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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.Render.Core.Pipeline
import Spear.Render.Core.State
import Spear.Render.Immediate
import Spear.Window
import Control.Monad (when)
import Data.Maybe (mapMaybe)
data GameState = GameState
{ window :: Window
, renderCoreState :: RenderCoreState
, immRenderState :: ImmRenderState
, viewProjection :: Matrix4
, world :: [GameObject]
}
app = App step render resize
main =
withWindow (1920, 1200) (Just "Pong") initGame endGame $
loop app
initGame :: Window -> Game () GameState
initGame window = do
(immRenderState, renderCoreState) <- runSiblingGame newImmRenderer newRenderCoreState
return $ GameState window renderCoreState immRenderState Matrix4.id newWorld
endGame :: Game GameState ()
endGame = do
game <- getGameState
runSubGame' (deleteImmRenderer $ immRenderState game) (renderCoreState game)
step :: Elapsed -> Dt -> [InputEvent] -> Game GameState Bool
step elapsed dt inputEvents = do
gs <- getGameState
events <- processInput (window gs)
--when (events /= []) $ gameIO . putStrLn $ show events
modifyGameState $ \gs ->
gs
{ world = stepWorld (realToFrac elapsed) (realToFrac dt) events (world gs)
}
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 <- getGameState
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.
gameIO $ do
setClearColour (0.2, 0.2, 0.2, 0.0)
clearBuffers [ColourBuffer]
render' $ world gameState
immEnd
saveGameState $ 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 = do
let (AABB2 (Vector2 xmin ymin) (Vector2 xmax ymax)) = aabb go
(Vector2 xcenter ycenter) = position go
immPreservingMatrix $ do
immTranslate (vec3 xcenter ycenter 0)
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
gameIO $ setViewport 0 0 w h
modifyGameState $ \state -> state {
viewProjection = Matrix4.ortho left right bottom top (-1) 1
}
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