diff options
Diffstat (limited to 'Demos/Pong/Pong.hs')
| -rw-r--r-- | Demos/Pong/Pong.hs | 186 |
1 files changed, 99 insertions, 87 deletions
diff --git a/Demos/Pong/Pong.hs b/Demos/Pong/Pong.hs index 104a92e..0df05ea 100644 --- a/Demos/Pong/Pong.hs +++ b/Demos/Pong/Pong.hs | |||
| @@ -3,12 +3,11 @@ | |||
| 3 | {-# LANGUAGE TypeSynonymInstances #-} | 3 | {-# LANGUAGE TypeSynonymInstances #-} |
| 4 | 4 | ||
| 5 | module Pong | 5 | module Pong |
| 6 | ( GameEvent (..), | 6 | ( GameEvent (..) |
| 7 | GameObject, | 7 | , GameObject |
| 8 | newWorld, | 8 | , newWorld |
| 9 | stepWorld, | 9 | , stepWorld |
| 10 | aabb, | 10 | ) |
| 11 | ) | ||
| 12 | where | 11 | where |
| 13 | 12 | ||
| 14 | import Spear.Math.AABB | 13 | import Spear.Math.AABB |
| @@ -16,21 +15,23 @@ import Spear.Math.Algebra | |||
| 16 | import Spear.Math.Spatial | 15 | import Spear.Math.Spatial |
| 17 | import Spear.Math.Spatial2 | 16 | import Spear.Math.Spatial2 |
| 18 | import Spear.Math.Vector | 17 | import Spear.Math.Vector |
| 18 | import Spear.Physics.Collision | ||
| 19 | import Spear.Prelude | 19 | import Spear.Prelude |
| 20 | import Spear.Step | 20 | import Spear.Step |
| 21 | 21 | ||
| 22 | import Data.Monoid (mconcat) | 22 | import Data.Monoid (mconcat) |
| 23 | 23 | ||
| 24 | 24 | ||
| 25 | -- Configuration | 25 | -- Configuration |
| 26 | 26 | ||
| 27 | padSize = vec2 0.07 0.02 | 27 | padSize = vec2 0.070 0.015 |
| 28 | ballSize = 0.012 :: Float | 28 | ballSize = vec2 0.012 0.012 |
| 29 | ballSpeed = 0.6 :: Float | 29 | ballSpeed = 0.7 :: Float |
| 30 | initialBallVelocity = vec2 1 1 | 30 | initialBallVelocity = vec2 1 1 |
| 31 | maxBounceAngle = (65::Float) * (pi::Float)/(180::Float) | 31 | maxBounceAngle = (65::Float) * (pi::Float)/(180::Float) |
| 32 | playerSpeed = 1.0 :: Float | 32 | playerSpeed = 1.0 :: Float |
| 33 | enemySpeed = 3.0 :: Float | 33 | enemySpeed = 7.0 :: Float |
| 34 | enemyMomentum = 1.0 :: Float | ||
| 34 | initialEnemyPos = vec2 0.5 0.9 | 35 | initialEnemyPos = vec2 0.5 0.9 |
| 35 | initialPlayerPos = vec2 0.5 0.1 | 36 | initialPlayerPos = vec2 0.5 0.1 |
| 36 | initialBallPos = vec2 0.5 0.5 | 37 | initialBallPos = vec2 0.5 0.5 |
| @@ -40,16 +41,22 @@ initialBallPos = vec2 0.5 0.5 | |||
| 40 | data GameEvent | 41 | data GameEvent |
| 41 | = MoveLeft | 42 | = MoveLeft |
| 42 | | MoveRight | 43 | | MoveRight |
| 43 | | StopLeft | 44 | | Collision GameObjectId GameObjectId |
| 44 | | StopRight | 45 | deriving (Eq, Show) |
| 45 | deriving (Eq, Ord) | ||
| 46 | 46 | ||
| 47 | -- Game objects | 47 | -- Game objects |
| 48 | 48 | ||
| 49 | data GameObjectId | ||
| 50 | = Ball | ||
| 51 | | Enemy | ||
| 52 | | Player | ||
| 53 | deriving (Eq, Show) | ||
| 54 | |||
| 49 | data GameObject = GameObject | 55 | data GameObject = GameObject |
| 50 | { aabb :: AABB2, | 56 | { gameObjectId :: !GameObjectId |
| 51 | basis :: Transform2, | 57 | , gameObjectSize :: {-# UNPACK #-} !Vector2 |
| 52 | gostep :: Step [GameObject] [GameEvent] GameObject GameObject | 58 | , basis :: {-# UNPACK #-} !Transform2 |
| 59 | , gostep :: Step [GameObject] [GameEvent] GameObject GameObject | ||
| 53 | } | 60 | } |
| 54 | 61 | ||
| 55 | 62 | ||
| @@ -79,108 +86,113 @@ instance Spatial GameObject Vector2 Angle Transform2 where | |||
| 79 | transform = basis | 86 | transform = basis |
| 80 | 87 | ||
| 81 | 88 | ||
| 82 | stepWorld :: Elapsed -> Dt -> [GameEvent] -> [GameObject] -> [GameObject] | 89 | instance Bounded2 GameObject where |
| 83 | stepWorld elapsed dt evts gos = map (update elapsed dt evts gos) gos | 90 | boundingVolume obj = aabb2Volume $ translate (position obj) (AABB2 (-size) size) |
| 84 | 91 | where size = gameObjectSize obj | |
| 85 | update :: Elapsed -> Dt -> [GameEvent] -> [GameObject] -> GameObject -> GameObject | ||
| 86 | update elapsed dt evts gos go = | ||
| 87 | let (go', s') = runStep (gostep go) elapsed dt gos evts go | ||
| 88 | in go' {gostep = s'} | ||
| 89 | 92 | ||
| 90 | ballBox, padBox :: AABB2 | ||
| 91 | ballBox = AABB2 (vec2 (-s) (-s)) (vec2 s s) where s = ballSize | ||
| 92 | padBox = AABB2 (-padSize) padSize | ||
| 93 | 93 | ||
| 94 | newWorld = | 94 | newWorld = |
| 95 | [ GameObject ballBox (makeAt initialBallPos) $ stepBall initialBallVelocity, | 95 | [ GameObject Ball ballSize (makeAt initialBallPos) $ stepBall initialBallVelocity, |
| 96 | GameObject padBox (makeAt initialEnemyPos) stepEnemy, | 96 | GameObject Enemy padSize (makeAt initialEnemyPos) stepEnemy, |
| 97 | GameObject padBox (makeAt initialPlayerPos) stepPlayer | 97 | GameObject Player padSize (makeAt initialPlayerPos) stepPlayer |
| 98 | ] | 98 | ] |
| 99 | where makeAt = newTransform2 unitx2 unity2 | 99 | where makeAt = newTransform2 unitx2 unity2 |
| 100 | 100 | ||
| 101 | |||
| 102 | -- Step the game world: | ||
| 103 | -- 1. Simulate physics. | ||
| 104 | -- 2. Collide objects and clip -> produce collision events. | ||
| 105 | -- 3. Update game objects <- input collision events. | ||
| 106 | stepWorld :: Elapsed -> Dt -> [GameEvent] -> [GameObject] -> [GameObject] | ||
| 107 | stepWorld elapsed dt events gos@[ball, enemy, player] = | ||
| 108 | let | ||
| 109 | collisions = collide [ball] [enemy, player] | ||
| 110 | collisionEvents = (\(x,y) -> Collision (gameObjectId x) (gameObjectId y)) <$> collisions | ||
| 111 | events' = events ++ collisionEvents | ||
| 112 | in | ||
| 113 | map (update elapsed dt events' gos) gos | ||
| 114 | |||
| 115 | update :: Elapsed -> Dt -> [GameEvent] -> [GameObject] -> GameObject -> GameObject | ||
| 116 | update elapsed dt events gos go = | ||
| 117 | let (go', s') = runStep (gostep go) elapsed dt gos events go | ||
| 118 | in go' { gostep = s' } | ||
| 119 | |||
| 120 | |||
| 101 | -- Ball steppers | 121 | -- Ball steppers |
| 102 | 122 | ||
| 103 | stepBall vel = collideBall vel .> moveBall | 123 | stepBall vel = bounceBall vel .> moveBall -- .> clamp |
| 104 | 124 | ||
| 105 | -- TODO: in collideBall and paddleBounce, we should an apply an offset to the | 125 | bounceBall :: Vector2 -> Step [GameObject] [GameEvent] GameObject (Vector2, GameObject) |
| 106 | -- ball when collision is detected. | 126 | bounceBall vel = step $ \_ dt gos events ball -> |
| 107 | collideBall :: Vector2 -> Step [GameObject] e GameObject (Vector2, GameObject) | 127 | let (AABB2Volume (AABB2 pmin pmax)) = boundingVolume ball |
| 108 | collideBall vel = step $ \_ dt gos _ ball -> | 128 | sideCollision = x pmin < 0 || x pmax > 1 |
| 109 | let (AABB2 pmin pmax) = translate (position ball) (aabb ball) | 129 | backCollision = y pmin < 0 || y pmax > 1 |
| 110 | collideSide = x pmin < 0 || x pmax > 1 | 130 | flipX v@(Vector2 x y) = if sideCollision then vec2 (-x) y else v |
| 111 | collideBack = y pmin < 0 || y pmax > 1 | 131 | flipY v@(Vector2 x y) = if backCollision then vec2 x (-y) else v |
| 112 | collidePaddle = any (collide ball) (tail gos) | 132 | collideWithPaddles vel = foldl (paddleBounce ball events) vel (tail gos) |
| 113 | flipX v@(Vector2 x y) = if collideSide then vec2 (-x) y else v | 133 | vel' = normalise |
| 114 | flipY v@(Vector2 x y) = if collideBack then vec2 x (-y) else v | 134 | . collideWithPaddles |
| 115 | vel' = normalise . (\v -> foldl (paddleBounce ball) v (tail gos)) . flipX . flipY $ vel | 135 | . flipX |
| 116 | -- A small delta to apply when collision occurs. | 136 | . flipY |
| 117 | delta = (1::Float) + if collideSide || collideBack || collidePaddle then (2::Float)*dt else (0::Float) | 137 | $ vel |
| 118 | in ((ballSpeed * delta * vel', ball), collideBall vel') | 138 | collision = vel' /= vel |
| 119 | 139 | -- Apply offset when collision occurs to avoid sticky collisions. | |
| 120 | paddleBounce :: GameObject -> Vector2 -> GameObject -> Vector2 | 140 | delta = (1::Float) + if collision then (3::Float)*dt else (0::Float) |
| 121 | paddleBounce ball v paddle = | 141 | in ((ballSpeed * delta * vel', ball), bounceBall vel') |
| 122 | if collide ball paddle | 142 | |
| 143 | paddleBounce :: GameObject -> [GameEvent] -> Vector2 -> GameObject -> Vector2 | ||
| 144 | paddleBounce ball events vel paddle = | ||
| 145 | let collision = Collision Ball (gameObjectId paddle) `elem` events | ||
| 146 | in if collision | ||
| 123 | then | 147 | then |
| 124 | let (AABB2 pmin pmax) = translate (position paddle) (aabb paddle) | 148 | let (AABB2Volume (AABB2 pmin pmax)) = boundingVolume paddle |
| 125 | center = (x pmin + x pmax) / (2::Float) | 149 | center = (x pmin + x pmax) / (2::Float) |
| 126 | -- Normalized offset of the ball from the paddle's center, [-1, +1]. | 150 | -- Normalized offset of the ball from the paddle's center, [-1, +1]. |
| 127 | -- It's outside the [-1, +1] range if there is no collision. | 151 | -- It's outside the [-1, +1] range if there is no collision. |
| 128 | offset = (x (position ball) - center) / ((x pmax - x pmin) / (2::Float)) | 152 | offset = (x (position ball) - center) / ((x pmax - x pmin) / (2::Float)) |
| 129 | angle = offset * maxBounceAngle | 153 | angle = offset * maxBounceAngle |
| 130 | -- When it bounces off of a paddle, y vel is flipped. | 154 | -- When it bounces off of a paddle, y vel is flipped. |
| 131 | ysign = -(signum (y v)) | 155 | ysign = -(signum (y vel)) |
| 132 | in vec2 (sin angle) (ysign * cos angle) | 156 | in vec2 (sin angle) (ysign * cos angle) |
| 133 | else v | 157 | else vel |
| 134 | |||
| 135 | collide :: GameObject -> GameObject -> Bool | ||
| 136 | collide go1 go2 = | ||
| 137 | let (AABB2 (Vector2 xmin1 ymin1) (Vector2 xmax1 ymax1)) = | ||
| 138 | translate (position go1) (aabb go1) | ||
| 139 | (AABB2 (Vector2 xmin2 ymin2) (Vector2 xmax2 ymax2)) = | ||
| 140 | translate (position go2) (aabb go2) | ||
| 141 | in not $ | ||
| 142 | xmax1 < xmin2 | ||
| 143 | || xmin1 > xmax2 | ||
| 144 | || ymax1 < ymin2 | ||
| 145 | || ymin1 > ymax2 | ||
| 146 | 158 | ||
| 147 | moveBall :: Step s e (Vector2, GameObject) GameObject | 159 | moveBall :: Step s e (Vector2, GameObject) GameObject |
| 148 | moveBall = step $ \_ dt _ _ (vel, ball) -> (translate (vel * dt) ball, moveBall) | 160 | moveBall = step $ \_ dt _ _ (vel, ball) -> (translate (vel * dt) ball, moveBall) |
| 149 | 161 | ||
| 162 | |||
| 150 | -- Enemy stepper | 163 | -- Enemy stepper |
| 151 | 164 | ||
| 152 | stepEnemy = movePad | 165 | stepEnemy = movePad 0 .> spure clamp |
| 166 | |||
| 167 | movePad :: Float -> Step [GameObject] e GameObject GameObject | ||
| 168 | movePad previousMomentumVector = step $ \_ dt gos _ pad -> | ||
| 169 | let ball = head gos | ||
| 170 | heading = (x . position $ ball) - (x . position $ pad) | ||
| 171 | chaseVector = enemySpeed * heading | ||
| 172 | momentumVector = previousMomentumVector + enemyMomentum * heading * dt | ||
| 173 | vx = chaseVector * dt + momentumVector | ||
| 174 | in (translate (vec2 vx 0) pad, movePad momentumVector) | ||
| 153 | 175 | ||
| 154 | movePad :: Step s e GameObject GameObject | ||
| 155 | movePad = step $ \elapsed _ _ _ pad -> | ||
| 156 | let enemyY = 0.9 | ||
| 157 | p = vec2 px enemyY | ||
| 158 | px = | ||
| 159 | (sin (enemySpeed * elapsed) * (0.5::Float) + (0.5::Float)) | ||
| 160 | * ((1::Float) - (2::Float) * x padSize) | ||
| 161 | + x padSize | ||
| 162 | in (setPosition p pad, movePad) | ||
| 163 | 176 | ||
| 164 | -- Player stepper | 177 | -- Player stepper |
| 165 | 178 | ||
| 166 | stepPlayer = sfold moveGO .> clamp | 179 | stepPlayer = sfold movePlayer .> spure clamp |
| 167 | 180 | ||
| 168 | moveGO = | 181 | movePlayer = mconcat |
| 169 | mconcat | 182 | [ swhen MoveLeft $ movePlayer' (vec2 (-playerSpeed) 0) |
| 170 | [ switch StopLeft sid MoveLeft (moveGO' $ vec2 (-playerSpeed) 0), | 183 | , swhen MoveRight $ movePlayer' (vec2 playerSpeed 0) |
| 171 | switch StopRight sid MoveRight (moveGO' $ vec2 playerSpeed 0) | 184 | ] |
| 172 | ] | ||
| 173 | 185 | ||
| 174 | moveGO' :: Vector2 -> Step s e GameObject GameObject | 186 | movePlayer' :: Vector2 -> Step s e GameObject GameObject |
| 175 | moveGO' dir = step $ \_ dt _ _ go -> (translate (dir * dt) go, moveGO' dir) | 187 | movePlayer' dir = step $ \_ dt _ _ go -> (translate (dir * dt) go, movePlayer' dir) |
| 176 | 188 | ||
| 177 | clamp :: Step s e GameObject GameObject | 189 | clamp :: GameObject -> GameObject |
| 178 | clamp = spure $ \go -> | 190 | clamp go = |
| 179 | let p' = vec2 (clamp' x s (1 - s)) y | 191 | let p' = vec2 (clamp' x sx (1 - sx)) y |
| 180 | (Vector2 x y) = position go | 192 | (Vector2 x y) = position go |
| 181 | clamp' x a b | 193 | clamp' x a b |
| 182 | | x < a = a | 194 | | x < a = a |
| 183 | | x > b = b | 195 | | x > b = b |
| 184 | | otherwise = x | 196 | | otherwise = x |
| 185 | (Vector2 s _) = padSize | 197 | (Vector2 sx _) = gameObjectSize go |
| 186 | in setPosition p' go | 198 | in setPosition p' go |
