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module Main where
import Pong
import Spear.Math.AABB
import Spear.Math.Spatial2
import Spear.Math.Vector
import Spear.Game
import Spear.Window
import Data.Maybe (mapMaybe)
import qualified Graphics.Rendering.OpenGL.GL as GL
import Graphics.Rendering.OpenGL.GL (($=))
data GameState = GameState
{ wnd :: Window
, elapsed :: Double
, world :: [GameObject]
}
main = run
$ withWindow (640,480) [] Window (2,0) (Just "Pong") initGame
$ loop (Just 30) step
initGame wnd = do
gameIO $ do
GL.clearColor $= GL.Color4 0.7 0.5 0.7 1.0
GL.matrixMode $= GL.Modelview 0
GL.loadIdentity
return $ GameState wnd 0 newWorld
step :: Dt -> Game GameState Bool
step dt = do
gs <- getGameState
evts <- events (wnd gs)
gameIO . process $ evts
let evts' = translate evts
modifyGameState $ \ gs -> gs
{ world = stepWorld (elapsed gs) dt evts' (world gs)
, elapsed = elapsed gs + realToFrac dt }
getGameState >>= \gs -> gameIO . render $ world gs
return (not $ exitRequested evts)
render world = do
GL.clear [GL.ColorBuffer]
mapM_ renderGO world
swapBuffers
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 = any (==(KeyDown KEY_ESC))
f2d :: Float -> GL.GLdouble
f2d = realToFrac
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