module Main where import Pong import Spear.App import Spear.Game import Spear.Math.AABB import Spear.Math.Matrix4 as Matrix4 hiding (position) import Spear.Math.Spatial import Spear.Math.Spatial2 import Spear.Math.Vector import Spear.Physics.Collision import Spear.Render.Core.Pipeline import Spear.Render.Core.State import Spear.Render.Immediate import Spear.Sound.Sound import Spear.Sound.State import Spear.Window import Control.Monad (when) import Data.Maybe (mapMaybe) data GameState = GameState { context :: AppContext , renderCoreState :: RenderCoreState , immRenderState :: ImmRenderState , viewProjection :: Matrix4 , backgroundMusic :: SoundSource , world :: [GameObject] } options = defaultAppOptions { title = "Pong" } app = App options initGame endGame step render resize main :: IO () main = runApp app initGame :: AppContext -> Game () GameState initGame context = do (immRenderState, renderCoreState) <- runSiblingGame newImmRenderer newRenderCoreState (music, soundState') <- flip runSiblingGame (appSoundState context) $ do musicBuffer <- loadAudioFile "/home/jeanne/Casual Tiki Party Main.wav" music <- makeSoundSource liftIO $ do setSoundSourceBuffer music musicBuffer setSoundLoopMode music Loop playSounds [music] return music let context' = context { appSoundState = soundState' } return $ GameState context' renderCoreState immRenderState Matrix4.id music newWorld endGame :: Game GameState () endGame = do game <- get runSubGame' (deleteImmRenderer $ immRenderState game) (renderCoreState game) step :: Elapsed -> Dt -> [InputEvent] -> Game GameState Bool step elapsed dt inputEvents = do gameState <- get events <- processInput (appWindow . context $ gameState) --when (events /= []) $ liftIO . putStrLn $ show events modify $ \gameState -> gameState { world = stepWorld (realToFrac elapsed) (realToFrac dt) events (world gameState) } return (not $ exitRequested inputEvents) processInput :: Window -> Game GameState [GameEvent] processInput window = processKeys window [ (KEY_A, MoveLeft) , (KEY_D, MoveRight) ] exitRequested = elem (KeyDown KEY_ESC) render :: Game GameState () render = do gameState <- get immRenderState' <- flip execSubGame (immRenderState gameState) $ do immStart immSetViewProjectionMatrix (viewProjection gameState) -- Clear the background to a different colour than the playable area to make -- the latter distinguishable. liftIO $ do setClearColour (0.2, 0.2, 0.2, 0.0) clearBuffers [ColourBuffer] render' $ world gameState immEnd put $ gameState { immRenderState = immRenderState' } render' :: [GameObject] -> Game ImmRenderState () render' world = do immLoadIdentity renderBackground -- Draw objects. immSetColour (vec4 1.0 1.0 1.0 1.0) mapM_ renderGO world renderBackground :: Game ImmRenderState () renderBackground = let pmin = 0 :: Float pmax = 1 :: Float in do immSetColour (vec4 0.0 0.25 0.41 1.0) immDrawQuads2d [ (vec2 pmin pmin ,vec2 pmax pmin ,vec2 pmax pmax ,vec2 pmin pmax)] renderGO :: GameObject -> Game ImmRenderState () renderGO go = let (AABB2Volume (AABB2 (Vector2 xmin ymin) (Vector2 xmax ymax))) = boundingVolume go in immDrawQuads2d [ (vec2 xmin ymin ,vec2 xmax ymin ,vec2 xmax ymax ,vec2 xmin ymax)] resize :: WindowEvent -> Game GameState () resize (ResizeEvent w h) = let r = fromIntegral w / fromIntegral h pad = if r > 1 then (r-1) / 2 else (1/r - 1) / 2 left = if r > 1 then -pad else 0 right = if r > 1 then 1 + pad else 1 bottom = if r > 1 then 0 else -pad top = if r > 1 then 1 else 1 + pad in do liftIO $ setViewport 0 0 w h modify $ \state -> state { viewProjection = Matrix4.ortho left right bottom top (-1) 1 }