{-# LANGUAGE TemplateHaskell, Rank2Types, NoMonomorphismRestriction #-} ----------------------------------------------------------------------------- -- | -- Module : Main -- Copyright : (C) 2012 Edward Kmett, Niklas Haas -- License : BSD-style (see the file LICENSE) -- Maintainer : Edward Kmett -- Stability : provisional -- Portability : TH, Rank2, NoMonomorphismRestriction -- -- A simple game of pong using gloss. ----------------------------------------------------------------------------- module Main where import Control.Applicative ((<$>), (<*>)) import Control.Lens import Control.Monad.State (State, execState, get) import Control.Monad (when) import Data.Set (Set, member, empty, insert, delete) import Graphics.Gloss import Graphics.Gloss.Interface.Pure.Game import System.Random (randomRs, newStdGen) -- Some global constants gameSize = 300 windowWidth = 800 windowHeight = 600 ballRadius = 0.02 speedIncrease = 1.2 losingAccuracy = 0.9 winningAccuracy = 0.1 initialSpeed = 0.6 paddleWidth = 0.02 paddleHeight = 0.3 paddleSpeed = 1 textSize = 0.001 -- Pure data type for representing the game state data Pong = Pong { _ballPos :: Point , _ballSpeed :: Vector , _paddle1 :: Float , _paddle2 :: Float , _score :: (Int, Int) , _vectors :: [Vector] -- Since gloss doesn't cover this, we store the set of pressed keys , _keys :: Set Key } -- Some nice lenses to go with it makeLenses ''Pong -- Renamed tuple lenses for enhanced clarity with points/vectors _x = _1 _y = _2 initial :: Pong initial = Pong (0, 0) (0, 0) 0 0 (0, 0) [] empty -- Calculate the y position at which the ball will next hit (on player2's side) hitPos :: Point -> Vector -> Float hitPos (x,y) (u,v) = ypos where xdist = if u >= 0 then 1 - x else 3 + x time = xdist / abs u ydist = v * time ypos = bounce (y + ydist) o = 1 - ballRadius -- Calculate bounces iteratively bounce n | n > o = bounce ( 2 *o - n) | n < -o = bounce ((-2)*o - n) | otherwise = n -- Difficulty function accuracy :: Pong -> Float accuracy p = g . f . fromIntegral $ p^.score._1 - p^.score._2 where -- Scaling function f x = 0.04 * x + 0.5 -- Clamping function g = min losingAccuracy . max winningAccuracy -- Game update logic update :: Float -> Pong -> Pong update time = execState $ do updatePaddles time updateBall time checkBounds -- Move the ball by adding its current speed updateBall :: Float -> State Pong () updateBall time = do (u, v) <- use ballSpeed ballPos += (time * u, time * v) -- Make sure it doesn't leave the playing area ballPos.both %= clamp ballRadius -- Update the paddles updatePaddles :: Float -> State Pong () updatePaddles time = do p <- get let paddleMovement = time * paddleSpeed keyPressed key = p^.keys.contains (SpecialKey key) -- Update the player's paddle based on keys when (keyPressed KeyUp) $ paddle1 += paddleMovement when (keyPressed KeyDown) $ paddle1 -= paddleMovement -- Calculate the optimal position let optimal = hitPos (p^.ballPos) (p^.ballSpeed) acc = accuracy p target = optimal * acc + (p^.ballPos._y) * (1 - acc) dist = target - p^.paddle2 -- Move the CPU's paddle towards this optimal position as needed when (abs dist > paddleHeight/3) $ case compare dist 0 of GT -> paddle2 += paddleMovement LT -> paddle2 -= paddleMovement _ -> return () -- Make sure both paddles don't leave the playing area paddle1 %= clamp (paddleHeight/2) paddle2 %= clamp (paddleHeight/2) -- Clamp to the region (-1, 1) but with padding clamp :: Float -> Float -> Float clamp pad = max (pad - 1) . min (1 - pad) -- Check for collisions and/or scores checkBounds :: State Pong () checkBounds = do p <- get let (x,y) = p^.ballPos -- Check for collisions with the top or bottom when (abs y >= edge) $ ballSpeed._y %= negate -- Check for collisions with paddles let check paddle other | y >= p^.paddle - paddleHeight/2 && y <= p^.paddle + paddleHeight/2 = do ballSpeed._x %= negate ballSpeed._y += 3*(y - p^.paddle) -- add english ballSpeed.both *= speedIncrease | otherwise = do score.other += 1 reset when (x >= edge) $ check paddle2 _1 when (x <= -edge) $ check paddle1 _2 where edge = 1 - ballRadius -- Reset the game reset :: State Pong () reset = do ballPos .= (0, 0) ballSpeed <~ nextSpeed -- Retrieve a speed from the list, dropping it in the process nextSpeed :: State Pong Vector nextSpeed = do v:vs <- use vectors vectors .= vs return v -- Drawing a pong state to the screen draw :: Pong -> Picture draw p = scale gameSize gameSize $ Pictures [ drawBall `at` p^.ballPos , drawPaddle `at` (-paddleX, p^.paddle1) , drawPaddle `at` ( paddleX, p^.paddle2) -- Score and playing field , drawScore (p^.score) `at` (-0.1, 0.85) , rectangleWire 2 2 ] where paddleX = 1 + paddleWidth/2 p `at` (x,y) = translate x y p; infixr 1 `at` drawPaddle :: Picture drawPaddle = rectangleSolid paddleWidth paddleHeight drawBall :: Picture drawBall = circleSolid ballRadius drawScore :: (Int, Int) -> Picture drawScore (x, y) = scale textSize textSize . text $ show x ++ " " ++ show y -- Handle input by simply updating the keys set handle :: Event -> Pong -> Pong handle (EventKey k s _ _) = keys.contains k .~ (s == Down) handle _ = id -- The main program action main = do v:vs <- startingSpeeds let world = ballSpeed .~ v $ vectors .~ vs $ initial play display backColor fps world draw handle update where display = InWindow "Pong!" (windowWidth, windowHeight) (200, 200) backColor = white fps = 120 -- Generate the random list of starting speeds startingSpeeds :: IO [Vector] startingSpeeds = do rs <- randomRs (-initialSpeed, initialSpeed) <$> newStdGen return . interleave $ filter ((> 0.2) . abs) rs where interleave :: [a] -> [(a,a)] interleave (x:y:xs) = (x,y) : interleave xs interleave _ = []