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

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

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@ -17,20 +17,20 @@ main = do
texture <- IMG.loadTexture renderer "assets/spritesheet.png" texture <- IMG.loadTexture renderer "assets/spritesheet.png"
appLoop renderer texture appLoop renderer texture (initialState (20, 20) (2, 2))
destroyTexture texture destroyTexture texture
destroyRenderer renderer destroyRenderer renderer
destroyWindow window destroyWindow window
targetFps :: Word32 targetFps :: Word32
targetFps = 60 targetFps = 2
targetFrameMs :: Word32 targetFrameMs :: Word32
targetFrameMs = 1000 `div` targetFps targetFrameMs = 1000 `div` targetFps
appLoop :: Renderer -> Texture -> IO () appLoop :: Renderer -> Texture -> Game -> IO ()
appLoop renderer texture = do appLoop renderer texture game = do
frameStart <- getTicks frameStart <- getTicks
events <- pollEvents events <- pollEvents
let eventIsExitPress event = case eventPayload event of let eventIsExitPress event = case eventPayload event of
@ -40,9 +40,29 @@ appLoop renderer texture = do
WindowClosedEvent _ -> True WindowClosedEvent _ -> True
_ -> False _ -> False
exitPressed = any eventIsExitPress events 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 frameEnd <- getTicks
let elapsed = frameEnd - frameStart let elapsed = frameEnd - frameStart
delay (targetFrameMs - elapsed) let updatedGame = execTick game input
unless exitPressed (appLoop renderer texture) 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

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@ -69,6 +69,7 @@ library
-- Other library packages from which modules are imported. -- Other library packages from which modules are imported.
build-depends: build-depends:
base ^>=4.20.2.0, base ^>=4.20.2.0,
mtl,
array array
-- Directories containing source files. -- Directories containing source files.

View file

@ -5,17 +5,30 @@ module SnakeLib (
Board, Board,
tileAt, tileAt,
wrapPos, wrapPos,
neighborTiles,
GameState (..), Game (..),
initialState initialState,
execTick,
SnakeOrientation (..)
) where ) where
import Data.Array import Data.Array
import Control.Monad.State
import Control.Monad (when)
data MovementInput = UpPressed | RightPressed | DownPressed | LeftPressed | NothingPressed data MovementInput = UpPressed | RightPressed | DownPressed | LeftPressed | NothingPressed deriving (Eq, Show)
data Tile = Snake | Apple | Empty instance Semigroup MovementInput where
(<>) l NothingPressed = l
NothingPressed <> r = r
l <> _ = l
instance Monoid MovementInput where
mempty = NothingPressed
data Tile = Snake SnakeOrientation | Apple | Empty
type Pos = (Int, Int) type Pos = (Int, Int)
type Board = Array Pos Tile type Board = Array Pos Tile
@ -27,21 +40,156 @@ wrapPos :: (Int, Int) -> Pos -> Pos
wrapPos (w, h) (x, y) = wrapPos (w, h) (x, y) =
(x `mod` w, y `mod` h) (x `mod` w, y `mod` h)
neighborTiles :: (Int, Int) -> Board -> Pos -> (Tile, Tile, Tile, Tile) data Game = Game {gameBoard :: Board, gameBoardSize :: (Int, Int), snakeHead :: Pos, snakeTail :: Pos}
neighborTiles size board (x, y) =
( tileAt board (wrapPos size (x, y - 1)) -- up
, tileAt board (wrapPos size (x + 1, y)) -- right
, tileAt board (wrapPos size (x, y + 1)) -- down
, tileAt board (wrapPos size (x - 1, y)) -- left
)
data GameState = GameState {gameBoard :: Board, gameBoardSize :: (Int, Int), snakeHead :: Pos} type GameState = State Game
emptyBoard :: (Int, Int) -> Array (Int, Int) Tile emptyBoard :: (Int, Int) -> Array (Int, Int) Tile
emptyBoard (w, h) = array ((0, 0), (w-1, h-1)) [((i, j), Empty) | i <- [0..w-1], j <- [0..h-1]] emptyBoard (w, h) = array ((0, 0), (w-1, h-1)) [((i, j), Empty) | i <- [0..w-1], j <- [0..h-1]]
initialState :: (Int, Int) -> (Int, Int) -> GameState initialState :: (Int, Int) -> (Int, Int) -> Game
initialState size (x, y) = GameState {gameBoard=(emptyBoard size) // [((x-1, y), Snake), ((x, y), Snake)], gameBoardSize=size, snakeHead=(x, y)} initialState size (x, y) = Game
{ gameBoard=(emptyBoard size) // [((x-1, y), Snake TAIL_RIGHT), ((x, y), Snake HEAD_RIGHT)]
, gameBoardSize=size
, snakeHead=(x, y)
, snakeTail=(x-1, y)}
gameTick :: GameState -> MovementInput -> GameState execTick :: Game -> MovementInput -> Game
gameTick = undefined execTick game input = execState (gameTick input) game
gameTick :: MovementInput -> GameState MovementResult
gameTick input = do
movementResult <- advanceSnake input
when (movementResult == IntoEmpty) shrinkSnake
pure movementResult
advanceSnake :: MovementInput -> GameState MovementResult
advanceSnake input = do
idleDirection <- headDirection
let inputDirection = case input of
UpPressed -> UP
RightPressed -> RIGHT
DownPressed -> DOWN
LeftPressed -> LEFT
NothingPressed -> idleDirection
let direction = if areOpposite idleDirection inputDirection then idleDirection else inputDirection
pos <- gets snakeHead
destination <- shiftPos pos direction
destinationTile <- gets ((`tileAt` destination) . gameBoard)
case destinationTile of
Apple -> moveHead direction >> pure IntoApple
Empty -> moveHead direction >> pure IntoEmpty
Snake _ -> pure IntoSnake
headDirection :: GameState Direction
headDirection = gets f
where
f :: Game -> Direction
f game = case tileAt (gameBoard game) (snakeHead game) of
Snake HEAD_DOWN -> DOWN
Snake HEAD_LEFT -> LEFT
Snake HEAD_UP -> UP
Snake HEAD_RIGHT -> RIGHT
_ -> error "Invalid snake head tile"
moveHead :: Direction -> GameState ()
moveHead direction = do
pos <- gets snakeHead
destination <- shiftPos pos direction
board <- gets gameBoard
headTile <- gets ((`tileAt` pos) . gameBoard)
let orientation = case headTile of
Snake x -> x
_ -> error "Invalid snake head tile"
let modifiedBoard = board // [(pos, Snake $ getGrownHead orientation direction), (destination, Snake $ getNewHead direction)]
modify (\s -> s {gameBoard=modifiedBoard, snakeHead=destination})
getGrownHead :: SnakeOrientation -> Direction -> SnakeOrientation
getGrownHead HEAD_UP UP = VERTICAL
getGrownHead HEAD_UP LEFT = TURN_DOWN_LEFT
getGrownHead HEAD_UP RIGHT = TURN_DOWN_RIGHT
getGrownHead HEAD_RIGHT RIGHT = HORIZONTAL
getGrownHead HEAD_RIGHT UP = TURN_UP_LEFT
getGrownHead HEAD_RIGHT DOWN = TURN_DOWN_LEFT
getGrownHead HEAD_DOWN DOWN = VERTICAL
getGrownHead HEAD_DOWN RIGHT = TURN_UP_RIGHT
getGrownHead HEAD_DOWN LEFT = TURN_UP_LEFT
getGrownHead HEAD_LEFT LEFT = HORIZONTAL
getGrownHead HEAD_LEFT DOWN = TURN_DOWN_RIGHT
getGrownHead HEAD_LEFT UP = TURN_UP_RIGHT
getGrownHead _ _ = error "Invalid getGrownHead arguments"
getNewHead :: Direction -> SnakeOrientation
getNewHead UP = HEAD_UP
getNewHead RIGHT = HEAD_RIGHT
getNewHead DOWN = HEAD_DOWN
getNewHead LEFT = HEAD_LEFT
shiftPos :: Pos -> Direction -> GameState Pos
shiftPos (x, y) direction = do
let (dx, dy) = getDelta direction
size <- gets gameBoardSize
pure $ wrapPos size (x + dx, y + dy)
shrinkSnake :: GameState ()
shrinkSnake = do
pos <- gets snakeTail
tile <- gets ((`tileAt` pos) . gameBoard)
let direction = case tile of
Snake TAIL_UP -> UP
Snake TAIL_RIGHT -> RIGHT
Snake TAIL_DOWN -> DOWN
Snake TAIL_LEFT -> LEFT
_ -> error "Invalid snake tail tile"
destination <- shiftPos pos direction
board <- gets gameBoard
destinationTile <- gets ((`tileAt` destination) . gameBoard)
let orientation = case destinationTile of
Snake x -> x
_ -> error "Invalid snake segment tile"
let modifiedBoard = board // [(pos, Empty), (destination, Snake $ getNewTail orientation direction)]
modify (\s -> s {gameBoard=modifiedBoard, snakeTail=destination})
getNewTail :: SnakeOrientation -> Direction -> SnakeOrientation
getNewTail HEAD_UP UP = TAIL_UP
getNewTail HEAD_RIGHT RIGHT = TAIL_RIGHT
getNewTail HEAD_DOWN DOWN = TAIL_DOWN
getNewTail HEAD_LEFT LEFT = TAIL_LEFT
getNewTail TURN_UP_RIGHT LEFT = TAIL_UP
getNewTail TURN_UP_RIGHT DOWN = TAIL_RIGHT
getNewTail TURN_DOWN_RIGHT LEFT = TAIL_DOWN
getNewTail TURN_DOWN_RIGHT UP = TAIL_RIGHT
getNewTail TURN_DOWN_LEFT RIGHT = TAIL_DOWN
getNewTail TURN_DOWN_LEFT UP = TAIL_LEFT
getNewTail TURN_UP_LEFT RIGHT = TAIL_UP
getNewTail TURN_UP_LEFT DOWN = TAIL_LEFT
getNewTail HORIZONTAL RIGHT = TAIL_RIGHT
getNewTail HORIZONTAL LEFT = TAIL_LEFT
getNewTail VERTICAL UP = TAIL_UP
getNewTail VERTICAL DOWN = TAIL_DOWN
getNewTail o d = error ("Invalid getNewTail arguments: " ++ show o ++ " " ++ show d)
data MovementResult = IntoApple | IntoSnake | IntoEmpty deriving (Eq, Show)
data SnakeOrientation =
HEAD_DOWN | HEAD_LEFT | HEAD_UP | HEAD_RIGHT |
TURN_UP_RIGHT | TURN_DOWN_RIGHT | TURN_DOWN_LEFT | TURN_UP_LEFT |
VERTICAL | HORIZONTAL |
TAIL_UP | TAIL_RIGHT | TAIL_DOWN | TAIL_LEFT
deriving (Eq, Show)
data Direction = DOWN | LEFT | UP | RIGHT deriving (Eq, Show)
areOpposite :: Direction -> Direction -> Bool
areOpposite UP DOWN = True
areOpposite DOWN UP = True
areOpposite LEFT RIGHT = True
areOpposite RIGHT LEFT = True
areOpposite _ _ = False
getDelta :: Direction -> (Int, Int)
getDelta UP = (0, -1)
getDelta RIGHT = (1, 0)
getDelta DOWN = (0, 1)
getDelta LEFT = (-1, 0)