mirror of
https://git.sr.ht/~magic_rb/haskell-games
synced 2024-11-25 09:36:13 +01:00
406 lines
11 KiB
Haskell
406 lines
11 KiB
Haskell
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{-# LANGUAGE OverloadedStrings #-}
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{-# LANGUAGE DuplicateRecordFields #-}
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{-# LANGUAGE BlockArguments #-}
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{-# LANGUAGE OverloadedRecordDot #-}
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{-# LANGUAGE NoFieldSelectors #-}
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{-# LANGUAGE TemplateHaskell #-}
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{-# LANGUAGE LambdaCase #-}
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module Main where
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import Data.Text qualified as T
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import Data.Text (Text)
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import Snake
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import SDL.Video qualified as SDL
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import SDL.Video.Renderer qualified as SDL
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import SDL.Input.Keyboard qualified as SDL
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import SDL.Init qualified as SDL
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import SDL.Vect qualified as SDL
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import SDL.Event qualified as SDL
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import Control.Exception
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import Control.Monad
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import Control.Monad.Extra (whileM, whenM)
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import Data.IORef
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import Effectful
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import Effectful.State.Static.Local
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import SDL (($=))
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import SDL.Image qualified as SDLI
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import Control.Lens hiding ((.=), (%=))
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import Foreign.C
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import Effectful.Reader.Static
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import Data.Vector.Storable qualified as SV
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import System.Random
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data Point = Point Int Int
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deriving (Show, Eq)
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data Square = Square Point Point
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deriving (Show, Eq)
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scalePoint :: Int -> Point -> Point
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scalePoint scale (Point x y) = Point (x * scale) (y * scale)
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addPoint :: Point -> Point -> Point
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addPoint (Point x1 y1) (Point x2 y2) = Point (x1 + x2) (y1 + y2)
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directionOpposite :: Direction -> Direction
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directionOpposite direction = case direction of
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East -> West
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West -> East
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North -> South
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South -> North
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directionToPoint :: Direction -> Point
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directionToPoint direction =
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case direction of
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East -> Point 1 0
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West -> Point (-1) 0
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North -> Point 0 (-1)
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South -> Point 0 1
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clampPoint :: (Int, Int) -> Point -> Point
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clampPoint (width, height) (Point x y) = Point x' y'
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where
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x' = clamp x width
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y' = clamp y height
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clamp coord size =
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case coord of
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coord | coord < 0 -> size + coord
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coord -> coord `rem` size
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pointToSquare :: Int -> Point -> Square
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pointToSquare scale point@(Point x y) = Square (scalePoint scale point) (Point scale scale)
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pointToV2 :: Integral i => Point -> SDL.V2 i
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pointToV2 (Point x y) = SDL.V2 (fromIntegral x) (fromIntegral y)
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squareToRectangle :: Integral i => Square -> SDL.Rectangle i
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squareToRectangle (Square (Point x y) (Point width height)) = SDL.Rectangle (SDL.P (SDL.V2 (fromIntegral x) (fromIntegral y))) (SDL.V2 (fromIntegral width) (fromIntegral height))
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data Direction
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= East
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| West
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| North
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| South
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deriving (Eq, Show)
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data Snake
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= Snake
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{ head :: Point
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, body :: [Point]
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, direction :: Direction
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, growth :: Int
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}
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deriving Show
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makeLensesFor
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[ ("head", "head")
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, ("body", "body")
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, ("growth", "growth")
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, ("direction", "direction")
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] ''Snake
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data WorldState
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= WorldState
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{ snake :: Snake
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, apple :: Maybe Point
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, gameOver :: Bool
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}
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deriving Show
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makeLensesFor
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[ ("snake", "snake")
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, ("apple", "apple")
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, ("gameOver", "gameOver")
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] ''WorldState
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data GameState
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= GameState
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{ run :: Bool
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, pastWorldStates :: [WorldState]
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, worldState :: WorldState
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, frameNumber :: Int
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, reverseTime :: Bool
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}
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deriving Show
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makeLensesFor
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[ ("run", "run")
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, ("pastWorldStates", "pastWorldStates")
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, ("frameNumber", "frameNumber")
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, ("worldState", "worldState")
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, ("reverseTime", "reverseTime")
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] ''GameState
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initialWorldState :: WorldState
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initialWorldState
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= WorldState
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{ snake
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= Snake
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{ head = Point 2 0
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, body = [ Point 1 0, Point 0 0 ]
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, growth = 0
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, direction = East
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}
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, apple = Nothing
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, gameOver = False
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}
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initialGameState :: GameState
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initialGameState
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= GameState
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{ run = True
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, pastWorldStates = []
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, worldState = initialWorldState
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, frameNumber = 0
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, reverseTime = False
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}
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data GameConfig
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= GameConfig
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{ gridDimensions :: (Int, Int)
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, updatesPerSecond :: Int
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}
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deriving Show
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makeLensesFor
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[ ("gridDimensions", "gridDimensions")
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, ("updatesPerSecond", "updatesPerSecond")
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] ''GameConfig
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(.=) :: State s :> es => ASetter s s a b -> b -> Eff es ()
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l .= b = modify (l .~ b)
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{-# INLINE (.=) #-}
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(%=) :: State s :> es => ASetter s s a b -> (a -> b) -> Eff es ()
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l %= f = modify (l %~ f)
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{-# INLINE (%=) #-}
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(%.=) :: State s :> es => Lens s s a b -> (s -> b) -> Eff es ()
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l %.= f = modify (\s -> l %~ const (f s) $ s)
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{-# INLINE (%.=) #-}
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renderHead
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:: Snake
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-> Eff es (Point, SDL.Rectangle CInt)
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renderHead snake = do
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let scale = 20
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let texture = case snake.direction of
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East -> Point 0 0
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West -> Point 1 1
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South -> Point 0 2
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North -> Point 1 2
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pure $ ((texture,) . squareToRectangle . pointToSquare scale) snake.head
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renderSnake
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:: (Reader GameConfig :> es)
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=> Snake
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-> Eff es [(Point, SDL.Rectangle CInt)]
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renderSnake snake = do
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let scale = 20
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pure $ map ((Point 1 0,) . squareToRectangle . pointToSquare scale) snake.body
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renderApple
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:: ()
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=> Point
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-> Eff es (Point, SDL.Rectangle CInt)
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renderApple apple = do
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let scale = 20
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pure $ ((Point 0 1,) . squareToRectangle . pointToSquare scale) apple
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moveSnake
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:: (Reader GameConfig :> es, State Snake :> es)
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=> Direction
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-> Eff es ()
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moveSnake direction = do
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dims <- asks @GameConfig (\s -> s.gridDimensions)
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newLength <- gets @Snake \snake ->
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if snake.growth > 0 then
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length snake.body
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else
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length snake.body - 1
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body %.= \snake -> snake.head : take newLength snake.body
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Main.head %= (clampPoint dims . addPoint (directionToPoint direction))
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growth %= \growth ->
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if growth > 0 then
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growth - 1
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else
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growth
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pure ()
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changeDirection
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:: (State GameState :> es)
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=> Direction
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-> Eff es ()
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changeDirection dir = do
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lastDirection <- gets @GameState (\s -> (Prelude.head s.pastWorldStates).snake.direction)
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when (dir /= directionOpposite lastDirection) $ (worldState . snake . direction) .= dir
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setReversed
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:: (State GameState :> es)
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=> Bool
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-> Eff es ()
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setReversed r = do
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reverseTime .= r
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promoteWorldState
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:: (State GameState :> es)
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=> Eff es ()
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promoteWorldState =
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pastWorldStates %.= (\state -> state.worldState : state.pastWorldStates)
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eatApple
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:: (State GameState :> es, Reader GameConfig :> es, State StdGen :> es)
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=> Eff es ()
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eatApple = do
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(worldState . apple) .= Nothing
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(worldState . snake . growth) %= (+) 3
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genApple
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isGameOver
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:: (State GameState :> es)
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=> Eff es Bool
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isGameOver = do
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gets @GameState (\s -> s.worldState.snake.head `elem` s.worldState.snake.body)
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step
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:: (State GameState :> es, Reader GameConfig :> es, State StdGen :> es, IOE :> es)
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=> Eff es ()
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step =
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gets @GameState (\s -> s.reverseTime) >>=
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\case
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True -> do
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gets @GameState (\s -> s.pastWorldStates) >>= \case
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[] -> pure ()
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[a] -> pure ()
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_ -> do
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worldState %.= \s -> Prelude.head . tail $ s.pastWorldStates
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pastWorldStates %= \s -> tail s
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False ->
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gets @GameState (\s -> s.worldState.gameOver) >>= \case
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False -> do
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get @GameState >>= \state -> execState state.worldState.snake (moveSnake state.worldState.snake.direction) >>= (.=) (worldState . snake)
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snakeHead <- gets @GameState (\s -> s.worldState.snake.head)
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gets @GameState (\s -> s.worldState.apple) >>= \case
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Just apple | apple == snakeHead -> eatApple
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Nothing -> genApple
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_ -> pure ()
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whenM isGameOver $ do
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(worldState . gameOver) .= True
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liftIO . putStrLn $ "Game Over"
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promoteWorldState
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True -> pure ()
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renderSprite
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:: (IOE :> es)
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=> SDL.Renderer
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-> SDL.Texture
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-> (Point, SDL.Rectangle CInt)
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-> Eff es ()
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renderSprite renderer texture (textureRect, rect) = SDL.copy renderer texture (Just (SDL.Rectangle (SDL.P (scalePoint 512 textureRect & pointToV2)) (SDL.V2 512 512))) (Just rect)
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render
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:: (State GameState :> es, IOE :> es, Reader GameConfig :> es)
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=> SDL.Renderer
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-> SDL.Texture
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-> Eff es ()
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render renderer texture = do
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SDL.rendererDrawColor renderer $= SDL.V4 255 255 255 0
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SDL.clear renderer
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snake <- gets @GameState (\s -> s.worldState.snake)
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snakeSprites <- renderSnake snake
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mapM_ (renderSprite renderer texture) snakeSprites
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gets @GameState (\s -> s.worldState.apple) >>= \case
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Just apple -> renderApple apple >>= renderSprite renderer texture
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Nothing -> pure ()
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renderHead snake >>= renderSprite renderer texture
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whenM (gets @GameState (\s -> s.worldState.gameOver)) $ pure () -- show text, but sdl_ttf sucks
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SDL.present renderer
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randomRange
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:: (State StdGen :> es)
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=> (Int, Int)
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-> Eff es Int
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randomRange range =
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get @StdGen <&> uniformR range >>= \(a, g) -> put g >> pure a
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getFreeSpaces
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:: (State GameState :> es, Reader GameConfig :> es)
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=> Eff es [Point]
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getFreeSpaces = do
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snakeBody <- gets @GameState (\s -> s.worldState.snake.body)
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snakeHead <- gets @GameState (\s -> s.worldState.snake.head)
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(width, height) <- asks @GameConfig (\s -> s.gridDimensions)
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[0..(width * height)] & map (\i -> Point (i `rem` width) (i `div` width)) & filter (\point -> snakeHead /= point && point `notElem` snakeBody) & pure
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genApple
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:: (State GameState :> es, Reader GameConfig :> es, State StdGen :> es)
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=> Eff es ()
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genApple = do
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freeSpaces <- getFreeSpaces
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appleIndex <- randomRange (0, length freeSpaces - 1)
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(worldState . apple) .= Just (freeSpaces !! appleIndex)
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pure ()
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main :: IO ()
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main =
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let
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rendererConfig
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= SDL.defaultRenderer
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{ SDL.rendererType = SDL.AcceleratedVSyncRenderer
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}
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windowConfig
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= SDL.defaultWindow
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{ SDL.windowInitialSize = SDL.V2 400 400
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}
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gameConfig
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= GameConfig
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{ gridDimensions = (20, 20)
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, updatesPerSecond = 1
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}
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in
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bracket (SDL.initialize [ SDL.InitEvents, SDL.InitVideo ]) (const SDL.quit) $ \_ ->
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bracket (SDL.createWindow "Snake" windowConfig) SDL.destroyWindow $ \window ->
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bracket (SDL.createRenderer window (-1) rendererConfig) SDL.destroyRenderer $ \renderer ->
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initStdGen >>= \rng ->
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SDLI.loadTexture renderer "textures/atlas.png" >>= \texture ->
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runEff . runReader gameConfig . evalState initialGameState . evalState rng $ genApple >> promoteWorldState >> whileM do
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SDL.rendererScale renderer $= SDL.V2 1.0 1.0
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-- SDL.rendererViewport renderer $= Just (SDL.Rectangle 640 480)
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events <- SDL.pollEvents
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forM_ events \(SDL.Event _ payload) -> case payload of
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SDL.KeyboardEvent (SDL.KeyboardEventData _ motion repeat (SDL.Keysym _ code modifier)) ->
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case code of
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SDL.KeycodeQ | motion == SDL.Pressed -> modify (run .~ False)
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SDL.KeycodeEscape | motion == SDL.Pressed -> modify (run .~ False)
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SDL.KeycodePeriod | motion == SDL.Pressed -> changeDirection North
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SDL.KeycodeA | motion == SDL.Pressed -> changeDirection South
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SDL.KeycodeH | motion == SDL.Pressed -> changeDirection West
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SDL.KeycodeE | motion == SDL.Pressed -> changeDirection East
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SDL.KeycodeComma -> setReversed (motion == SDL.Pressed)
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_ -> pure ()
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SDL.QuitEvent -> modify (run .~ False)
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_ -> pure ()
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frameNumber %= (+) 1
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whenM (gets @GameState (\s -> s.frameNumber `rem` 60 == 0)) step
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-- getFreeSpaces >>= liftIO . print
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render renderer texture
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gets @GameState (\s -> s.run)
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