164 lines
5.9 KiB
Haskell
164 lines
5.9 KiB
Haskell
module Load where
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import Affection as A
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import qualified SDL
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import Graphics.Rendering.OpenGL.GL.FlushFinish (finish)
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import Control.Concurrent (forkIO)
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import Control.Concurrent.MVar
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import Control.Monad (when)
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import qualified Data.Map as M
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import Data.Ecstasy
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import Data.Maybe
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import System.Exit (exitFailure)
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import NanoVG hiding (V2(..))
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-- internal imports
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import Types
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import MainGame.WorldMap
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import Util
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loadLoad :: Affection UserData ()
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loadLoad = do
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ud <- getAffection
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progress <- liftIO $ newMVar 0
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future <- liftIO $ newEmptyMVar
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_ <- liftIO $ createFont (nano ud) "bedstead"
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(FileName "assets/font/Bedstead-Semicondensed.ttf")
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_ <- liftIO $ forkIO $
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loadFork
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(worldState ud)
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(fromJust $ window ud)
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(fromJust $ threadContext ud)
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(nano ud)
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future
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progress
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SDL.glMakeCurrent (fromJust $ window ud) (fromJust $ mainContext ud)
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putAffection ud
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{ stateMVar = future
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, stateProgress = progress
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, state = Load
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, assetFonts = M.fromList
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[ (FontBedstead, "bedstead")
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]
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}
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loadFork
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:: (SystemState Entity IO)
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-> SDL.Window
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-> SDL.GLContext
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-> Context
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-> MVar (SystemState Entity IO, StateData)
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-> MVar Float
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-> IO ()
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loadFork ws win glc nvg future progress = do
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let stateSteps = 22
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increment = 1 / stateSteps
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SDL.glMakeCurrent win glc
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modifyMVar_ progress (return . (+ increment))
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mwallasc <- createImage nvg (FileName "assets/walls/wall_asc.png") 0
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modifyMVar_ progress (return . (+ increment))
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mwalldesc <- createImage nvg (FileName "assets/walls/wall_desc.png") 0
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modifyMVar_ progress (return . (+ increment))
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mwallcornern <- createImage nvg (FileName "assets/walls/wall_corner_n.png") 0
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modifyMVar_ progress (return . (+ increment))
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mwallcornere <- createImage nvg (FileName "assets/walls/wall_corner_e.png") 0
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modifyMVar_ progress (return . (+ increment))
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mwallcorners <- createImage nvg (FileName "assets/walls/wall_corner_s.png") 0
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modifyMVar_ progress (return . (+ increment))
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mwallcornerw <- createImage nvg (FileName "assets/walls/wall_corner_w.png") 0
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modifyMVar_ progress (return . (+ increment))
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mwalltne <- createImage nvg (FileName "assets/walls/wall_t_ne.png") 0
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modifyMVar_ progress (return . (+ increment))
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mwalltse <- createImage nvg (FileName "assets/walls/wall_t_se.png") 0
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modifyMVar_ progress (return . (+ increment))
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mwalltsw <- createImage nvg (FileName "assets/walls/wall_t_sw.png") 0
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modifyMVar_ progress (return . (+ increment))
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mwalltnw <- createImage nvg (FileName "assets/walls/wall_t_nw.png") 0
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modifyMVar_ progress (return . (+ increment))
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mwallcross <- createImage nvg (FileName "assets/walls/wall_cross.png") 0
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modifyMVar_ progress (return . (+ increment))
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mmiscbox1 <- createImage nvg (FileName "assets/misc/box1.png") 0
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modifyMVar_ progress (return . (+ increment))
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mmisctable1 <- createImage nvg (FileName "assets/misc/table1.png") 0
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modifyMVar_ progress (return . (+ increment))
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mmisctable2 <- createImage nvg (FileName "assets/misc/table2.png") 0
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modifyMVar_ progress (return . (+ increment))
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mmisctable3 <- createImage nvg (FileName "assets/misc/table3.png") 0
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modifyMVar_ progress (return . (+ increment))
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mmisctable4 <- createImage nvg (FileName "assets/misc/table4.png") 0
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modifyMVar_ progress (return . (+ increment))
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mmisctableC <- createImage nvg (FileName "assets/misc/tableCorner.png") 0
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modifyMVar_ progress (return . (+ increment))
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let mimgs = [ mwallasc, mwalldesc,
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mwallcornern, mwallcornere, mwallcorners, mwallcornerw,
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mwalltne, mwalltse, mwalltsw, mwalltnw, mwallcross,
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mmiscbox1,
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mmisctable1, mmisctable2, mmisctable3, mmisctable4, mmisctableC
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]
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when (any isNothing mimgs) $ do
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liftIO $logIO Error "Failed to load image assets"
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exitFailure
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-- playerImgs <- loadPlayerSprite "assets/intruder.png" 64 74 nvg
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-- (zipWith (\a b -> (a, [b])) [0..] $ [ImgIntrE .. ImgIntrN] ++ [ImgIntrNE])
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let imgs = zipWith (\a b -> (a, fromJust b)) [ImgWallAsc ..] mimgs
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directions = [E .. N] ++ [NE]
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standIds var = map (AnimId var "standing") directions
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walkIds var = map (AnimId var "walking") directions
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standConfigs = map
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(\i -> AnimationConfig (0, i * 74) (64, 74) 1 0 APLoop)
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[0 .. length (standIds 0) - 1]
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walkConfigs = map
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(\i -> AnimationConfig (64, i * 74) (64, 74) 6 1.5 APLoop)
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[0 .. length (walkIds 0) - 1]
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playerStanding <- loadAnimationSprites "assets/intruder.png" nvg
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(zip (standIds 0) standConfigs)
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liftIO $modifyMVar_ progress (return . (+ increment))
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playerWalking <- loadAnimationSprites "assets/intruder.png" nvg
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(zip (walkIds 0) walkConfigs)
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modifyMVar_ progress (return . (+ increment))
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jdoemStanding <- loadAnimationSprites "assets/jdoem.png" nvg
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(zip (standIds 1) standConfigs)
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liftIO $modifyMVar_ progress (return . (+ increment))
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jdoemWalking <- loadAnimationSprites "assets/jdoem.png" nvg
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(zip (walkIds 1) walkConfigs)
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modifyMVar_ progress (return . (+ increment))
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finish
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putMVar future
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( ws
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, LoadData
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{ loadAssetImages = M.fromList imgs
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, loadAssetAnims = M.fromList
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(playerStanding ++ playerWalking ++ jdoemStanding ++ jdoemWalking)
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}
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)
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drawLoad :: Affection UserData ()
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drawLoad = do
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ud <- getAffection
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progress <- liftIO $ readMVar (stateProgress ud)
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liftIO $ do
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logIO A.Verbose ("LoadProgress: " ++ show progress)
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drawLoadScreen ud progress
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updateLoad :: Double -> Affection UserData ()
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updateLoad _ = do
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ud <- getAffection
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mwsld <- liftIO $ tryTakeMVar (stateMVar ud)
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case mwsld of
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Just (_, ld) -> do
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liftIO $ logIO A.Debug "loaded assets, entering menu"
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putAffection ud
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{ assetImages = loadAssetImages ld
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, assetAnimations = loadAssetAnims ld
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, state = Main WorldMap
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, stateData = None
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}
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loadMap
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Nothing ->
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return ()
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