165 lines
4.3 KiB
Haskell
165 lines
4.3 KiB
Haskell
module Test where
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import Affection as A hiding (get)
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import SDL (get, ($=))
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import qualified SDL
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import qualified Graphics.Rendering.OpenGL as GL hiding (get)
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import Control.Monad (when, void)
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import Control.Monad.IO.Class (liftIO)
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import Data.Matrix (toLists)
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import Data.Ecstasy as E
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import NanoVG hiding (V2(..))
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import Types
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import Floorplan
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import Linear
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import Foreign.C.Types (CFloat(..))
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import Debug.Trace
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loadMap :: Affection UserData ()
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loadMap = do
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ud <- getAffection
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let fc = FloorConfig (20, 20) [(5,5), (45, 95)] (50,100)
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(Subsystems _ m) = subsystems ud
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matrix <- liftIO $ buildHallFloorIO fc
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(nws, nworld) <- yieldSystemT (worldState ud) $ do
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void $ newEntity $ defEntity
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{ pos = Just (V2 20 20)
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, vel = Just (V2 0 0)
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, player = Just True
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}
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getWorld
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uu <- partSubscribe m movePlayer
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putAffection ud
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{ world = nworld
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, worldState = nws
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, stateData = MenuData
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{ mapMat = matrix
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, initCoords = (0, 500)
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}
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, uuid = [uu]
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}
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relativizeMouseCoords :: V2 Int32 -> IO (V2 Double)
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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
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ry = iy - vy
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hx = fromIntegral vw / 2
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hy = fromIntegral vh / 2
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dx = fromIntegral rx - hx
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dy = fromIntegral ry - hy
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return $ V2 (dx / hx) (dy / hy)
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mouseToPlayer :: V2 Int32 -> Affection UserData ()
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mouseToPlayer mv2 = do
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ud <- getAffection
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rela@(V2 rx ry) <- liftIO $ relativizeMouseCoords mv2
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let dr = ry + rx
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dc = rx - ry / 2
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(nws, nworld) <- yieldSystemT (worldState ud) $ do
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emap $ do
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with player
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pure $ defEntity'
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{ vel = Set $ V2 dr dc
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}
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getWorld
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putAffection ud
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{ world = nworld
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, worldState = nws
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}
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movePlayer :: MouseMessage -> Affection UserData ()
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movePlayer (MsgMouseMotion _ _ _ [SDL.ButtonLeft] m _) = mouseToPlayer m
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movePlayer (MsgMouseButton _ _ SDL.Pressed _ SDL.ButtonLeft _ m) =
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mouseToPlayer m
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movePlayer (MsgMouseButton _ _ SDL.Released _ SDL.ButtonLeft _ m) = do
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ud <- getAffection
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(nws, nw) <- yieldSystemT (worldState ud) $ do
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emap $ do
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with player
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pure $ defEntity'
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{ vel = Set $ V2 0 0
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}
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getWorld
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putAffection ud
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{ world = nw
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, worldState = nws
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}
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movePlayer _ = return ()
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drawMap :: Affection UserData ()
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drawMap = do
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ud <- getAffection
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let matrix = mapMat (stateData ud)
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mapM_ (\(i, ls) -> mapM_ (uncurry $ drawTile i) (reverse $ zip [0..] ls))
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(zip [0..] (toLists matrix))
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updateMap :: Double -> Affection UserData ()
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updateMap _ = do
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ud <- getAffection
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(nws, nw) <- yieldSystemT (worldState ud) $ do
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emap $ do
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with player
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pos' <- E.get pos
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vel' <- E.get vel
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pure $ defEntity'
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{ pos = Set $ pos' + vel'
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}
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getWorld
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putAffection ud
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{ world = nw
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, worldState = nws
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}
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drawTile :: Int -> Int -> TileState -> Affection UserData ()
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drawTile row col tile = do
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ud <- getAffection
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(_, playerPos) <- yieldSystemT (worldState ud) $ do
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efor $ \_ -> do
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with player
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pos' <- E.get pos
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pure pos'
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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 = 20 :: Double
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tileHeight = 10 :: Double
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liftIO $ do
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save ctx
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beginPath ctx
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let x = realToFrac $ 650 + ((fromIntegral col - pc) +
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(fromIntegral row - pr)) * (tileWidth / 2)
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y = realToFrac $ 360 + ((fromIntegral row - pr) -
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(fromIntegral col - pc)) * (tileHeight / 2)
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fillColor ctx (case tile of
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Wall -> rgba 128 128 128 255
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Door -> rgba 255 128 128 255
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Hall -> rgba 255 255 255 255
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Offi -> rgba 0 255 0 255
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Toil -> rgba 0 0 255 255
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Kitc -> rgba 255 0 0 255
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Elev -> rgba 0 0 0 255
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_ -> rgba 255 255 0 255
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)
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moveTo ctx x y
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lineTo ctx (x + realToFrac tileWidth / 2) (y + realToFrac tileHeight / 2)
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lineTo ctx (x + realToFrac tileWidth) y
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lineTo ctx (x + realToFrac tileWidth / 2) (y - realToFrac tileHeight / 2)
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closePath ctx
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fill ctx
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when (floor pr + 1 == row && floor pc + 1 == col) $ do
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beginPath ctx
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circle ctx 640 360 5
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closePath ctx
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fillColor ctx (rgba 0 255 255 255)
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fill ctx
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restore ctx
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