259 lines
8.4 KiB
Haskell
259 lines
8.4 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.Map.Strict as Map
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import Data.Matrix as M (toLists, (!), Matrix, safeGet)
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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, 75)] (80,40)
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(Subsystems _ m) = subsystems ud
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matrix <- liftIO $ buildHallFloorIO fc
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(nws, _) <- yieldSystemT (worldState ud) $ do
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void $ newEntity $ defEntity
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{ pos = Just (V2 20.5 20.5)
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, vel = Just (V2 0 0)
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, player = Just True
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}
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uu <- partSubscribe m movePlayer
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putAffection ud
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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 / sin (atan (1/2)) / 2) + rx
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dc = rx - (ry / sin (atan (1/2)) / 2)
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(nws, _) <- 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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pure $ defEntity'
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{ vel = Set $ V2 dr dc
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}
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putAffection ud
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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, _) <- 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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putAffection ud
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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 [1..] ls))
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(zip [1..] (toLists matrix))
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updateMap :: Double -> Affection UserData ()
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updateMap dt = do
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ud <- getAffection
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let matrix = mapMat $ stateData ud
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(nws, _) <- yieldSystemT (worldState ud) $ do
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emap $ do
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with vel
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with pos
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pos'@(V2 or oc) <- E.get pos
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vel' <- E.get vel
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let npos@(V2 nr nc) = pos' + fmap (* (4 * dt)) vel'
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let ent
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| Wall /= matrix M.! (floor nr, floor nc) =
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defEntity'
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{ pos = Set npos
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}
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| Wall /= matrix M.! (floor nr, floor oc) =
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defEntity'
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{ pos = Set (V2 nr oc)
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}
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| Wall /= matrix M.! (floor or, floor nc) =
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defEntity'
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{ pos = Set (V2 or nc)
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}
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| otherwise =
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defEntity'
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return ent
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putAffection ud
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{ worldState = nws
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}
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neighWalls :: Int -> Int -> Matrix TileState -> Int
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neighWalls row col mat =
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Prelude.foldl (\acc (ir, ic) ->
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if M.safeGet (row + ir) (col + ic) mat == Just Wall ||
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M.safeGet (row + ir) (col + ic) mat == Just Door
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then acc + 1
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else acc
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)
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0
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[ (0, -1)
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, (-1, 0)
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, (0, 1)
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, (1, 0)
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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 = 64 :: Double
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tileHeight = 32 :: 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 $ 640 + ((fromIntegral col - pc) +
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(fromIntegral row - pr)) * (tileWidth / 2)
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y = realToFrac $ 360 - (tileHeight / 2) + ((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 + realToFrac tileHeight / 2)
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lineTo ctx (x + realToFrac tileWidth / 2) (y + realToFrac tileHeight)
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lineTo ctx (x + realToFrac tileWidth) (y + realToFrac tileHeight / 2)
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lineTo ctx (x + realToFrac tileWidth / 2) y
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closePath ctx
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fill ctx
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when (tile == Wall) $ do
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let img = case neighWalls row col mat of
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4 ->
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assetImages ud Map.! ImgWallCross
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3
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| M.safeGet (row + 1) col mat /= Just Wall &&
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M.safeGet (row + 1) col mat /= Just Door ->
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assetImages ud Map.! ImgWallTNW
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| M.safeGet row (col + 1) mat /= Just Wall &&
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M.safeGet row (col + 1) mat /= Just Door ->
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assetImages ud Map.! ImgWallTSW
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| M.safeGet (row - 1) col mat /= Just Wall &&
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M.safeGet (row - 1) col mat /= Just Door ->
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assetImages ud Map.! ImgWallTSE
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| otherwise ->
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assetImages ud Map.! ImgWallTNE
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2
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| (M.safeGet (row + 1) col mat == Just Wall ||
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M.safeGet (row + 1) col mat == Just Door) &&
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(M.safeGet (row - 1) col mat == Just Wall ||
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M.safeGet (row - 1) col mat == Just Door) ->
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assetImages ud Map.! ImgWallDesc
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| (M.safeGet row (col + 1) mat == Just Wall ||
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M.safeGet row (col + 1) mat == Just Door) &&
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(M.safeGet row (col - 1) mat == Just Wall ||
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M.safeGet row (col - 1) mat == Just Door) ->
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assetImages ud Map.! ImgWallAsc
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| (M.safeGet (row - 1) col mat == Just Wall ||
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M.safeGet (row - 1) col mat == Just Door) &&
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(M.safeGet row (col - 1) mat == Just Wall ||
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M.safeGet row (col - 1) mat == Just Door) ->
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assetImages ud Map.! ImgWallCornerW
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| (M.safeGet row (col - 1) mat == Just Wall ||
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M.safeGet row (col - 1) mat == Just Door) &&
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(M.safeGet (row + 1) col mat == Just Wall ||
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M.safeGet (row + 1) col mat == Just Door) ->
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assetImages ud Map.! ImgWallCornerS
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| (M.safeGet (row + 1) col mat == Just Wall ||
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M.safeGet (row + 1) col mat == Just Door) &&
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(M.safeGet row (col + 1) mat == Just Wall ||
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M.safeGet row (col + 1) mat == Just Door) ->
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assetImages ud Map.! ImgWallCornerE
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| otherwise ->
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assetImages ud Map.! ImgWallCornerN
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1
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| M.safeGet (row - 1) col mat == Just Wall ||
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M.safeGet (row - 1) col mat == Just Door ->
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assetImages ud Map.! ImgWallDesc
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| M.safeGet (row + 1) col mat == Just Wall ||
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M.safeGet (row + 1) col mat == Just Door ->
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assetImages ud Map.! ImgWallDesc
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| M.safeGet row (col + 1) mat == Just Wall ||
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M.safeGet row (col + 1) mat == Just Door ->
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assetImages ud Map.! ImgWallAsc
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| otherwise ->
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assetImages ud Map.! ImgWallAsc
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0 ->
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assetImages ud Map.! ImgWallCross
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_ ->
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error "unexpected number if neighbouring walls"
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mat = mapMat (stateData ud)
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paint <- imagePattern
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ctx x (y - (74 - realToFrac tileHeight)) 64 74 0
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img
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1
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beginPath ctx
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rect ctx x (y - (74 - realToFrac tileHeight)) 64 74
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fillPaint ctx paint
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fill ctx
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when (floor pr == row && floor pc == 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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