snake-hs/app/Graphics.hs

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module Graphics (
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renderFrame,
tileSize
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) where
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, when)
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import Snake
import Assets
import qualified Data.Text as Text
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import Data.Word (Word8)
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spriteSize :: CInt
spriteSize = 16
tileSize :: CInt
tileSize = 64
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renderFrame :: Renderer -> Assets -> (Game, Bool) -> IO ()
renderFrame renderer (texture, font) (game, isEnd) = 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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when isEnd $ renderDefeat renderer font
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present renderer
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renderBG :: Renderer -> (Int, Int) -> IO ()
renderBG renderer (w, h) = do
void $ traverse (renderBGTile renderer) [(x, y) | x <- [0..w-1], y <- [0..h-1]]
tileColors :: (V4 Word8, V4 Word8)
tileColors = (V4 32 32 32 255, V4 64 64 64 255)
renderBGTile :: Renderer -> (Int, Int) -> IO ()
renderBGTile renderer (x, y) = do
rendererDrawColor renderer $= ((if even (x + y) then fst else snd) tileColors)
fillRect renderer (Just $ Rectangle (P $ V2 (fromIntegral x * tileSize) (fromIntegral y * tileSize)) (V2 tileSize tileSize))
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renderGame :: Renderer -> Texture -> Game -> IO ()
renderGame renderer texture state = do
void $ traverse (renderTile renderer texture) (assocs $ gameBoard state)
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renderTile :: Renderer -> Texture -> (Pos, Tile) -> IO ()
renderTile renderer texture (pos, tile) = case tile of
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Empty -> return ()
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 ()
renderScore renderer font game = do
let score = snakeSegmentCount game
surface <- FONT.blended font (V4 255 255 255 255) $ Text.pack ("Score: " ++ show score)
texture <- createTextureFromSurface renderer surface
freeSurface surface
width <- textureWidth <$> queryTexture texture
height <- textureHeight <$> queryTexture texture
copy renderer texture Nothing (Just (Rectangle (P (V2 20 20)) (V2 width height)))
destroyTexture texture
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renderDefeat :: Renderer -> FONT.Font -> IO ()
renderDefeat renderer font = do
surface <- FONT.blended font (V4 200 50 50 255) $ Text.pack ("You died! Press R to restart.")
texture <- createTextureFromSurface renderer surface
freeSurface surface
width <- textureWidth <$> queryTexture texture
height <- textureHeight <$> queryTexture texture
copy renderer texture Nothing (Just (Rectangle (P (V2 20 60)) (V2 width height)))
destroyTexture texture
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snakeSprite :: SnakeSegmentOrientation -> Sprite
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snakeSprite HEAD_DOWN = SNAKE_HEAD_DOWN
snakeSprite HEAD_LEFT = SNAKE_HEAD_LEFT
snakeSprite HEAD_UP = SNAKE_HEAD_UP
snakeSprite HEAD_RIGHT = SNAKE_HEAD_RIGHT
snakeSprite VERTICAL = SNAKE_VERTICAL
snakeSprite HORIZONTAL = SNAKE_HORIZONTAL
snakeSprite TURN_UP_RIGHT = SNAKE_TURN_UP_RIGHT
snakeSprite TURN_DOWN_RIGHT = SNAKE_TURN_DOWN_RIGHT
snakeSprite TURN_DOWN_LEFT = SNAKE_TURN_DOWN_LEFT
snakeSprite TURN_UP_LEFT = SNAKE_TURN_UP_LEFT
snakeSprite TAIL_UP = SNAKE_TAIL_UP
snakeSprite TAIL_RIGHT = SNAKE_TAIL_RIGHT
snakeSprite TAIL_DOWN = SNAKE_TAIL_DOWN
snakeSprite TAIL_LEFT = SNAKE_TAIL_LEFT
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renderSpriteAt :: Renderer -> Texture -> Sprite -> (Int, Int) -> IO ()
renderSpriteAt renderer texture sprite (x, y) = do
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)
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)
getSpriteIndex SNAKE_HEAD_DOWN = (0, 0)
getSpriteIndex SNAKE_HEAD_LEFT = (0, 1)
getSpriteIndex SNAKE_HEAD_UP = (0, 2)
getSpriteIndex SNAKE_HEAD_RIGHT = (0, 3)
getSpriteIndex SNAKE_TURN_UP_RIGHT = (1, 0)
getSpriteIndex SNAKE_TURN_DOWN_RIGHT = (1, 1)
getSpriteIndex SNAKE_TURN_DOWN_LEFT = (1, 2)
getSpriteIndex SNAKE_TURN_UP_LEFT = (1, 3)
getSpriteIndex SNAKE_VERTICAL = (2, 0)
getSpriteIndex SNAKE_HORIZONTAL = (2, 1)
getSpriteIndex SNAKE_TAIL_UP = (3, 0)
getSpriteIndex SNAKE_TAIL_RIGHT = (3, 1)
getSpriteIndex SNAKE_TAIL_DOWN = (3, 2)
getSpriteIndex SNAKE_TAIL_LEFT = (3, 3)
getSpriteIndex APPLE = (2, 2)
data Sprite =
SNAKE_HEAD_DOWN | SNAKE_HEAD_LEFT | SNAKE_HEAD_UP | SNAKE_HEAD_RIGHT |
SNAKE_TURN_UP_RIGHT | SNAKE_TURN_DOWN_RIGHT | SNAKE_TURN_DOWN_LEFT | SNAKE_TURN_UP_LEFT |
SNAKE_VERTICAL | SNAKE_HORIZONTAL |
SNAKE_TAIL_UP | SNAKE_TAIL_RIGHT | SNAKE_TAIL_DOWN | SNAKE_TAIL_LEFT |
APPLE