From e15a9cc51e31b5deb973d8583298aa130dd82b17 Mon Sep 17 00:00:00 2001 From: Jeanne-Kamikaze Date: Sat, 10 Aug 2013 17:24:17 +0200 Subject: Added pong --- demos/pong/Pong.hs | 174 +++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 174 insertions(+) create mode 100644 demos/pong/Pong.hs (limited to 'demos/pong/Pong.hs') diff --git a/demos/pong/Pong.hs b/demos/pong/Pong.hs new file mode 100644 index 0000000..9a3138b --- /dev/null +++ b/demos/pong/Pong.hs @@ -0,0 +1,174 @@ +module Pong +( + GameEvent(..) +, GameObject +, newWorld +, stepWorld +, aabb +) +where + +import Spear.Math.AABB +import Spear.Math.Spatial2 +import Spear.Math.Vector + +import Data.List (foldl') +import Data.Monoid +import GHC.Float (double2Float) + +type Elapsed = Double +type Dt = Float + +-- Step function + +data Step a b = Step { step :: Elapsed -> Dt -> a -> (b, Step a b) } + +sid :: Step a a +sid = Step $ \_ _ a -> (a, sid) + +spure :: (a -> b) -> Step a b +spure f = Step $ \_ _ x -> (f x, spure f) + +smap :: (a -> b) -> Step c a -> Step c b +smap f (Step s1) = Step $ \elapsed dt x -> + let (a, s') = s1 elapsed dt x + in (f a, smap f s') + +(.>) :: Step a b -> Step b c -> Step a c +(Step s1) .> (Step s2) = Step $ \elapsed dt a -> + let (b, s1') = s1 elapsed dt a + (c, s2') = s2 elapsed dt b + in (c, s1' .> s2') + +(.<) :: Step a b -> Step c a -> Step c b +(.<) = flip (.>) + +sfst :: Step (a,b) a +sfst = spure $ \(a,_) -> a + +ssnd :: Step (a,b) b +ssnd = spure $ \(_,b) -> b + +-- Game events + +data GameEvent + = MoveLeft + | MoveRight + | StopLeft + | StopRight + deriving Eq + +-- Game objects + +data GameObject = GameObject + { aabb :: AABB2 + , obj :: Obj2 + , gostep :: Step ([GameEvent], [GameObject], GameObject) GameObject + } + +instance Spatial2 GameObject where + getObj2 = obj + setObj2 s o = s { obj = o } + +stepWorld :: Elapsed -> Dt -> [GameEvent] -> [GameObject] -> [GameObject] +stepWorld elapsed dt evts gos = map (update elapsed dt evts gos) gos + +update :: Elapsed -> Dt -> [GameEvent] -> [GameObject] -> GameObject -> GameObject +update elapsed dt evts gos go = + let (go', s') = step (gostep go) elapsed dt (evts, gos, go) + in go' { gostep = s' } + +ballBox :: AABB2 +ballBox = AABB2 (vec2 (-s) (-s)) (vec2 s s) where s = 0.01 + +padSize = vec2 0.05 0.02 + +padBox = AABB2 (-padSize) padSize + +obj2 x y = obj2FromVectors unitx2 unity2 (vec2 x y) + +ballVelocity = Vector2 0.3 0.3 + +newWorld = + [ GameObject ballBox (obj2 0.5 0.5) $ stepBall ballVelocity + , GameObject padBox (obj2 0.5 0.9) stepEnemy + , GameObject padBox (obj2 0.5 0.1) stepPlayer + ] + +-- Generic steppers + +ignore :: Step ([GameEvent], [GameObject], GameObject) GameObject +ignore = spure $ \(_,_,go) -> go + +ignoreEvts :: Step ([GameEvent], [GameObject], GameObject) ([GameObject], GameObject) +ignoreEvts = spure $ \(_, world, go) -> (world, go) + +ignoreGOs :: Step ([GameEvent], [GameObject], GameObject) ([GameEvent], GameObject) +ignoreGOs = spure $ \(evts, _, go) -> (evts, go) + +-- Ball steppers + +stepBall vel = ignoreEvts .> collideBall vel .> moveBall + +collideBall :: Vector2 -> Step ([GameObject], GameObject) (Vector2, GameObject) +collideBall vel = Step $ \_ _ (gos, ball) -> + let (AABB2 pmin pmax) = aabb ball `aabbAdd` pos ball + collideCol = x pmin < 0 || x pmax > 1 + collideRow = y pmin < 0 || y pmax > 1 + || any (collide ball) (tail gos) + negx v@(Vector2 x y) = if collideCol then vec2 (-x) y else v + negy v@(Vector2 x y) = if collideRow then vec2 x (-y) else v + vel' = negx . negy $ vel + in ((vel', ball), collideBall vel') + +collide go1 go2 = + let (AABB2 (Vector2 xmin1 ymin1) (Vector2 xmax1 ymax1)) + = aabb go1 `aabbAdd` pos go1 + (AABB2 (Vector2 xmin2 ymin2) (Vector2 xmax2 ymax2)) + = aabb go2 `aabbAdd` pos go2 + in not $ xmax1 < xmin2 || xmin1 > xmax2 + || ymax1 < ymin2 || ymin1 > ymax2 + +aabbAdd (AABB2 pmin pmax) p = AABB2 (p+pmin) (p+pmax) + +moveBall :: Step (Vector2, GameObject) GameObject +moveBall = Step $ \_ dt (vel,ball) -> (move (scale dt vel) ball, moveBall) + +-- Enemy stepper + +stepEnemy = ignore .> movePad + +movePad :: Step GameObject GameObject +movePad = Step $ \elapsed _ pad -> + let p = vec2 px 0.9 + px = double2Float (sin elapsed * 0.5 + 0.5) + * (1 - 2 * x padSize) + + x padSize + in (setPos p pad, movePad) + +-- Player stepper + +stepPlayer = ignoreGOs + .> moveGO False MoveLeft StopLeft + .> moveGO False MoveRight StopRight + .> ssnd + .> clamp + +moveGO :: Bool -> GameEvent -> GameEvent + -> Step ([GameEvent], GameObject) ([GameEvent], GameObject) +moveGO moving start stop = Step $ \_ dt (evts, go) -> + let moving' = (moving || any (==start) evts) && not (any (==stop) evts) + dir = scale dt $ toDir moving' start + in ((evts, move dir go), moveGO moving' start stop) + +clamp :: Step GameObject GameObject +clamp = spure $ \go -> + let p' = vec2 (clamp' x s (1 - s)) y + (Vector2 x y) = pos go + clamp' x a b = if x < a then a else if x > b then b else x + (Vector2 s _) = padSize + in setPos p' go + +toDir True MoveLeft = vec2 (-1) 0 +toDir True MoveRight = vec2 1 0 +toDir _ _ = vec2 0 0 \ No newline at end of file -- cgit v1.2.3