module Pong ( GameEvent (..), GameObject, newWorld, stepWorld, aabb, ) where import Data.Monoid (mconcat) import GHC.Float (double2Float) import Spear.Math.AABB import Spear.Math.Spatial2 import Spear.Math.Vector import Spear.Step -- Configuration padSize = vec2 0.07 0.02 ballSize = 0.012 ballSpeed = 0.6 initialBallVelocity = vec2 1 1 maxBounceAngle = 65 * pi/180 playerSpeed = 1.0 enemySpeed = 1.5 initialEnemyPos = vec2 0.5 0.9 initialPlayerPos = vec2 0.5 0.1 initialBallPos = vec2 0.5 0.5 -- Game events data GameEvent = MoveLeft | MoveRight | StopLeft | StopRight deriving (Eq, Ord) -- Game objects data GameObject = GameObject { aabb :: AABB2, obj :: Obj2, gostep :: Step [GameObject] [GameEvent] 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') = runStep (gostep go) elapsed dt gos evts go in go' {gostep = s'} ballBox, padBox :: AABB2 ballBox = AABB2 (vec2 (-s) (-s)) (vec2 s s) where s = ballSize padBox = AABB2 (-padSize) padSize obj2 = obj2FromVectors unitx2 unity2 newWorld = [ GameObject ballBox (obj2 initialBallPos) $ stepBall initialBallVelocity, GameObject padBox (obj2 initialEnemyPos) stepEnemy, GameObject padBox (obj2 initialPlayerPos) stepPlayer ] -- Ball steppers stepBall vel = collideBall vel .> moveBall -- TODO: in collideBall and paddleBounce, we should an apply an offset to the -- ball when collision is detected. collideBall :: Vector2 -> Step [GameObject] e GameObject (Vector2, GameObject) collideBall vel = step $ \_ dt gos _ ball -> let (AABB2 pmin pmax) = aabb ball `aabbAdd` pos ball collideSide = x pmin < 0 || x pmax > 1 collideBack = y pmin < 0 || y pmax > 1 collidePaddle = any (collide ball) (tail gos) flipX v@(Vector2 x y) = if collideSide then vec2 (-x) y else v flipY v@(Vector2 x y) = if collideBack then vec2 x (-y) else v vel' = normalise . (\v -> foldl (paddleBounce ball) v (tail gos)) . flipX . flipY $ vel -- A small delta to apply when collision occurs. delta = 1 + if collideSide || collideBack || collidePaddle then 2*dt else 0 in ((scale ballSpeed (scale delta vel'), ball), collideBall vel') paddleBounce :: GameObject -> Vector2 -> GameObject -> Vector2 paddleBounce ball v paddle = if collide ball paddle then let (AABB2 pmin pmax) = aabb paddle `aabbAdd` pos paddle center = (x pmin + x pmax) / 2 -- Normalized offset of the ball from the paddle's center, [-1, +1]. -- It's outside the [-1, +1] range if there is no collision. offset = (x (pos ball) - center) / ((x pmax - x pmin) / 2) angle = offset * maxBounceAngle -- When it bounces off of a paddle, y vel is flipped. ysign = -(signum (y v)) in vec2 (sin angle) (ysign * cos angle) else v collide :: GameObject -> GameObject -> Bool 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 s e (Vector2, GameObject) GameObject moveBall = step $ \_ dt _ _ (vel, ball) -> (move (scale dt vel) ball, moveBall) -- Enemy stepper stepEnemy = movePad movePad :: Step s e GameObject GameObject movePad = step $ \elapsed _ _ _ pad -> let p = vec2 px 0.9 px = double2Float (sin (elapsed * enemySpeed) * 0.5 + 0.5) * (1 - 2 * x padSize) + x padSize in (setPos p pad, movePad) -- Player stepper stepPlayer = sfold moveGO .> clamp moveGO = mconcat [ switch StopLeft sid MoveLeft (moveGO' $ vec2 (-playerSpeed) 0), switch StopRight sid MoveRight (moveGO' $ vec2 playerSpeed 0) ] moveGO' :: Vector2 -> Step s e GameObject GameObject moveGO' dir = step $ \_ dt _ _ go -> (move (scale dt dir) go, moveGO' dir) clamp :: Step s e GameObject GameObject clamp = spure $ \go -> let p' = vec2 (clamp' x s (1 - s)) y (Vector2 x y) = pos go clamp' x a b | x < a = a | x > b = b | otherwise = x (Vector2 s _) = padSize in setPos p' go