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just rely on the geo array for collision
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@ -60,12 +60,12 @@ mkLevel _difficulty = do
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add_room (center_x, center_y) geo level_width level_height = do
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size <- randomRIO (5,15)
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let x_min = max 0 (center_x - size)
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x_max = min level_width (center_x + size)
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y_min = max 0 (center_y - size)
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y_max = min level_height (center_y + size)
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let room = [((x,y), EmptySpace) | x <- [x_min..x_max], y <- [y_min..y_max]]
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return $ accum (\_ v -> v) geo room
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let x_min = max 1 (center_x - size)
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x_max = min (level_width - 1) (center_x + size)
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y_min = max 1 (center_y - size)
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y_max = min (level_height - 1) (center_y + size)
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let room = [((x,y), EmptySpace) | x <- [x_min..x_max - 1], y <- [y_min..y_max - 1]]
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return (geo // room)
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image_for_geo EmptySpace = char (def_attr `with_back_color` green) ' '
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image_for_geo Rock = char (def_attr `with_fore_color` white) 'X'
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@ -96,10 +96,12 @@ move_dude dx dy = do
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vty <- ask
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world <- get
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let Dude x y = dude world
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(w, h) <- gets (snd . bounds . geo . level)
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put $ world { dude = Dude (min (w - 2) $ max 1 (x + dx))
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(min (h - 2) $ max 1 (y + dy))
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}
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let x' = x + dx
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y' = y + dy
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-- this is only valid because the level generation assures the border is always Rock
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case geo (level world) ! (x',y') of
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EmptySpace -> put $ world { dude = Dude x' y' }
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_ -> return ()
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view :: Game ()
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view = do
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