{- The MIT License Copyright (c) 2010 Korcan Hussein. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. -} {-# LANGUAGE TemplateHaskell, TypeOperators, FlexibleContexts #-} module GameState where import Prelude hiding (id, (.), mod) import System.Random import Control.Category import Control.Monad.Reader import Control.Monad.State hiding (get) --import qualified Control.Monad.State as MState (get,put) import Data.Word import Data.Record.Label import Graphics.UI.SDL (Surface) import Graphics.UI.SDL.TTF (Font) import Graphics.UI.SDL.Mixer (Chunk) import Labels import Vector2 import Collision import Timer import Consts --type Vector2f = (Float, Float) data Player = Player1 | Player2 deriving (Eq, Show) data GameLoopState = Win Player | Init Player | Play | Paused data Ball = Ball { _pos :: Vector2f, _vel :: Vector2f } deriving (Eq, Show) data Paddle = Paddle { _pPos :: Vector2f, _yVel :: Float, _lastPos :: Float } deriving (Eq, Show) data Stats = Stats { _player1Count :: Integer, _player2Count :: Integer } deriving (Eq, Show) data GameData = GameData { _paddle1 :: Paddle, _paddle2 :: Paddle, _ball :: Ball, _stats :: Stats, _ticker :: Timer, _state :: GameLoopState, _randGen :: StdGen } data GameConfig = GameConfig { _font :: Font, _screen :: Surface, _ballSprite :: Surface, _paddleSprite :: Surface, _pausedSprite :: Surface, _wallBounce :: Chunk, _paddleBounce :: Chunk, _winSound :: Chunk } $(mkLabels [''Ball, ''Paddle, ''Stats, ''GameData, ''GameConfig]) getTicksM :: (MonadIO m, MonadState GameData m) => m Word32 getTicksM = getM ticker >>= getTicks stopTicks :: (MonadIO m, MonadState GameData m) => m () stopTicks = modM_ ticker stop startTicks :: (MonadIO m, MonadState GameData m) => m () startTicks = modM_ ticker start resetTicks :: (MonadIO m, MonadState GameData m) => m () resetTicks = start timer >>= setM ticker newBall :: RandomGen g => Player -> Vector2f -> g -> (Ball,g) newBall p pos g = (Ball pos vel, g')--(-141.4,-141.4) where (deg,g') = randomR (135,225) g angle = deg * degToRad vel = (xdir * ballVel * cos angle, ballVel * sin angle) xdir = case p of Player1 -> 1 Player2 -> (-1) newBallM :: (MonadState GameData m) => Player -> Vector2f -> m Ball newBallM p pos = do rgen <- getM randGen let (b, rgen') = newBall p pos rgen randGen =: rgen' return b gameData :: Vector2f -> Vector2f -> Vector2f -> Timer -> GameData gameData p1 p2 b ticks = GameData (Paddle p1 0 p1LastPos) (Paddle p2 0 p2LastPos) (Ball b (200.0,0)) (Stats 0 0) ticks (Init Player1) $ mkStdGen 0 where p1LastPos = snd p1 p2LastPos = snd p2 mapPlayer :: Player -> Stats :-> Integer mapPlayer Player1 = player1Count mapPlayer Player2 = player2Count