module Test where import Affection as A hiding (get) import SDL (get, ($=)) import qualified SDL import qualified Graphics.Rendering.OpenGL as GL hiding (get) import Control.Monad (when, unless, void) import Control.Monad.IO.Class (liftIO) import Data.Map.Strict as Map import qualified Data.Set as S import qualified Data.Text as T import Data.Matrix as M import Data.Ecstasy as E import Data.Maybe import NanoVG hiding (V2(..)) import Types import Floorplan import Linear import Foreign.C.Types (CFloat(..)) import Debug.Trace -- internal imports import Interior import Util loadMap :: Affection UserData () loadMap = do ud <- getAffection let fc = FloorConfig (20, 20) [] -- [(5,5), (35, 35)] (50,75) (Subsystems _ m) = subsystems ud (mat, gr) <- liftIO $ buildHallFloorIO fc inter <- liftIO $ placeInteriorIO mat (convertTileToImg mat) gr (nws, _) <- yieldSystemT (worldState ud) $ do void $ newEntity $ defEntity { pos = Just (V2 20.5 20.5) , vel = Just (V2 0 0) , player = Just True } uu <- partSubscribe m movePlayer putAffection ud { worldState = nws , stateData = MenuData { mapMat = mat , imgMat = inter , initCoords = (0, 500) } , uuid = [uu] } mouseToPlayer :: V2 Int32 -> Affection UserData () mouseToPlayer mv2 = do ud <- getAffection (V2 rx ry) <- liftIO $ relativizeMouseCoords mv2 let dr = (ry / sin (atan (1/2)) / 2) + rx dc = rx - (ry / sin (atan (1/2)) / 2) (nws, _) <- yieldSystemT (worldState ud) $ do emap $ do with player pure $ defEntity' { vel = Set $ V2 dr dc } putAffection ud { worldState = nws } 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 _ _) = do ud <- getAffection (nws, _) <- yieldSystemT (worldState ud) $ do emap $ do with player pure $ defEntity' { vel = Set $ V2 0 0 } putAffection ud { worldState = nws } movePlayer _ = return () drawMap :: Affection UserData () drawMap = do ud <- getAffection dt <- getDelta (_, playerPos) <- yieldSystemT (worldState ud) $ do efor $ \_ -> do with player pos' <- E.get pos pure pos' let V2 pr pc = head playerPos mat = imgMat (stateData ud) ctx = nano ud cols = fromIntegral (ncols mat) rows = fromIntegral (nrows mat) tileWidth = 64 :: Double tileHeight = 32 :: Double x = realToFrac $ 640 + ((1 - pc) + (1 - pr)) * (tileWidth / 2) y = realToFrac $ 360 + ((1 - pr) - (1 - pc)) * (tileHeight / 2) liftIO $ do 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 (assetImages ud) ctx pr pc i j t) (reverse $ zip [1..] ls)) (zip [1..] (toLists mat)) 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))) updateMap :: Double -> Affection UserData () updateMap dt = do ud <- getAffection (nws, _) <- yieldSystemT (worldState ud) $ do emap $ do with vel with pos pos'@(V2 pr pc) <- E.get pos vel' <- E.get vel let npos@(V2 nr nc) = pos' + fmap (* (4 * dt)) vel' dpos = npos - pos' ent = defEntity' { pos = Set $ pos' + dpos * Prelude.foldl (checkBoundsCollision pos' npos) (V2 1 1) ( -- (imgObstacle (imgMat (stateData ud) M.! (floor nr, floor nc))) ++ -- Prelude.map (\(Boundaries (minr, minc) (maxr, maxc)) -> -- let deltar = fromIntegral (floor pr - floor nr) -- deltac = fromIntegral (floor pc - floor nc) -- in Boundaries -- (minr + deltar, minc + deltac) -- (maxr + deltar, maxc + deltac) -- ) concatMap (\(dr, dc) -> let bs = imgObstacle (imgMat (stateData ud) M.! (floor (nr + dr), floor (nc + dc))) in Prelude.map (\(Boundaries (minr, minc) (maxr, maxc))-> Boundaries (minr + dr, minc + dc) (maxr + dr, maxc + dc) ) bs ) ((,) <$> [-1..1] <*> [-1..1]) ) } return ent putAffection ud { worldState = nws } drawTile :: Map ImgId Image -> Context -> Double -> Double -> Int -> Int -> Maybe ImgId -> IO () drawTile ai ctx pr pc row col img = do save ctx if (isNothing img) then drawPlayer else do if (Prelude.null mb) then do drawImage drawPlayer else do if (all (\m -> pr > (fromIntegral (floor pr :: Int)) + m) minrs && all (\m -> pc < (fromIntegral (floor pc :: Int)) + m) mincs) || (all (\m -> pr > (fromIntegral (floor pr :: Int)) + m) minrs && all (\m -> pc < (fromIntegral (floor pc :: Int)) + m) maxcs) then do drawImage drawPlayer else do drawPlayer drawImage restore ctx where tileWidth = 64 :: Double tileHeight = 32 :: Double minrs = Prelude.map (fst . matmin) mb maxrs = Prelude.map (fst . matmax) mb mincs = Prelude.map (snd . matmin) mb maxcs = Prelude.map (snd . matmax) mb x = realToFrac $ 640 + ((fromIntegral col - pc) + (fromIntegral row - pr)) * (tileWidth / 2) y = realToFrac $ 360 - (tileHeight / 2) + ((fromIntegral row - pr) - (fromIntegral col - pc)) * (tileHeight / 2) dist = distance (V2 (fromIntegral row) (fromIntegral col)) (V2 (realToFrac pr - 1) (realToFrac pc)) / 4 fact = if (pr <= fromIntegral row + minimum maxrs && pc >= fromIntegral col + maximum mincs) && isWall (fromJust img) then min 1 dist else 1 mb = imgObstacle img drawImage = do beginPath ctx paint <- imagePattern -- ctx x (y - (74 * fact - realToFrac tileHeight)) ctx x (y - (74 - realToFrac tileHeight)) (realToFrac tileWidth) 74 0 (ai Map.! fromJust img) fact -- 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 rect ctx x (y - (74 - realToFrac tileHeight)) (realToFrac tileWidth) 74 fillPaint ctx paint fill ctx drawPlayer = do when (floor pr == row && floor pc == col) $ do beginPath ctx circle ctx 640 360 5 closePath ctx fillColor ctx (rgba 0 255 255 255) fill ctx checkBoundsCollision :: V2 Double -> V2 Double -> V2 Double -> Boundaries Double -> V2 Double checkBoundsCollision (V2 pr pc) (V2 fr fc) (V2 mr mc) (Boundaries (minr, minc) (maxr, maxc)) | ntestc && ntestr && not testc = V2 (1 * mr) (0 * mc) | ntestr && ntestc && not testr = V2 (0 * mr) (1 * mc) | not ntestr && not ntestc = V2 (1 * mr) (1 * mc) | not ntestr && ntestc = V2 (1 * mr) (1 * mc) | not ntestc && ntestr = V2 (1 * mr) (1 * mc) | otherwise = V2 (0 * mr) (0 * mc) where ntestr | ndistr <= hheight + 0.15 = True -- | ncdistsq <= 0.005 = True | otherwise = False ntestc | ndistc <= hwidth + 0.15 = True -- | ncdistsq <= 0.005 = True | otherwise = False testr | distr <= hheight + 0.15 = True -- | cdistsq <= 0.005 = True | otherwise = False testc | distc <= hwidth + 0.15 = True -- | cdistsq <= 0.005 = True | otherwise = False ndistr = abs (fr - (fromIntegral (floor fr :: Int) + (minr + hheight))) ndistc = abs (fc - (fromIntegral (floor fc :: Int) + (minc + hwidth))) distr = abs (pr - (fromIntegral (floor fr :: Int) + (minr + hheight))) distc = abs (pc - (fromIntegral (floor fc :: Int) + (minc + hwidth))) hheight = (maxr - minr) / 2 hwidth = (maxc - minc) / 2 ncdistsq = (ndistr - hheight) ^ (2 :: Int) + (ndistc - hwidth) ^ (2 :: Int) cdistsq = (distr - hheight) ^ (2 :: Int) + (distc - hwidth) ^ (2 :: Int)