Score rendering
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8 changed files with 203 additions and 119 deletions
18
app/Assets.hs
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18
app/Assets.hs
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@ -0,0 +1,18 @@
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module Assets where
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import SDL
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import qualified SDL.Image as IMG
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import qualified SDL.Font as FONT
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type Assets = (Texture, FONT.Font)
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loadAssets :: Renderer -> IO Assets
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loadAssets renderer = do
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texture <- IMG.loadTexture renderer "assets/spritesheet.png"
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font <- FONT.load "assets/font.ttf" 24
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pure (texture, font)
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freeAssets :: Assets -> IO ()
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freeAssets (texture, font) = do
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destroyTexture texture
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FONT.free font
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@ -1,19 +1,32 @@
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module Graphics (
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renderFrame
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renderFrame,
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tileSize
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) where
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import SDL
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import SnakeLib
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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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renderFrame :: Renderer -> Texture -> Game -> IO ()
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renderFrame renderer texture game = do
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import Snake
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import Assets
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import qualified Data.Text as Text
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spriteSize :: CInt
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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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rendererDrawColor renderer $= V4 32 32 32 255
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clear renderer
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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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present renderer
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renderGame :: Renderer -> Texture -> Game -> IO ()
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@ -26,6 +39,19 @@ renderTile renderer texture (pos, tile) = case tile of
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Apple -> renderSpriteAt renderer texture APPLE pos
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SnakeSegment orientation -> renderSpriteAt renderer texture (snakeSprite orientation) pos
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renderScore :: Renderer -> FONT.Font -> Game -> IO ()
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renderScore renderer font game = do
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let score = snakeSegmentCount game
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surface <- FONT.blended font (V4 255 255 255 255) $ Text.pack ("Score: " ++ show score)
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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 20)) (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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@ -45,11 +71,11 @@ snakeSprite TAIL_LEFT = SNAKE_TAIL_LEFT
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renderSpriteAt :: Renderer -> Texture -> Sprite -> (Int, Int) -> IO ()
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renderSpriteAt renderer texture sprite (x, y) = do
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let srcRect = getSpriteSheetLocation $ getSpriteIndex sprite
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let dstRect = Rectangle (P (V2 (64 * (fromIntegral x)) (64 * (fromIntegral y)))) (V2 64 64)
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let dstRect = Rectangle (P (V2 (tileSize * (fromIntegral x)) (tileSize * (fromIntegral y)))) (V2 tileSize tileSize)
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copy renderer texture (Just srcRect) (Just dstRect)
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getSpriteSheetLocation :: (Int, Int) -> Rectangle CInt
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getSpriteSheetLocation (y, x) = Rectangle (P (V2 (16 * (fromIntegral x)) (16 * (fromIntegral y)))) (V2 16 16)
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getSpriteSheetLocation (y, x) = Rectangle (P (V2 (spriteSize * (fromIntegral x)) (spriteSize * (fromIntegral y)))) (V2 spriteSize spriteSize)
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getSpriteIndex :: Sprite -> (Int, Int)
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getSpriteIndex SNAKE_HEAD_DOWN = (0, 0)
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64
app/Main.hs
64
app/Main.hs
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@ -1,25 +1,28 @@
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module Main where
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import SDL
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import qualified SDL.Image as IMG
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import qualified SDL.Font as FONT
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import qualified Data.Text as Text
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import Control.Monad (unless)
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import Graphics
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import SnakeLib
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import SDL.Raw (getTicks)
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import Data.Word (Word32)
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import Foreign.C (CInt)
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import Snake
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import Assets
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import Graphics
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main :: IO ()
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main = do
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initializeAll
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window <- createWindow (Text.pack "Hello, World") defaultWindow
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FONT.initialize
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window <- createWindow (Text.pack "Haskell Snake") defaultWindow {windowInitialSize = snakeWindowSize}
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renderer <- createRenderer window (-1) defaultRenderer
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texture <- IMG.loadTexture renderer "assets/spritesheet.png"
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appLoop renderer texture (initialState (10, 10) (2, 2))
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destroyTexture texture
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assets <- loadAssets renderer
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appLoop renderer assets (initialState boardSize (2, 2))
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freeAssets assets
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destroyRenderer renderer
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destroyWindow window
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@ -29,32 +32,47 @@ targetFps = 5
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targetFrameMs :: Word32
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targetFrameMs = 1000 `div` targetFps
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appLoop :: Renderer -> Texture -> Game -> IO ()
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appLoop renderer texture game = do
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boardSize :: (Int, Int)
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boardSize = (12, 8)
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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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frameStart <- getTicks
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events <- pollEvents
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let eventIsExitPress event = case eventPayload event of
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KeyboardEvent keyboardEvent ->
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keyboardEventKeyMotion keyboardEvent == Pressed &&
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keysymKeycode (keyboardEventKeysym keyboardEvent) == KeycodeQ
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WindowClosedEvent _ -> True
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_ -> False
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KeyboardEvent keyboardEvent ->
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keyboardEventKeyMotion keyboardEvent == Pressed &&
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keysymKeycode (keyboardEventKeysym keyboardEvent) == KeycodeQ
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WindowClosedEvent _ -> True
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_ -> False
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exitPressed = any eventIsExitPress events
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let eventDirectionPressed event = case eventPayload event of
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let eventIsRestartPress event = case eventPayload event of
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KeyboardEvent keyboardEvent ->
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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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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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then getInputByKeycode $ keysymKeycode (keyboardEventKeysym keyboardEvent)
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else NothingPressed
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_ -> NothingPressed
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input = foldMap eventDirectionPressed events
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frameEnd <- getTicks
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let elapsed = frameEnd - frameStart
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(_, updatedGame) <- runTick game input
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renderFrame renderer texture updatedGame
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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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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 texture updatedGame
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appLoop renderer assets updatedGame
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getInputByKeycode :: Keycode -> MovementInput
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getInputByKeycode KeycodeW = UpPressed
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