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{-# LANGUAGE ImportQualifiedPost #-}
module Main where
import Data.Maybe (mapMaybe)
import Graphics.Rendering.OpenGL.GL (($=))
import qualified Graphics.Rendering.OpenGL.GL as GL
import Pong
import Spear.App
import Spear.Game
import Spear.Math.AABB
import Spear.Math.Spatial2
import Spear.Math.Vector
import Spear.Window
data GameState = GameState
{ window :: Window,
world :: [GameObject]
}
main =
withWindow (900, 600) (2, 0) (Just "Pong") initGame $
loop step
initGame :: Window -> Game () GameState
initGame window = do
gameIO $ do
GL.clearColor $= GL.Color4 0.7 0.5 0.7 1.0
GL.matrixMode $= GL.Modelview 0
GL.loadIdentity
return $ GameState window newWorld
step :: Elapsed -> Dt -> [InputEvent] -> Game GameState Bool
step elapsed dt inputEvents = do
gs <- getGameState
gameIO . process $ inputEvents
let events = translate inputEvents
modifyGameState $ \gs ->
gs
{ world = stepWorld elapsed dt events (world gs)
}
getGameState >>= \gs -> gameIO . render $ world gs
return (not $ exitRequested inputEvents)
render world = do
GL.clear [GL.ColorBuffer]
mapM_ renderGO world
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 = elem (KeyDown KEY_ESC)
f2d :: Float -> GL.GLdouble
f2d = realToFrac
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