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{-# LANGUAGE MultiParamTypeClasses #-}
{-# LANGUAGE NoImplicitPrelude #-}
{-# LANGUAGE TypeSynonymInstances #-}
module Pong
( GameEvent (..)
, GameObject
, newWorld
, stepWorld
)
where
import Spear.Math.AABB
import Spear.Math.Algebra
import Spear.Math.Spatial
import Spear.Math.Spatial2
import Spear.Math.Vector
import Spear.Physics.Collision
import Spear.Prelude
import Spear.Step
import Data.Monoid (mconcat)
-- Configuration
padSize = vec2 0.070 0.015
ballSize = vec2 0.012 0.012
ballSpeed = 0.7 :: Float
initialBallVelocity = vec2 1 1
maxBounceAngle = (65::Float) * (pi::Float)/(180::Float)
playerSpeed = 1.0 :: Float
enemySpeed = 7.0 :: Float
enemyMomentum = 1.0 :: 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
| Collision GameObjectId GameObjectId
deriving (Eq, Show)
-- Game objects
data GameObjectId
= Ball
| Enemy
| Player
deriving (Eq, Show)
data GameObject = GameObject
{ gameObjectId :: !GameObjectId
, gameObjectSize :: {-# UNPACK #-} !Vector2
, basis :: {-# UNPACK #-} !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
instance Bounded2 GameObject where
boundingVolume obj = aabb2Volume $ translate (position obj) (AABB2 (-size) size)
where size = gameObjectSize obj
newWorld =
[ GameObject Ball ballSize (makeAt initialBallPos) $ stepBall initialBallVelocity,
GameObject Enemy padSize (makeAt initialEnemyPos) stepEnemy,
GameObject Player padSize (makeAt initialPlayerPos) stepPlayer
]
where makeAt = newTransform2 unitx2 unity2
-- Step the game world:
-- 1. Simulate physics.
-- 2. Collide objects and clip -> produce collision events.
-- 3. Update game objects <- input collision events.
stepWorld :: Elapsed -> Dt -> [GameEvent] -> [GameObject] -> [GameObject]
stepWorld elapsed dt events gos@[ball, enemy, player] =
let
collisions = collide [ball] [enemy, player]
collisionEvents = (\(x,y) -> Collision (gameObjectId x) (gameObjectId y)) <$> collisions
events' = events ++ collisionEvents
in
map (update elapsed dt events' gos) gos
update :: Elapsed -> Dt -> [GameEvent] -> [GameObject] -> GameObject -> GameObject
update elapsed dt events gos go =
let (go', s') = runStep (gostep go) elapsed dt gos events go
in go' { gostep = s' }
-- Ball steppers
stepBall vel = bounceBall vel .> moveBall -- .> clamp
bounceBall :: Vector2 -> Step [GameObject] [GameEvent] GameObject (Vector2, GameObject)
bounceBall vel = step $ \_ dt gos events ball ->
let (AABB2Volume (AABB2 pmin pmax)) = boundingVolume 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
collideWithPaddles vel = foldl (paddleBounce ball events) vel (tail gos)
vel' = normalise
. collideWithPaddles
. 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), bounceBall vel')
paddleBounce :: GameObject -> [GameEvent] -> Vector2 -> GameObject -> Vector2
paddleBounce ball events vel paddle =
let collision = Collision Ball (gameObjectId paddle) `elem` events
in if collision
then
let (AABB2Volume (AABB2 pmin pmax)) = boundingVolume 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 vel))
in vec2 (sin angle) (ysign * cos angle)
else vel
moveBall :: Step s e (Vector2, GameObject) GameObject
moveBall = step $ \_ dt _ _ (vel, ball) -> (translate (vel * dt) ball, moveBall)
-- Enemy stepper
stepEnemy = movePad 0 .> spure clamp
movePad :: Float -> Step [GameObject] e GameObject GameObject
movePad previousMomentumVector = step $ \_ dt gos _ pad ->
let ball = head gos
heading = (x . position $ ball) - (x . position $ pad)
chaseVector = enemySpeed * heading
momentumVector = previousMomentumVector + enemyMomentum * heading * dt
vx = chaseVector * dt + momentumVector
in (translate (vec2 vx 0) pad, movePad momentumVector)
-- Player stepper
stepPlayer = sfold movePlayer .> spure clamp
movePlayer = mconcat
[ swhen MoveLeft $ movePlayer' (vec2 (-playerSpeed) 0)
, swhen MoveRight $ movePlayer' (vec2 playerSpeed 0)
]
movePlayer' :: Vector2 -> Step s e GameObject GameObject
movePlayer' dir = step $ \_ dt _ _ go -> (translate (dir * dt) go, movePlayer' dir)
clamp :: GameObject -> GameObject
clamp go =
let p' = vec2 (clamp' x sx (1 - sx)) y
(Vector2 x y) = position go
clamp' x a b
| x < a = a
| x > b = b
| otherwise = x
(Vector2 sx _) = gameObjectSize go
in setPosition p' go
|