vty/test/Rogue.hs

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{-# LANGUAGE TemplateHaskell #-}
module Main where
import Graphics.Vty
import Data.Array
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import Data.Default (def)
import Control.Applicative
import Control.Monad
import Control.Monad.RWS
import System.Random
data Player = Player
{ playerX :: Int
, playerY :: Int
} deriving (Show,Eq)
data World = World
{ player :: Player
, level :: Level
}
deriving (Show,Eq)
data Level = Level
{ levelStart :: (Int, Int)
, levelEnd :: (Int, Int)
, levelGeo :: Geo
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-- building the geo image is expensive. Cache it. Though VTY should go
-- through greater lengths to avoid the need to cache images.
, levelGeoImage :: Image
}
deriving (Show,Eq)
data LevelPiece
= EmptySpace
| Rock
deriving (Show, Eq)
type Game = RWST Vty () World IO
type Geo = Array (Int, Int) LevelPiece
main :: IO ()
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main = do
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vty <- mkVty def
level0 <- mkLevel 1
let world0 = World (Player (fst $ levelStart level0) (snd $ levelStart level0)) level0
(_finalWorld, ()) <- execRWST (play >> updateDisplay) vty world0
shutdown vty
mkLevel :: Int -> IO Level
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mkLevel difficulty = do
let size = 80 * difficulty
[levelWidth, levelHeight] <- replicateM 2 $ randomRIO (size,size)
let randomP = (,) <$> randomRIO (2, levelWidth-3) <*> randomRIO (2, levelHeight-3)
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start <- randomP
end <- randomP
-- first the base geography: all rocks
let baseGeo = array ((0,0), (levelWidth-1, levelHeight-1))
[((x,y),Rock) | x <- [0..levelWidth-1], y <- [0..levelHeight-1]]
-- next the empty spaces that make the rooms
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-- for this we generate a number of center points
centers <- replicateM (2 ^ difficulty + difficulty) randomP
-- generate rooms for all those points, plus the start and end
geo <- foldM (addRoom levelWidth levelHeight) baseGeo (start : end : centers)
return $ Level start end geo (buildGeoImage geo)
addRoom :: Int -> Int -> Geo -> (Int, Int) -> IO Geo
addRoom levelWidth levelHeight geo (centerX, centerY) = do
size <- randomRIO (5,15)
let xMin = max 1 (centerX - size)
xMax = min (levelWidth - 1) (centerX + size)
yMin = max 1 (centerY - size)
yMax = min (levelHeight - 1) (centerY + size)
let room = [((x,y), EmptySpace) | x <- [xMin..xMax - 1], y <- [yMin..yMax - 1]]
return (geo // room)
imageForGeo :: LevelPiece -> Image
imageForGeo EmptySpace = char (defAttr `withBackColor` green) ' '
imageForGeo Rock = char defAttr 'X'
pieceA, dumpA :: Attr
pieceA = defAttr `withForeColor` blue `withBackColor` green
dumpA = defAttr `withStyle` reverseVideo
play :: Game ()
play = do
updateDisplay
done <- processEvent
unless done play
processEvent :: Game Bool
processEvent = do
k <- ask >>= liftIO . nextEvent
if k == EvKey KEsc []
then return True
else do
case k of
EvKey (KChar 'r') [MCtrl] -> ask >>= liftIO . refresh
EvKey KLeft [] -> movePlayer (-1) 0
EvKey KRight [] -> movePlayer 1 0
EvKey KUp [] -> movePlayer 0 (-1)
EvKey KDown [] -> movePlayer 0 1
_ -> return ()
return False
movePlayer :: Int -> Int -> Game ()
movePlayer dx dy = do
world <- get
let Player x y = player world
let x' = x + dx
y' = y + dy
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-- this is only valid because the level generation assures the border is
-- always Rock
case levelGeo (level world) ! (x',y') of
EmptySpace -> put $ world { player = Player x' y' }
_ -> return ()
updateDisplay :: Game ()
updateDisplay = do
let info = string defAttr "Move with the arrows keys. Press ESC to exit."
-- determine offsets to place the player in the center of the level.
(w,h) <- asks outputIface >>= liftIO . displayBounds
thePlayer <- gets player
let ox = (w `div` 2) - playerX thePlayer
oy = (h `div` 2) - playerY thePlayer
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-- translate the world images to place the player in the center of the
-- level.
world' <- map (translate ox oy) <$> worldImages
let pic = picForLayers $ info : world'
vty <- ask
liftIO $ update vty pic
worldImages :: Game [Image]
worldImages = do
thePlayer <- gets player
theLevel <- gets level
let playerImage = translate (playerX thePlayer) (playerY thePlayer) (char pieceA '@')
return [playerImage, levelGeoImage theLevel]
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buildGeoImage :: Geo -> Image
buildGeoImage geo =
let (geoWidth, geoHeight) = snd $ bounds geo
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-- seems like a the repeated index operation should be removable. This is
-- not performing random access but (presumably) access in order of index.
in vertCat [ geoRow
| y <- [0..geoHeight-1]
, let geoRow = horizCat [ i
| x <- [0..geoWidth-1]
, let i = imageForGeo (geo ! (x,y))
]
]