vty/test/Rouge.hs

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{-# LANGUAGE TemplateHaskell #-}
module Main where
import Graphics.Vty
import Data.Array
import qualified Data.ByteString as B
import Data.Word
import Control.Applicative
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import Control.Lens hiding (Level)
import Control.Monad
import Control.Monad.RWS
import Control.Monad.Writer
import System.IO
import System.Random
data Dude = Dude
{ dude_x :: Int
, dude_y :: Int
} deriving (Show,Eq)
data World = World
{ dude :: Dude
, level :: Level
}
deriving (Show,Eq)
data Level = Level
{ start :: (Int, Int)
, end :: (Int, Int)
, geo :: Array (Int, Int) LevelPiece
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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.
, geo_image :: Image
}
deriving (Show,Eq)
data LevelPiece
= EmptySpace
| Rock
deriving (Show, Eq)
type Game = RWST Vty () World IO
main = do
vty <- mkVty
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level_0 <- mkLevel 1
let world_0 = World (Dude (fst $ start level_0) (snd $ start level_0)) level_0
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(_final_world, ()) <- execRWST (play >> update_display) vty world_0
shutdown vty
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mkLevel difficulty = do
let size = 80 * difficulty
[level_width, level_height] <- replicateM 2 $ randomRIO (size,size)
let randomP = (,) <$> randomRIO (2, level_width-3) <*> randomRIO (2, level_height-3)
start <- randomP
end <- randomP
-- first the base geography: all rocks
let base_geo = array ((0,0), (level_width, level_height))
[((x,y),Rock) | x <- [0..level_width-1], y <- [0..level_height-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 (add_room level_width level_height) base_geo (start : end : centers)
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return $ Level start end geo (build_geo_image geo)
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add_room level_width level_height geo (center_x, center_y) = do
size <- randomRIO (5,15)
let x_min = max 1 (center_x - size)
x_max = min (level_width - 1) (center_x + size)
y_min = max 1 (center_y - size)
y_max = min (level_height - 1) (center_y + size)
let room = [((x,y), EmptySpace) | x <- [x_min..x_max - 1], y <- [y_min..y_max - 1]]
return (geo // room)
image_for_geo EmptySpace = char (def_attr `with_back_color` green) ' '
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image_for_geo Rock = char def_attr 'X'
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pieceA = def_attr `with_fore_color` blue `with_back_color` green
dumpA = def_attr `with_style` reverse_video
play = do
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update_display
done <- process_event
unless done play
process_event = do
k <- ask >>= liftIO . next_event
if k == EvKey KEsc []
then return True
else do
case k of
EvKey (KChar 'r') [MCtrl] -> ask >>= liftIO . refresh
EvKey KLeft [] -> move_dude (-1) 0
EvKey KRight [] -> move_dude 1 0
EvKey KUp [] -> move_dude 0 (-1)
EvKey KDown [] -> move_dude 0 1
_ -> return ()
return False
move_dude dx dy = do
vty <- ask
world <- get
let Dude x y = dude world
let x' = x + dx
y' = y + dy
-- this is only valid because the level generation assures the border is always Rock
case geo (level world) ! (x',y') of
EmptySpace -> put $ world { dude = Dude x' y' }
_ -> return ()
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update_display :: Game ()
update_display = do
let info = string def_attr "Move with the arrows keys. Press ESC to exit."
-- determine offsets to place the dude in the center of the level.
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(w,h) <- asks output_iface >>= liftIO . display_bounds
the_dude <- gets dude
let ox = (w `div` 2) - dude_x the_dude
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oy = (h `div` 2) - dude_y the_dude
-- translate the world images to place the dude in the center of the level.
world' <- map (translate ox oy) <$> world
let pic = pic_for_layers $ info : world'
vty <- ask
liftIO $ update vty pic
world :: Game [Image]
world = do
the_dude <- gets dude
the_level <- gets level
let dude_image = translate (dude_x the_dude) (dude_y the_dude) (char pieceA '@')
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return [dude_image, geo_image the_level]
build_geo_image geo =
let (geo_width, geo_height) = snd $ bounds geo
-- seems like a the repeated index operation should be removable. This is not performing random
-- access but (presumably) access in order of index.
in vert_cat [ geo_row
| y <- [0..geo_height-1]
, let geo_row = horiz_cat [ i
| x <- [0..geo_width-1]
, let i = image_for_geo (geo ! (x,y))
]
]