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module Graphics (
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renderFrame,
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tileSize
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) where
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import SDL
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import qualified SDL.Font as FONT
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import Foreign.C (CInt)
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import Data.Array (assocs)
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import Control.Monad (void)
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import Snake
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import Assets
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import qualified Data.Text as Text
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import Data.Word (Word8)
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spriteSize :: CInt
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spriteSize = 16
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tileSize :: CInt
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tileSize = 64
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renderFrame :: Renderer -> Assets -> Game -> IO ()
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renderFrame renderer (texture, font) game = do
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rendererDrawColor renderer $= V4 0 0 0 255
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clear renderer
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renderBG renderer (gameBoardSize game)
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rendererDrawColor renderer $= V4 255 255 255 255
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renderGame renderer texture game
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renderScore renderer font game
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present renderer
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renderBG :: Renderer -> (Int, Int) -> IO ()
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renderBG renderer (w, h) = do
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void $ traverse (renderBGTile renderer) [(x, y) | x <- [0..w-1], y <- [0..h-1]]
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tileColors :: (V4 Word8, V4 Word8)
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tileColors = (V4 32 32 32 255, V4 64 64 64 255)
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renderBGTile :: Renderer -> (Int, Int) -> IO ()
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renderBGTile renderer (x, y) = do
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rendererDrawColor renderer $= ((if even (x + y) then fst else snd) tileColors)
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fillRect renderer (Just $ Rectangle (P $ V2 (fromIntegral x * tileSize) (fromIntegral y * tileSize)) (V2 tileSize tileSize))
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renderGame :: Renderer -> Texture -> Game -> IO ()
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renderGame renderer texture state = do
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void $ traverse (renderTile renderer texture) (assocs $ gameBoard state)
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renderTile :: Renderer -> Texture -> (Pos, Tile) -> IO ()
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renderTile renderer texture (pos, tile) = case tile of
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Empty -> return ()
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Apple -> renderSpriteAt renderer texture APPLE pos
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SnakeSegment orientation -> renderSpriteAt renderer texture (snakeSprite orientation) pos
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renderScore :: Renderer -> FONT.Font -> Game -> IO ()
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renderScore renderer font game = do
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let score = snakeSegmentCount game
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surface <- FONT.blended font (V4 255 255 255 255) $ Text.pack ("Score: " ++ show score)
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texture <- createTextureFromSurface renderer surface
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freeSurface surface
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width <- textureWidth <$> queryTexture texture
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height <- textureHeight <$> queryTexture texture
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copy renderer texture Nothing (Just (Rectangle (P (V2 20 20)) (V2 width height)))
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destroyTexture texture
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snakeSprite :: SnakeSegmentOrientation -> Sprite
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snakeSprite HEAD_DOWN = SNAKE_HEAD_DOWN
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snakeSprite HEAD_LEFT = SNAKE_HEAD_LEFT
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snakeSprite HEAD_UP = SNAKE_HEAD_UP
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snakeSprite HEAD_RIGHT = SNAKE_HEAD_RIGHT
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snakeSprite VERTICAL = SNAKE_VERTICAL
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snakeSprite HORIZONTAL = SNAKE_HORIZONTAL
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snakeSprite TURN_UP_RIGHT = SNAKE_TURN_UP_RIGHT
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snakeSprite TURN_DOWN_RIGHT = SNAKE_TURN_DOWN_RIGHT
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snakeSprite TURN_DOWN_LEFT = SNAKE_TURN_DOWN_LEFT
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snakeSprite TURN_UP_LEFT = SNAKE_TURN_UP_LEFT
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snakeSprite TAIL_UP = SNAKE_TAIL_UP
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snakeSprite TAIL_RIGHT = SNAKE_TAIL_RIGHT
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snakeSprite TAIL_DOWN = SNAKE_TAIL_DOWN
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snakeSprite TAIL_LEFT = SNAKE_TAIL_LEFT
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renderSpriteAt :: Renderer -> Texture -> Sprite -> (Int, Int) -> IO ()
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renderSpriteAt renderer texture sprite (x, y) = do
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let srcRect = getSpriteSheetLocation $ getSpriteIndex sprite
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let dstRect = Rectangle (P (V2 (tileSize * (fromIntegral x)) (tileSize * (fromIntegral y)))) (V2 tileSize tileSize)
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copy renderer texture (Just srcRect) (Just dstRect)
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getSpriteSheetLocation :: (Int, Int) -> Rectangle CInt
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getSpriteSheetLocation (y, x) = Rectangle (P (V2 (spriteSize * (fromIntegral x)) (spriteSize * (fromIntegral y)))) (V2 spriteSize spriteSize)
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getSpriteIndex :: Sprite -> (Int, Int)
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getSpriteIndex SNAKE_HEAD_DOWN = (0, 0)
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getSpriteIndex SNAKE_HEAD_LEFT = (0, 1)
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getSpriteIndex SNAKE_HEAD_UP = (0, 2)
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getSpriteIndex SNAKE_HEAD_RIGHT = (0, 3)
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getSpriteIndex SNAKE_TURN_UP_RIGHT = (1, 0)
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getSpriteIndex SNAKE_TURN_DOWN_RIGHT = (1, 1)
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getSpriteIndex SNAKE_TURN_DOWN_LEFT = (1, 2)
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getSpriteIndex SNAKE_TURN_UP_LEFT = (1, 3)
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getSpriteIndex SNAKE_VERTICAL = (2, 0)
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getSpriteIndex SNAKE_HORIZONTAL = (2, 1)
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getSpriteIndex SNAKE_TAIL_UP = (3, 0)
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getSpriteIndex SNAKE_TAIL_RIGHT = (3, 1)
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getSpriteIndex SNAKE_TAIL_DOWN = (3, 2)
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getSpriteIndex SNAKE_TAIL_LEFT = (3, 3)
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getSpriteIndex APPLE = (2, 2)
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data Sprite =
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SNAKE_HEAD_DOWN | SNAKE_HEAD_LEFT | SNAKE_HEAD_UP | SNAKE_HEAD_RIGHT |
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SNAKE_TURN_UP_RIGHT | SNAKE_TURN_DOWN_RIGHT | SNAKE_TURN_DOWN_LEFT | SNAKE_TURN_UP_LEFT |
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SNAKE_VERTICAL | SNAKE_HORIZONTAL |
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SNAKE_TAIL_UP | SNAKE_TAIL_RIGHT | SNAKE_TAIL_DOWN | SNAKE_TAIL_LEFT |
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APPLE
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