Implement defeat
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2 changed files with 27 additions and 10 deletions
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@ -7,7 +7,7 @@ import SDL
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import qualified SDL.Font as FONT
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import Foreign.C (CInt)
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import Data.Array (assocs)
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import Control.Monad (void)
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import Control.Monad (void, when)
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import Snake
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@ -21,14 +21,15 @@ spriteSize = 16
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tileSize :: CInt
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tileSize = 64
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renderFrame :: Renderer -> Assets -> Game -> IO ()
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renderFrame renderer (texture, font) game = do
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renderFrame :: Renderer -> Assets -> (Game, Bool) -> IO ()
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renderFrame renderer (texture, font) (game, isEnd) = do
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rendererDrawColor renderer $= V4 0 0 0 255
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clear renderer
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renderBG renderer (gameBoardSize game)
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rendererDrawColor renderer $= V4 255 255 255 255
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renderGame renderer texture game
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renderScore renderer font game
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when isEnd $ renderDefeat renderer font
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present renderer
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renderBG :: Renderer -> (Int, Int) -> IO ()
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@ -66,6 +67,18 @@ renderScore renderer font game = do
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destroyTexture texture
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renderDefeat :: Renderer -> FONT.Font -> IO ()
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renderDefeat renderer font = do
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surface <- FONT.blended font (V4 200 50 50 255) $ Text.pack ("You died! Press R to restart.")
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texture <- createTextureFromSurface renderer surface
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freeSurface surface
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width <- textureWidth <$> queryTexture texture
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height <- textureHeight <$> queryTexture texture
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copy renderer texture Nothing (Just (Rectangle (P (V2 20 60)) (V2 width height)))
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destroyTexture texture
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snakeSprite :: SnakeSegmentOrientation -> 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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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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