entity IO, StateData) -> IO ()
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loadMapFork ud future = do
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let fc = FloorConfig
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let fc = FloorConfig
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(10, 10)
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(10, 10)
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[]
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[]
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(50, 50)
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(50, 50)
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(Subsystems _ m) = subsystems ud
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(mat, gr) <- buildHallFloorIO fc
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(mat, gr) <- liftIO $ buildHallFloorIO fc
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let imgmat = convertTileToImg mat
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let imgmat = convertTileToImg mat
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exits = Prelude.foldl
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exits = Prelude.foldl
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(\acc coord@(r, c) -> if imgmat M.! coord == Just ImgEmpty
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(\acc coord@(r, c) -> if imgmat M.! coord == Just ImgEmpty
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@ -49,12 +70,12 @@ loadMap = do
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)
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)
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[]
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[]
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((,) <$> [1 .. nrows mat] <*> [1 .. ncols mat])
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((,) <$> [1 .. nrows mat] <*> [1 .. ncols mat])
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(inter, rps) <- liftIO $ placeInteriorIO mat imgmat exits gr
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(inter, rps) <- placeInteriorIO mat imgmat exits gr
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liftIO $ logIO A.Debug ("number of reachpoints: " ++ show (length rps))
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logIO A.Debug ("number of reachpoints: " ++ show (length rps))
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let nnex = Prelude.filter (\p -> pointType p /= RoomExit) rps
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let nnex = Prelude.filter (\p -> pointType p /= RoomExit) rps
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npcposs <- placeNPCs inter mat rps gr 50 -- (length nnex)
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npcposs <- placeNPCs inter mat rps gr 50 -- (length nnex)
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liftIO $ A.logIO A.Debug $ "number of placed NPCs: " ++ show (length npcposs)
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A.logIO A.Debug $ "number of placed NPCs: " ++ show (length npcposs)
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(nws, _) <- liftIO $ yieldSystemT (worldState ud) $ do
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(nws, _) <- yieldSystemT (worldState ud) $ do
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void $ createEntity $ newEntity
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void $ createEntity $ newEntity
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{ pos = Just (V2 10.5 10.5)
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{ pos = Just (V2 10.5 10.5)
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, vel = Just (V2 0 0)
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, vel = Just (V2 0 0)
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void $ mapM_ (\npcpos@(V2 nr nc) -> do
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void $ mapM_ (\npcpos@(V2 nr nc) -> do
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fact <- liftIO $ randomRIO (0.5, 1.5)
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fact <- liftIO $ randomRIO (0.5, 1.5)
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future <- liftIO newEmptyMVar
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future <- liftIO newEmptyMVar
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_ <- liftIO $ forkOS $ getPath (fmap floor npcpos) future nnex inter
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_ <- liftIO $ forkIO $ getPath (fmap floor npcpos) future nnex inter
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void $ createEntity $ newEntity
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void $ createEntity $ newEntity
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{ pos = Just (V2 (nr + 0.5) (nc + 0.5))
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{ pos = Just (V2 (nr + 0.5) (nc + 0.5))
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, vel = Just (V2 0 0)
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, vel = Just (V2 0 0)
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, anim = Just $ AnimState (AnimId 0 "standing" SE) 0 0
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, anim = Just $ AnimState (AnimId 0 "standing" SE) 0 0
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}
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}
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) npcposs
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) npcposs
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uu <- partSubscribe m movePlayer
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putMVar future (nws, MenuData
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putAffection ud
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{ worldState = nws
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, stateData = MenuData
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{ mapMat = mat
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{ mapMat = mat
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, imgMat = M.fromList (nrows inter) (ncols inter) $
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, imgMat = M.fromList (nrows inter) (ncols inter) $
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Prelude.map
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Prelude.map
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(M.toList inter)
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(M.toList inter)
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, initCoords = (0, 500)
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, initCoords = (0, 500)
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, reachPoints = rps
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, reachPoints = rps
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}
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})
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, uuid = [uu]
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}
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mouseToPlayer :: V2 Int32 -> Affection UserData ()
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mouseToPlayer :: V2 Int32 -> Affection UserData ()
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mouseToPlayer mv2 = do
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mouseToPlayer mv2 = do
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drawMap :: Affection UserData ()
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drawMap :: Affection UserData ()
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drawMap = do
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drawMap = do
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ud <- getAffection
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ud <- getAffection
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let ctx = nano ud
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case stateData ud of
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None -> liftIO $ do
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beginFrame (nano ud) 1280 720 1
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fontSize ctx 100
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fontFace ctx (assetFonts ud Map.! FontBedstead)
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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 0 300 1280 ("Loading")
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endFrame (nano ud)
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_ -> do
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dt <- getDelta
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dt <- getDelta
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(_, (playerPos, posanims)) <- liftIO $ yieldSystemT (worldState ud) $ do
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(_, (playerPos, posanims)) <- liftIO $ yieldSystemT (worldState ud) $ do
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pc <- fmap head $ efor allEnts $ do
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pc <- fmap head $ efor allEnts $ do
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return (pc, posanims)
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return (pc, posanims)
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let V2 pr pc = playerPos
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let V2 pr pc = playerPos
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mat = imgMat (stateData ud)
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mat = imgMat (stateData ud)
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ctx = nano ud
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cols = fromIntegral (ncols mat)
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cols = fromIntegral (ncols mat)
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rows = fromIntegral (nrows mat)
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rows = fromIntegral (nrows mat)
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tileWidth = 64 :: Double
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tileWidth = 64 :: Double
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updateMap :: Double -> Affection UserData ()
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updateMap :: Double -> Affection UserData ()
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updateMap dt = do
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updateMap dt = do
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ud <- getAffection
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isFut <- liftIO $ isEmptyMVar (menuMVar ud)
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if not isFut && stateData ud == None
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then do
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Just (nws, mendat) <- liftIO $ tryTakeMVar (menuMVar ud)
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putAffection ud
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{ worldState = nws
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, stateData = mendat
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}
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else do
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let direction :: V2 Double -> Direction -> Direction
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let direction :: V2 Double -> Direction -> Direction
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direction vel'@(V2 vr _) rot' = if sqrt (vel' `dot` vel') > 0
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direction vel'@(V2 vr _) rot' = if sqrt (vel' `dot` vel') > 0
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then
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then
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let xuu =
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let xuu =
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acos ((vel' `dot` V2 0 1) / sqrt (vel' `dot` vel')) / pi * 180
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acos ((vel' `dot` V2 0 1) /
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sqrt (vel' `dot` vel')) / pi * 180
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xu = if vr < 0 then 360 - xuu else xuu
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xu = if vr < 0 then 360 - xuu else xuu
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d
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d
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| xu < 22.5 = NE
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| xu < 22.5 = NE
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| otherwise = NE
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| otherwise = NE
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in d
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in d
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else rot'
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else rot'
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ud <- getAffection
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(nws, _) <- liftIO $ yieldSystemT (worldState ud) $ do
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(nws, _) <- liftIO $ yieldSystemT (worldState ud) $ do
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emap allEnts $ do
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emap allEnts $ do
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with anim
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with anim
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@ -8,7 +8,7 @@ data ReachPoint = ReachPoint
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, pointCoord :: V2 Int
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, pointCoord :: V2 Int
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, pointDir :: Direction
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, pointDir :: Direction
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}
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}
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deriving (Show)
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deriving (Eq, Show)
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data PointType
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data PointType
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= RoomExit
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= RoomExit
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, imgMat :: Matrix (Maybe ImgId)
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, imgMat :: Matrix (Maybe ImgId)
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, reachPoints :: [ReachPoint]
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, reachPoints :: [ReachPoint]
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}
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}
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deriving (Eq)
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@ -32,6 +32,7 @@ data UserData = UserData
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, uuid :: [UUID]
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, uuid :: [UUID]
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, worldState :: SystemState Entity IO
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, worldState :: SystemState Entity IO
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, stateData :: StateData
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, stateData :: StateData
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, menuMVar :: MVar (SystemState Entity IO, StateData)
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}
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}
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data State
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data State
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Reference in a new issue