aboutsummaryrefslogtreecommitdiff
path: root/Demos/Pong/Pong.hs
blob: 2bd9df1188d91abb347bb2d3cb3f56a64a676627 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
{-# 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           = 0.6 :: Float
initialBallVelocity = vec2 1 1
maxBounceAngle      = (65::Float) * (pi::Float)/(180::Float)
playerSpeed         = 1.0 :: Float
enemySpeed          = 3.0 :: 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
  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


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

newWorld =
  [ GameObject ballBox (makeAt initialBallPos) $ stepBall initialBallVelocity,
    GameObject padBox  (makeAt initialEnemyPos)  stepEnemy,
    GameObject padBox  (makeAt initialPlayerPos) stepPlayer
  ]
  where makeAt = newTransform2 unitx2 unity2

-- 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

movePad :: Step s e GameObject GameObject
movePad = step $ \elapsed _ _ _ pad ->
  let enemyY = 0.9
      p = vec2 px enemyY
      px =
        (sin (enemySpeed * elapsed) * (0.5::Float) + (0.5::Float))
          * ((1::Float) - (2::Float) * x padSize)
          + x padSize
   in (setPosition p pad, movePad)

-- 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