module Cubezor where import Graphics.Rendering.OpenGL import Etc import Maps import Quaternion -- Cube types data CubePos = CubePos { x :: Int, y :: Int } deriving Show data CubeOrientation = Standing | Horizontal | Vertical deriving Eq data CubeRolling = CrNo | CrUp | CrDown | CrRight | CrLeft | CrFalling | CrWinning deriving (Eq, Show) data Cube = Cube { pos1 :: CubePos , pos2 :: CubePos , angle :: GLfloat , rolling :: CubeRolling , quat :: Quaternion , rotOffset :: Vector3 GLfloat , rotAxis :: Vector3 GLfloat , fallOffset :: GLfloat } deriving Show cubeRollingSpeed :: GLfloat cubeRollingSpeed = 360.0 newCube :: Maps.Level -> Cube newCube level = Cube { pos1 = p, pos2 = p, angle = 0.0, rolling = CrNo, quat = quatIdentity, rotOffset = (Vector3 0.0 0.0 0.0 :: Vector3 GLfloat), rotAxis = (Vector3 0.0 0.0 0.0 :: Vector3 GLfloat), fallOffset = 0.0 } where (x,y) = lStartPos level p = CubePos {x = x, y = y} renderCube :: Cube -> IO () renderCube cubex = preservingMatrix \$ do let xx = fromIntegral ((x \$ pos1 cubex) + (x \$ pos2 cubex)) let yy = fromIntegral ((y \$ pos1 cubex) + (y \$ pos2 cubex)) let zz = if orientation cubex == Standing then 2.0 else 1.0 if (rolling cubex == CrFalling) || (rolling cubex == CrWinning) then translate (Vector3 0 (fallOffset cubex) 0 :: Vector3 GLfloat) else return () translate \$ (Vector3 xx 0 yy :: Vector3 GLfloat) if rolling cubex /= CrNo then do translate \$ vecNeg \$ rotOffset cubex rotate (angle cubex) (rotAxis cubex) translate \$ rotOffset cubex else return () translate \$ (Vector3 0.0 zz 0.0 :: Vector3 GLfloat) m <- quat2Matrix \$ quat cubex multMatrix m scale (1.0 :: GLfloat) 2.0 1.0 cube upCube :: Cube -> Cube upCube cube = if rolling cube == CrNo then cube { rolling = CrUp , rotAxis = Vector3 (-1.0) 0.0 0.0 , rotOffset = Vector3 0.0 0.0 ro } else cube where ro = if orientation cube == Vertical then 2.0 else 1.0 downCube :: Cube -> Cube downCube cube = if rolling cube == CrNo then cube { rolling = CrDown , rotAxis = Vector3 1.0 0.0 0.0 , rotOffset = Vector3 0.0 0.0 ro } else cube where ro = if orientation cube == Vertical then (-2.0) else (-1.0) leftCube :: Cube -> Cube leftCube cube = if rolling cube == CrNo then cube { rolling = CrLeft , rotAxis = Vector3 0.0 0.0 1.0 , rotOffset = Vector3 ro 0.0 0.0 } else cube where ro = if orientation cube == Horizontal then 2.0 else 1.0 rightCube :: Cube -> Cube rightCube cube = if rolling cube == CrNo then cube { rolling = CrRight , rotAxis = Vector3 0.0 0.0 (-1.0) , rotOffset = Vector3 ro 0.0 0.0 } else cube where ro = if orientation cube == Horizontal then (-2.0) else (-1.0) fallCube :: Cube -> Cube fallCube cube = cube { rolling = CrFalling , fallOffset = 0.0 } winCube :: Cube -> Cube winCube cube = cube { rolling = CrWinning , fallOffset = 0.0 } orientation :: Cube -> CubeOrientation orientation cube = if x1 == x2 && y1 == y2 then Standing else if x1 < x2 && y1 == y2 then Horizontal else Vertical where x1 = x \$ pos1 cube y1 = y \$ pos1 cube x2 = x \$ pos2 cube y2 = y \$ pos2 cube updateCube :: GLfloat -> Cube -> Cube updateCube dt cube = if (angle cube > 90.0) && (rolling cube /= CrFalling) && (rolling cube /= CrWinning) then cube { pos1 = p1 , pos2 = p2 , quat = q , angle = 0 , rolling = CrNo } else if rolling cube /= CrNo then cube { angle = a , fallOffset = fo } else cube where (p1,p2,q) = updatePosition cube fo = if (rolling cube == CrFalling) || (rolling cube == CrWinning) then fallOffset cube - 10.0 * dt else 0.0 a = if rolling cube == CrWinning then 0.0 else angle cube + cubeRollingSpeed * dt updatePosition :: Cube -> (CubePos, CubePos, Quaternion) updatePosition cube = case rolling cube of CrUp -> case orientation cube of Standing -> ( CubePos xx (yy - 2) , CubePos xx (yy - 1) , quatMul q qq ) Horizontal -> ( CubePos xx (yy - 1) , CubePos (xx + 1) (yy - 1) , quatMul q qq ) Vertical -> ( CubePos xx (yy - 1) , CubePos xx (yy - 1) , quatMul q qq ) where q = quatFromAngleAxis piPer2 (-1.0) 0.0 0.0 CrDown -> case orientation cube of Standing -> ( CubePos xx (yy + 1) , CubePos xx (yy + 2) , quatMul q qq ) Horizontal -> ( CubePos xx (yy + 1) , CubePos (xx + 1) (yy + 1) , quatMul q qq ) Vertical -> ( CubePos xx (yy + 2) , CubePos xx (yy + 2) , quatMul q qq ) where q = quatFromAngleAxis piPer2 1.0 0.0 0.0 CrLeft -> case orientation cube of Standing -> ( CubePos (xx - 2) yy , CubePos (xx - 1) yy , quatMul q qq ) Horizontal -> ( CubePos (xx - 1) yy , CubePos (xx - 1) yy , quatMul q qq ) Vertical -> ( CubePos (xx - 1) yy , CubePos (xx - 1) (yy + 1) , quatMul q qq ) where q = quatFromAngleAxis piPer2 0.0 0.0 1.0 CrRight -> case orientation cube of Standing -> ( CubePos (xx + 1) yy , CubePos (xx + 2) yy , quatMul q qq ) Horizontal -> ( CubePos (xx + 2) yy , CubePos (xx + 2) yy , quatMul q qq ) Vertical -> ( CubePos (xx + 1) yy , CubePos (xx + 1) (yy + 1) , quatMul q qq ) where q = quatFromAngleAxis piPer2 0.0 0.0 (-1.0) -- otherwise just return the old value _ -> (pos1 cube, pos2 cube, quat cube) where xx = x \$ pos1 cube yy = y \$ pos1 cube qq = quat cube isCubeUpdated :: Cube -> Cube -> Bool isCubeUpdated cube0 cube1 = (angle cube0 > 90.0) && (angle cube1 == 0.0)