module Main where import Pong import Spear.Math.AABB import Spear.Math.Spatial2 import Spear.Math.Vector import Spear.Game import Spear.Window import Data.Maybe (mapMaybe) import qualified Graphics.Rendering.OpenGL.GL as GL import Graphics.Rendering.OpenGL.GL (($=)) data GameState = GameState { wnd :: Window , world :: [GameObject] } main = run $ withWindow (640,480) [] Window (2,0) (Just "Pong") initGame $ loop (Just 30) step initGame wnd = do gameIO $ do GL.clearColor $= GL.Color4 0.7 0.5 0.7 1.0 GL.matrixMode $= GL.Modelview 0 GL.loadIdentity return $ GameState wnd newWorld step :: Elapsed -> Dt -> Game GameState Bool step elapsed dt = do gs <- getGameState evts <- events (wnd gs) gameIO . process $ evts let evts' = translate evts modifyGameState $ \ gs -> gs { world = stepWorld elapsed dt evts' (world gs) } getGameState >>= \gs -> gameIO . render $ world gs return (not $ exitRequested evts) render world = do GL.clear [GL.ColorBuffer] mapM_ renderGO world swapBuffers renderGO :: GameObject -> IO () renderGO go = do let (AABB2 (Vector2 xmin' ymin') (Vector2 xmax' ymax')) = aabb go (Vector2 xcenter ycenter) = pos go (xmin,ymin,xmax,ymax) = (f2d xmin', f2d ymin', f2d xmax', f2d ymax') GL.preservingMatrix $ do GL.translate (GL.Vector3 (f2d xcenter) (f2d ycenter) 0) GL.renderPrimitive (GL.TriangleStrip) $ do GL.vertex (GL.Vertex2 xmin ymax) GL.vertex (GL.Vertex2 xmin ymin) GL.vertex (GL.Vertex2 xmax ymax) GL.vertex (GL.Vertex2 xmax ymin) process = mapM_ procEvent procEvent (Resize w h) = do GL.viewport $= (GL.Position 0 0, GL.Size (fromIntegral w) (fromIntegral h)) GL.matrixMode $= GL.Projection GL.loadIdentity GL.ortho 0 1 0 1 (-1) 1 GL.matrixMode $= GL.Modelview 0 procEvent _ = return () translate = mapMaybe translate' translate' (KeyDown KEY_LEFT) = Just MoveLeft translate' (KeyDown KEY_RIGHT) = Just MoveRight translate' (KeyUp KEY_LEFT) = Just StopLeft translate' (KeyUp KEY_RIGHT) = Just StopRight translate' _ = Nothing exitRequested = any (==(KeyDown KEY_ESC)) f2d :: Float -> GL.GLdouble f2d = realToFrac