Implement defeat

This commit is contained in:
Oleg Sobolev 2026-03-30 01:32:52 +03:00
parent fe45880384
commit fef327c49c
2 changed files with 27 additions and 10 deletions

View file

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