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{-# LANGUAGE MultiParamTypeClasses #-}
{-# LANGUAGE NoImplicitPrelude #-}
{-# LANGUAGE TypeSynonymInstances #-}
module Pong
( GameEvent (..),
GameObject,
newWorld,
stepWorld,
aabb,
)
where
import Spear.Math.AABB
import Spear.Math.Algebra
import Spear.Math.Spatial
import Spear.Math.Spatial2
import Spear.Math.Vector
import Spear.Prelude
import Spear.Step
import Data.Monoid (mconcat)
-- Configuration
padSize = vec2 0.07 0.02
ballSize = 0.012 :: Float
ballSpeed = 0.7 :: Float
initialBallVelocity = vec2 1 1
maxBounceAngle = (65::Float) * (pi::Float)/(180::Float)
playerSpeed = 1.0 :: Float
enemySpeed = 7.0 :: Float
enemyMomentum = 0.1 :: Float
initialEnemyPos = vec2 0.5 0.9
initialPlayerPos = vec2 0.5 0.1
initialBallPos = vec2 0.5 0.5
-- Game events
data GameEvent
= MoveLeft
| MoveRight
deriving (Eq, Ord, Show)
-- Game objects
data GameObject = GameObject
{ aabb :: AABB2,
basis :: Transform2,
gostep :: Step [GameObject] [GameEvent] GameObject GameObject
}
instance Has2dTransform GameObject where
set2dTransform transform object = object { basis = transform }
transform2 = basis
instance Positional GameObject Vector2 where
setPosition p = with2dTransform (setPosition p)
position = position . basis
translate v = with2dTransform (translate v)
instance Rotational GameObject Vector2 Angle where
setRotation r = with2dTransform (setRotation r)
rotation = rotation . basis
rotate angle = with2dTransform (rotate angle)
right = right . basis
up = up . basis
forward = forward . basis
setForward v = with2dTransform (setForward v)
instance Spatial GameObject Vector2 Angle Transform2 where
setTransform t obj = obj { basis = t }
transform = basis
ballBox, padBox :: AABB2
ballBox = AABB2 (vec2 (-s) (-s)) (vec2 s s) where s = ballSize
padBox = AABB2 (-padSize) padSize
newWorld =
[ GameObject ballBox (makeAt initialBallPos) $ stepBall initialBallVelocity,
GameObject padBox (makeAt initialEnemyPos) stepEnemy,
GameObject padBox (makeAt initialPlayerPos) stepPlayer
]
where makeAt = newTransform2 unitx2 unity2
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'}
-- 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) = translate (position ball) (aabb ball)
sideCollision = x pmin < 0 || x pmax > 1
backCollision = y pmin < 0 || y pmax > 1
flipX v@(Vector2 x y) = if sideCollision then vec2 (-x) y else v
flipY v@(Vector2 x y) = if backCollision then vec2 x (-y) else v
vel' = normalise . (\v -> foldl (paddleBounce ball) v (tail gos)) . flipX . flipY $ vel
collision = vel' /= vel
-- Apply offset when collision occurs to avoid sticky collisions.
delta = (1::Float) + if collision then (3::Float)*dt else (0::Float)
in ((ballSpeed * delta * vel', ball), collideBall vel')
paddleBounce :: GameObject -> Vector2 -> GameObject -> Vector2
paddleBounce ball v paddle =
if collide ball paddle
then
let (AABB2 pmin pmax) = translate (position paddle) (aabb paddle)
center = (x pmin + x pmax) / (2::Float)
-- Normalized offset of the ball from the paddle's center, [-1, +1].
-- It's outside the [-1, +1] range if there is no collision.
offset = (x (position ball) - center) / ((x pmax - x pmin) / (2::Float))
angle = offset * maxBounceAngle
-- When it bounces off of a paddle, y vel is flipped.
ysign = -(signum (y v))
in vec2 (sin angle) (ysign * cos angle)
else v
collide :: GameObject -> GameObject -> Bool
collide go1 go2 =
let (AABB2 (Vector2 xmin1 ymin1) (Vector2 xmax1 ymax1)) =
translate (position go1) (aabb go1)
(AABB2 (Vector2 xmin2 ymin2) (Vector2 xmax2 ymax2)) =
translate (position go2) (aabb go2)
in not $
xmax1 < xmin2 ||
xmin1 > xmax2 ||
ymax1 < ymin2 ||
ymin1 > ymax2
moveBall :: Step s e (Vector2, GameObject) GameObject
moveBall = step $ \_ dt _ _ (vel, ball) -> (translate (vel * dt) ball, moveBall)
-- Enemy stepper
stepEnemy = movePad 0 .> clamp
movePad :: Float -> Step [GameObject] e GameObject GameObject
movePad previousMomentum = step $ \_ dt gos _ pad ->
let ball = head gos
offset = (x . position $ ball) - (x . position $ pad)
chaseVector = enemySpeed * offset
momentum = previousMomentum + enemyMomentum * chaseVector
vx = chaseVector + momentum
in (translate (vec2 (vx * dt) 0) pad, movePad momentum)
sign :: Float -> Float
sign x = if x >= 0 then 1 else -1
-- Player stepper
stepPlayer = sfold moveGO .> clamp
moveGO = mconcat
[ swhen MoveLeft $ moveGO' (vec2 (-playerSpeed) 0)
, swhen MoveRight $ moveGO' (vec2 playerSpeed 0)
]
moveGO' :: Vector2 -> Step s e GameObject GameObject
moveGO' dir = step $ \_ dt _ _ go -> (translate (dir * dt) go, moveGO' dir)
clamp :: Step s e GameObject GameObject
clamp = spure $ \go ->
let p' = vec2 (clamp' x s (1 - s)) y
(Vector2 x y) = position go
clamp' x a b
| x < a = a
| x > b = b
| otherwise = x
(Vector2 s _) = padSize
in setPosition p' go
|