LambdaHack-0.4.101.1: A game engine library for roguelike dungeon crawlers

Safe HaskellNone
LanguageHaskell2010

Game.LambdaHack.Common.Time

Description

Game time and speed.

Synopsis

Documentation

data Time Source

Game time in ticks. The time dimension. One tick is 1 microsecond (one millionth of a second), one turn is 0.5 s.

timeZero :: Time Source

Start of the game time, or zero lenght time interval.

timeClip :: Time Source

At least once per clip all moves are resolved and a frame or a frame delay is generated. Currently one clip is 0.1 s, but it may change, and the code should not depend on this fixed value.

timeTurn :: Time Source

One turn is 0.5 s. The code may depend on that. Actors at normal speed (2 m/s) take one turn to move one tile (1 m by 1 m).

timeEpsilon :: Time Source

An infinitesimal time period.

absoluteTimeAdd :: Time -> Time -> Time Source

Absolute time addition, e.g., for summing the total game session time from the times of individual games.

absoluteTimeNegate :: Time -> Time Source

Absolute time negation. To be used for reversing time flow, e.g., for comparing absolute times in the reverse order.

timeFit :: Time -> Time -> Int Source

How many time intervals of the latter kind fits in an interval of the former kind.

timeFitUp :: Time -> Time -> Int Source

How many time intervals of the latter kind cover an interval of the former kind (rounded up).

newtype Delta a Source

One-dimentional vectors. Introduced to tell apart the 2 uses of Time: as an absolute game time and as an increment.

Constructors

Delta a 

Instances

Functor Delta 
Bounded a => Bounded (Delta a) 
Enum a => Enum (Delta a) 
Eq a => Eq (Delta a) 
Ord a => Ord (Delta a) 
Show a => Show (Delta a) 
Binary a => Binary (Delta a) 

timeShift :: Time -> Delta Time -> Time Source

Shifting an absolute time by a time vector.

timeDeltaToFrom :: Time -> Time -> Delta Time Source

Time time vector between the second and the first absolute times. The arguments are in the same order as in the underlying scalar subtraction.

timeDeltaSubtract :: Delta Time -> Delta Time -> Delta Time Source

Time time vector between the second and the first absolute times. The arguments are in the same order as in the underlying scalar subtraction.

timeDeltaReverse :: Delta Time -> Delta Time Source

Reverse a time vector.

timeDeltaScale :: Delta Time -> Int -> Delta Time Source

Scale the time vector by an Int scalar value.

timeDeltaToDigit :: Delta Time -> Delta Time -> Char Source

Represent the main 10 thresholds of a time range by digits, given the total length of the time range.

ticksPerMeter :: Speed -> Delta Time Source

The number of time ticks it takes to walk 1 meter at the given speed.

data Speed Source

Speed in meters per 1 million seconds (m/Ms). Actors at normal speed (2 m/s) take one time turn (0.5 s) to make one step (move one tile, which is 1 m by 1 m).

toSpeed :: Int -> Speed Source

Constructor for content definitions.

fromSpeed :: Speed -> Int Source

Pretty-printing of speed in the format used in content definitions.

speedZero :: Speed Source

No movement possible at that speed.

speedNormal :: Speed Source

Normal speed (2 m/s) that suffices to move one tile in one turn.

speedScale :: Rational -> Speed -> Speed Source

Scale speed by an Int scalar value.

timeDeltaDiv :: Delta Time -> Int -> Delta Time Source

Divide a time vector.

speedAdd :: Speed -> Speed -> Speed Source

Speed addition.

speedNegate :: Speed -> Speed Source

Speed negation.

speedFromWeight :: Int -> Int -> Speed Source

Calculate projectile speed from item weight in grams and velocity percent modifier. See https://github.com/LambdaHack/LambdaHack/wiki/Item-statistics.

rangeFromSpeed :: Speed -> Int Source

Calculate maximum range in meters of a projectile from its speed. See https://github.com/LambdaHack/LambdaHack/wiki/Item-statistics. With this formula, each projectile flies for at most 1 second, that is 2 turns, and then drops to the ground.

rangeFromSpeedAndLinger :: Speed -> Int -> Int Source

Calculate maximum range taking into account the linger percentage.