Sprite rendering
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6 changed files with 181 additions and 11 deletions
80
app/Graphics.hs
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80
app/Graphics.hs
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module Graphics (
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renderFrame
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) where
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import SDL
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import SnakeLib
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import Foreign.C (CInt)
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import Data.Array (indices)
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import Control.Monad (void)
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renderFrame :: Renderer -> Texture -> IO ()
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renderFrame renderer texture = do
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rendererDrawColor renderer $= V4 32 32 32 255
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clear renderer
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rendererDrawColor renderer $= V4 255 255 255 255
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renderState renderer texture $ initialState (20, 20) (2, 2)
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present renderer
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renderState :: Renderer -> Texture -> GameState -> IO ()
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renderState renderer texture state = do
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void $ traverse (renderTile renderer texture state) (indices $ gameBoard state)
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renderTile :: Renderer -> Texture -> GameState -> Pos -> IO ()
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renderTile renderer texture state pos = case tileAt (gameBoard state) pos of
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Empty -> return ()
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Apple -> renderSpriteAt renderer texture APPLE pos
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Snake ->
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let size = gameBoardSize state
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in renderSpriteAt renderer texture (snakeSprite (neighborTiles size (gameBoard state) pos) (pos == snakeHead state))pos
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snakeSprite :: (Tile, Tile, Tile, Tile) -> Bool -> Sprite
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snakeSprite (Snake, _, _, _) True = SNAKE_HEAD_DOWN
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snakeSprite (_, Snake, _, _) True = SNAKE_HEAD_LEFT
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snakeSprite (_, _, Snake, _) True = SNAKE_HEAD_UP
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snakeSprite (_, _, _, Snake) True = SNAKE_HEAD_RIGHT
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snakeSprite (Snake, _, Snake, _) _ = SNAKE_VERTICAL
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snakeSprite (_, Snake, _, Snake) _ = SNAKE_HORIZONTAL
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snakeSprite (Snake, Snake, _, _) _ = SNAKE_TURN_UP_RIGHT
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snakeSprite (_, Snake, Snake, _) _ = SNAKE_TURN_DOWN_RIGHT
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snakeSprite (_, _, Snake, Snake) _ = SNAKE_TURN_DOWN_LEFT
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snakeSprite (Snake, _, _, Snake) _ = SNAKE_TURN_UP_LEFT
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snakeSprite (Snake, _, _, _) _ = SNAKE_TAIL_UP
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snakeSprite (_, Snake, _, _) _ = SNAKE_TAIL_RIGHT
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snakeSprite (_, _, Snake, _) _ = SNAKE_TAIL_DOWN
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snakeSprite (_, _, _, Snake) _ = SNAKE_TAIL_LEFT
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snakeSprite _ _ = APPLE
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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 (64 * (fromIntegral x)) (64 * (fromIntegral y)))) (V2 64 64)
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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 (16 * (fromIntegral x)) (16 * (fromIntegral y)))) (V2 16 16)
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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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46
app/Main.hs
46
app/Main.hs
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@ -1,8 +1,48 @@
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module Main where
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import qualified MyLib (someFunc)
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import SDL
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import qualified SDL.Image as IMG
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import qualified Data.Text as Text
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import Control.Monad (unless)
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import Graphics
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import SnakeLib
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import SDL.Raw (getTicks)
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import Data.Word (Word32)
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main :: IO ()
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main = do
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putStrLn "Hello, Haskell!"
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MyLib.someFunc
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initializeAll
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window <- createWindow (Text.pack "Hello, World") defaultWindow
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renderer <- createRenderer window (-1) defaultRenderer
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texture <- IMG.loadTexture renderer "assets/spritesheet.png"
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appLoop renderer texture
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destroyTexture texture
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destroyRenderer renderer
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destroyWindow window
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targetFps :: Word32
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targetFps = 60
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targetFrameMs :: Word32
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targetFrameMs = 1000 `div` targetFps
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appLoop :: Renderer -> Texture -> IO ()
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appLoop renderer texture = do
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frameStart <- getTicks
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events <- pollEvents
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let eventIsExitPress event = case eventPayload event of
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KeyboardEvent keyboardEvent ->
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keyboardEventKeyMotion keyboardEvent == Pressed &&
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keysymKeycode (keyboardEventKeysym keyboardEvent) == KeycodeQ
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WindowClosedEvent _ -> True
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_ -> False
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exitPressed = any eventIsExitPress events
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renderFrame renderer texture
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frameEnd <- getTicks
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let elapsed = frameEnd - frameStart
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delay (targetFrameMs - elapsed)
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unless exitPressed (appLoop renderer texture)
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