Implement defeat
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parent
fe45880384
commit
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2 changed files with 27 additions and 10 deletions
18
app/Main.hs
18
app/Main.hs
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@ -21,7 +21,7 @@ main = do
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renderer <- createRenderer window (-1) defaultRenderer
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assets <- loadAssets renderer
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appLoop renderer assets (initialState boardSize (2, 2))
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appLoop renderer assets (startState, False)
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freeAssets assets
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destroyRenderer renderer
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destroyWindow window
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@ -35,14 +35,17 @@ targetFrameMs = 1000 `div` targetFps
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boardSize :: (Int, Int)
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boardSize = (12, 8)
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startState :: Game
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startState = initialState boardSize (2, 2)
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boardWindowSize :: (Int, Int) -> V2 CInt
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boardWindowSize (w, h) = V2 (fromIntegral w * tileSize) (fromIntegral h * tileSize)
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snakeWindowSize :: V2 CInt
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snakeWindowSize = boardWindowSize boardSize
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appLoop :: Renderer -> Assets -> Game -> IO ()
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appLoop renderer assets game = do
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appLoop :: Renderer -> Assets -> (Game, Bool) -> IO ()
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appLoop renderer assets (game, isEnd) = 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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@ -57,7 +60,7 @@ appLoop renderer assets game = do
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keyboardEventKeyMotion keyboardEvent == Pressed &&
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keysymKeycode (keyboardEventKeysym keyboardEvent) == KeycodeR
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_ -> False
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restartPresssed = any eventIsRestartPress events
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restartPressed = any eventIsRestartPress events
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let eventDirectionPress event = case eventPayload event of
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KeyboardEvent keyboardEvent ->
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if keyboardEventKeyMotion keyboardEvent == Pressed
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@ -65,14 +68,15 @@ appLoop renderer assets game = do
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else NothingPressed
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_ -> NothingPressed
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input = foldMap eventDirectionPress events
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(_, updatedGame) <- if restartPresssed then pure (IntoEmpty, initialState (10, 8) (2, 2)) else runTick game input
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renderFrame renderer assets updatedGame
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(movementResult, updatedGame) <- if restartPressed then pure (IntoEmpty, startState) else if isEnd then pure (IntoEmpty, game) else runTick game input
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let updatedIsEnd = (isEnd || movementResult == IntoSnake) && not restartPressed
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renderFrame renderer assets (updatedGame, updatedIsEnd)
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unless exitPressed $ do
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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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appLoop renderer assets updatedGame
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appLoop renderer assets (updatedGame, updatedIsEnd)
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getInputByKeycode :: Keycode -> MovementInput
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getInputByKeycode KeycodeW = UpPressed
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