Snake movement

This commit is contained in:
Oleg Sobolev 2026-03-29 18:39:27 +03:00
parent a87fe00b52
commit befd198c93
4 changed files with 218 additions and 52 deletions

View file

@ -5,45 +5,42 @@ module Graphics (
import SDL
import SnakeLib
import Foreign.C (CInt)
import Data.Array (indices)
import Data.Array (assocs)
import Control.Monad (void)
renderFrame :: Renderer -> Texture -> IO ()
renderFrame renderer texture = do
renderFrame :: Renderer -> Texture -> Game -> IO ()
renderFrame renderer texture game = do
rendererDrawColor renderer $= V4 32 32 32 255
clear renderer
rendererDrawColor renderer $= V4 255 255 255 255
renderState renderer texture $ initialState (20, 20) (2, 2)
renderGame renderer texture game
present renderer
renderState :: Renderer -> Texture -> GameState -> IO ()
renderState renderer texture state = do
void $ traverse (renderTile renderer texture state) (indices $ gameBoard state)
renderGame :: Renderer -> Texture -> Game -> IO ()
renderGame renderer texture state = do
void $ traverse (renderTile renderer texture) (assocs $ gameBoard state)
renderTile :: Renderer -> Texture -> GameState -> Pos -> IO ()
renderTile renderer texture state pos = case tileAt (gameBoard state) pos of
renderTile :: Renderer -> Texture -> (Pos, Tile) -> IO ()
renderTile renderer texture (pos, tile) = case tile of
Empty -> return ()
Apple -> renderSpriteAt renderer texture APPLE pos
Snake ->
let size = gameBoardSize state
in renderSpriteAt renderer texture (snakeSprite (neighborTiles size (gameBoard state) pos) (pos == snakeHead state))pos
Snake orientation -> renderSpriteAt renderer texture (snakeSprite orientation) pos
snakeSprite :: (Tile, Tile, Tile, Tile) -> Bool -> Sprite
snakeSprite (Snake, _, _, _) True = SNAKE_HEAD_DOWN
snakeSprite (_, Snake, _, _) True = SNAKE_HEAD_LEFT
snakeSprite (_, _, Snake, _) True = SNAKE_HEAD_UP
snakeSprite (_, _, _, Snake) True = SNAKE_HEAD_RIGHT
snakeSprite (Snake, _, Snake, _) _ = SNAKE_VERTICAL
snakeSprite (_, Snake, _, Snake) _ = SNAKE_HORIZONTAL
snakeSprite (Snake, Snake, _, _) _ = SNAKE_TURN_UP_RIGHT
snakeSprite (_, Snake, Snake, _) _ = SNAKE_TURN_DOWN_RIGHT
snakeSprite (_, _, Snake, Snake) _ = SNAKE_TURN_DOWN_LEFT
snakeSprite (Snake, _, _, Snake) _ = SNAKE_TURN_UP_LEFT
snakeSprite (Snake, _, _, _) _ = SNAKE_TAIL_UP
snakeSprite (_, Snake, _, _) _ = SNAKE_TAIL_RIGHT
snakeSprite (_, _, Snake, _) _ = SNAKE_TAIL_DOWN
snakeSprite (_, _, _, Snake) _ = SNAKE_TAIL_LEFT
snakeSprite _ _ = APPLE
snakeSprite :: SnakeOrientation -> Sprite
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
renderSpriteAt :: Renderer -> Texture -> Sprite -> (Int, Int) -> IO ()
renderSpriteAt renderer texture sprite (x, y) = do

View file

@ -17,20 +17,20 @@ main = do
texture <- IMG.loadTexture renderer "assets/spritesheet.png"
appLoop renderer texture
appLoop renderer texture (initialState (20, 20) (2, 2))
destroyTexture texture
destroyRenderer renderer
destroyWindow window
targetFps :: Word32
targetFps = 60
targetFps = 2
targetFrameMs :: Word32
targetFrameMs = 1000 `div` targetFps
appLoop :: Renderer -> Texture -> IO ()
appLoop renderer texture = do
appLoop :: Renderer -> Texture -> Game -> IO ()
appLoop renderer texture game = do
frameStart <- getTicks
events <- pollEvents
let eventIsExitPress event = case eventPayload event of
@ -40,9 +40,29 @@ appLoop renderer texture = do
WindowClosedEvent _ -> True
_ -> False
exitPressed = any eventIsExitPress events
renderFrame renderer texture
let eventDirectionPressed event = case eventPayload event of
KeyboardEvent keyboardEvent ->
if keyboardEventKeyMotion keyboardEvent == Pressed
then getInputByKeycode $ keysymKeycode (keyboardEventKeysym keyboardEvent)
else NothingPressed
_ -> NothingPressed
input = foldMap eventDirectionPressed events
frameEnd <- getTicks
let elapsed = frameEnd - frameStart
delay (targetFrameMs - elapsed)
unless exitPressed (appLoop renderer texture)
let updatedGame = execTick game input
renderFrame renderer texture updatedGame
unless exitPressed $ do
delay (targetFrameMs - elapsed)
appLoop renderer texture updatedGame
getInputByKeycode :: Keycode -> MovementInput
getInputByKeycode KeycodeW = UpPressed
getInputByKeycode KeycodeUp = UpPressed
getInputByKeycode KeycodeD = RightPressed
getInputByKeycode KeycodeRight = RightPressed
getInputByKeycode KeycodeS = DownPressed
getInputByKeycode KeycodeDown = DownPressed
getInputByKeycode KeycodeA = LeftPressed
getInputByKeycode KeycodeLeft = LeftPressed
getInputByKeycode _ = NothingPressed