module Pong ( GameEvent (..), GameObject, newWorld, stepWorld, aabb, ) where import Data.Monoid (mconcat) import GHC.Float (double2Float) import Spear.Math.AABB import Spear.Math.Spatial2 import Spear.Math.Vector import Spear.Step -- Configuration padSize = vec2 0.05 0.02 ballSize = 0.01 ballVelocity = vec2 0.3 0.3 playerSpeed = 0.7 initialEnemyPos = vec2 0.5 0.9 initialPlayerPos = vec2 0.5 0.1 initialBallPos = vec2 0.5 0.5 -- Game events data GameEvent = MoveLeft | MoveRight | StopLeft | StopRight deriving (Eq, Ord) -- Game objects data GameObject = GameObject { aabb :: AABB2, obj :: Obj2, gostep :: Step [GameObject] [GameEvent] GameObject GameObject } instance Spatial2 GameObject where getObj2 = obj setObj2 s o = s {obj = o} stepWorld :: Elapsed -> Dt -> [GameEvent] -> [GameObject] -> [GameObject] stepWorld elapsed dt evts gos = map (update elapsed dt evts gos) gos update :: Elapsed -> Dt -> [GameEvent] -> [GameObject] -> GameObject -> GameObject update elapsed dt evts gos go = let (go', s') = runStep (gostep go) elapsed dt gos evts go in go' {gostep = s'} ballBox, padBox :: AABB2 ballBox = AABB2 (vec2 (- s) (- s)) (vec2 s s) where s = ballSize padBox = AABB2 (- padSize) padSize obj2 = obj2FromVectors unitx2 unity2 newWorld = [ GameObject ballBox (obj2 initialBallPos) $ stepBall ballVelocity, GameObject padBox (obj2 initialEnemyPos) stepEnemy, GameObject padBox (obj2 initialPlayerPos) stepPlayer ] -- Ball steppers stepBall vel = collideBall vel .> moveBall collideBall :: Vector2 -> Step [GameObject] e GameObject (Vector2, GameObject) collideBall vel = step $ \_ dt gos _ ball -> let (AABB2 pmin pmax) = aabb ball `aabbAdd` pos ball collideCol = x pmin < 0 || x pmax > 1 collideRow = y pmin < 0 || y pmax > 1 || any (collide ball) (tail gos) negx v@(Vector2 x y) = if collideCol then vec2 (- x) y else v negy v@(Vector2 x y) = if collideRow then vec2 x (- y) else v vel' = negx . negy $ vel delta = dt -- A small delta to apply when collision occurs. adjustX = if collideCol then scale delta (vec2 (x vel) 0) else vec2 0 0 adjustY = if collideRow then scale delta (vec2 0 (y vel)) else vec2 0 0 in ((vel' + adjustX + adjustY, ball), collideBall vel') collide go1 go2 = let (AABB2 (Vector2 xmin1 ymin1) (Vector2 xmax1 ymax1)) = aabb go1 `aabbAdd` pos go1 (AABB2 (Vector2 xmin2 ymin2) (Vector2 xmax2 ymax2)) = aabb go2 `aabbAdd` pos go2 in not $ xmax1 < xmin2 || xmin1 > xmax2 || ymax1 < ymin2 || ymin1 > ymax2 aabbAdd (AABB2 pmin pmax) p = AABB2 (p + pmin) (p + pmax) moveBall :: Step s e (Vector2, GameObject) GameObject moveBall = step $ \_ dt _ _ (vel, ball) -> (move (scale dt vel) ball, moveBall) -- Enemy stepper stepEnemy = movePad movePad :: Step s e GameObject GameObject movePad = step $ \elapsed _ _ _ pad -> let p = vec2 px 0.9 px = double2Float (sin elapsed * 0.5 + 0.5) * (1 - 2 * x padSize) + x padSize in (setPos p pad, movePad) -- Player stepper stepPlayer = sfold moveGO .> clamp moveGO = mconcat [ switch StopLeft sid MoveLeft (moveGO' $ vec2 (- playerSpeed) 0), switch StopRight sid MoveRight (moveGO' $ vec2 playerSpeed 0) ] moveGO' :: Vector2 -> Step s e GameObject GameObject moveGO' dir = step $ \_ dt _ _ go -> (move (scale dt dir) go, moveGO' dir) clamp :: Step s e GameObject GameObject clamp = spure $ \go -> let p' = vec2 (clamp' x s (1 - s)) y (Vector2 x y) = pos go clamp' x a b | x < a = a | x > b = b | otherwise = x (Vector2 s _) = padSize in setPos p' go