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-rw-r--r--Demos/Pong/Pong.hs186
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
5module Pong 5module Pong
6 ( GameEvent (..), 6( GameEvent (..)
7 GameObject, 7, GameObject
8 newWorld, 8, newWorld
9 stepWorld, 9, stepWorld
10 aabb, 10)
11 )
12where 11where
13 12
14import Spear.Math.AABB 13import Spear.Math.AABB
@@ -16,21 +15,23 @@ import Spear.Math.Algebra
16import Spear.Math.Spatial 15import Spear.Math.Spatial
17import Spear.Math.Spatial2 16import Spear.Math.Spatial2
18import Spear.Math.Vector 17import Spear.Math.Vector
18import Spear.Physics.Collision
19import Spear.Prelude 19import Spear.Prelude
20import Spear.Step 20import Spear.Step
21 21
22import Data.Monoid (mconcat) 22import Data.Monoid (mconcat)
23 23
24 24
25-- Configuration 25-- Configuration
26 26
27padSize = vec2 0.07 0.02 27padSize = vec2 0.070 0.015
28ballSize = 0.012 :: Float 28ballSize = vec2 0.012 0.012
29ballSpeed = 0.6 :: Float 29ballSpeed = 0.7 :: Float
30initialBallVelocity = vec2 1 1 30initialBallVelocity = vec2 1 1
31maxBounceAngle = (65::Float) * (pi::Float)/(180::Float) 31maxBounceAngle = (65::Float) * (pi::Float)/(180::Float)
32playerSpeed = 1.0 :: Float 32playerSpeed = 1.0 :: Float
33enemySpeed = 3.0 :: Float 33enemySpeed = 7.0 :: Float
34enemyMomentum = 1.0 :: Float
34initialEnemyPos = vec2 0.5 0.9 35initialEnemyPos = vec2 0.5 0.9
35initialPlayerPos = vec2 0.5 0.1 36initialPlayerPos = vec2 0.5 0.1
36initialBallPos = vec2 0.5 0.5 37initialBallPos = vec2 0.5 0.5
@@ -40,16 +41,22 @@ initialBallPos = vec2 0.5 0.5
40data GameEvent 41data 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
49data GameObjectId
50 = Ball
51 | Enemy
52 | Player
53 deriving (Eq, Show)
54
49data GameObject = GameObject 55data 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
82stepWorld :: Elapsed -> Dt -> [GameEvent] -> [GameObject] -> [GameObject] 89instance Bounded2 GameObject where
83stepWorld 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
85update :: Elapsed -> Dt -> [GameEvent] -> [GameObject] -> GameObject -> GameObject
86update elapsed dt evts gos go =
87 let (go', s') = runStep (gostep go) elapsed dt gos evts go
88 in go' {gostep = s'}
89 92
90ballBox, padBox :: AABB2
91ballBox = AABB2 (vec2 (-s) (-s)) (vec2 s s) where s = ballSize
92padBox = AABB2 (-padSize) padSize
93 93
94newWorld = 94newWorld =
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.
106stepWorld :: Elapsed -> Dt -> [GameEvent] -> [GameObject] -> [GameObject]
107stepWorld 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
115update :: Elapsed -> Dt -> [GameEvent] -> [GameObject] -> GameObject -> GameObject
116update 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
103stepBall vel = collideBall vel .> moveBall 123stepBall vel = bounceBall vel .> moveBall -- .> clamp
104 124
105-- TODO: in collideBall and paddleBounce, we should an apply an offset to the 125bounceBall :: Vector2 -> Step [GameObject] [GameEvent] GameObject (Vector2, GameObject)
106-- ball when collision is detected. 126bounceBall vel = step $ \_ dt gos events ball ->
107collideBall :: Vector2 -> Step [GameObject] e GameObject (Vector2, GameObject) 127 let (AABB2Volume (AABB2 pmin pmax)) = boundingVolume ball
108collideBall 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.
120paddleBounce :: GameObject -> Vector2 -> GameObject -> Vector2 140 delta = (1::Float) + if collision then (3::Float)*dt else (0::Float)
121paddleBounce ball v paddle = 141 in ((ballSpeed * delta * vel', ball), bounceBall vel')
122 if collide ball paddle 142
143paddleBounce :: GameObject -> [GameEvent] -> Vector2 -> GameObject -> Vector2
144paddleBounce 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
135collide :: GameObject -> GameObject -> Bool
136collide 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
147moveBall :: Step s e (Vector2, GameObject) GameObject 159moveBall :: Step s e (Vector2, GameObject) GameObject
148moveBall = step $ \_ dt _ _ (vel, ball) -> (translate (vel * dt) ball, moveBall) 160moveBall = step $ \_ dt _ _ (vel, ball) -> (translate (vel * dt) ball, moveBall)
149 161
162
150-- Enemy stepper 163-- Enemy stepper
151 164
152stepEnemy = movePad 165stepEnemy = movePad 0 .> spure clamp
166
167movePad :: Float -> Step [GameObject] e GameObject GameObject
168movePad 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
154movePad :: Step s e GameObject GameObject
155movePad = 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
166stepPlayer = sfold moveGO .> clamp 179stepPlayer = sfold movePlayer .> spure clamp
167 180
168moveGO = 181movePlayer = 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
174moveGO' :: Vector2 -> Step s e GameObject GameObject 186movePlayer' :: Vector2 -> Step s e GameObject GameObject
175moveGO' dir = step $ \_ dt _ _ go -> (translate (dir * dt) go, moveGO' dir) 187movePlayer' dir = step $ \_ dt _ _ go -> (translate (dir * dt) go, movePlayer' dir)
176 188
177clamp :: Step s e GameObject GameObject 189clamp :: GameObject -> GameObject
178clamp = spure $ \go -> 190clamp 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