Snake movement
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4 changed files with 218 additions and 52 deletions
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@ -5,45 +5,42 @@ module Graphics (
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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 Data.Array (assocs)
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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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renderFrame :: Renderer -> Texture -> Game -> IO ()
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renderFrame renderer texture game = 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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renderGame renderer texture game
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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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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 -> GameState -> Pos -> IO ()
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renderTile renderer texture state pos = case tileAt (gameBoard state) pos of
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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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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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Snake orientation -> renderSpriteAt renderer texture (snakeSprite orientation) 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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snakeSprite :: SnakeOrientation -> 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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34
app/Main.hs
34
app/Main.hs
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@ -17,20 +17,20 @@ main = do
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texture <- IMG.loadTexture renderer "assets/spritesheet.png"
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appLoop renderer texture
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appLoop renderer texture (initialState (20, 20) (2, 2))
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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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targetFps = 2
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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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appLoop :: Renderer -> Texture -> Game -> IO ()
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appLoop renderer texture game = 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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@ -40,9 +40,29 @@ appLoop renderer texture = do
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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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let eventDirectionPressed event = case eventPayload event of
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KeyboardEvent keyboardEvent ->
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if keyboardEventKeyMotion keyboardEvent == Pressed
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then getInputByKeycode $ keysymKeycode (keyboardEventKeysym keyboardEvent)
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else NothingPressed
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_ -> NothingPressed
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input = foldMap eventDirectionPressed events
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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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let updatedGame = execTick game input
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renderFrame renderer texture updatedGame
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unless exitPressed $ do
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delay (targetFrameMs - elapsed)
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appLoop renderer texture updatedGame
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getInputByKeycode :: Keycode -> MovementInput
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getInputByKeycode KeycodeW = UpPressed
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getInputByKeycode KeycodeUp = UpPressed
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getInputByKeycode KeycodeD = RightPressed
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getInputByKeycode KeycodeRight = RightPressed
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getInputByKeycode KeycodeS = DownPressed
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getInputByKeycode KeycodeDown = DownPressed
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getInputByKeycode KeycodeA = LeftPressed
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getInputByKeycode KeycodeLeft = LeftPressed
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getInputByKeycode _ = NothingPressed
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