module Main where import Graphics.Vty import Data.Array import qualified Data.ByteString as B import Data.Word import Control.Applicative 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 } deriving (Show,Eq) data LevelPiece = EmptySpace | Rock deriving (Show, Eq) type Game = RWST Vty () World IO main = do vty <- mkVty level_0 <- mkLevel 0 let world_0 = World (Dude (fst $ start level_0) (snd $ start level_0)) level_0 (_final_world, ()) <- execRWST (play >> view) vty world_0 shutdown vty mkLevel _difficulty = do level_width <- randomRIO (40,80) level_height <- randomRIO (40,80) start <- (,) <$> randomRIO (2, level_width-3) <*> randomRIO (2, level_height-3) end <- (,) <$> randomRIO (2, level_width-3) <*> randomRIO (2, level_height-3) -- 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 geo <- add_room start base_geo level_width level_height return $ Level start end geo add_room (center_x, center_y) geo level_width level_height = do size <- randomRIO (5,15) let x_min = max 0 (center_x - size) x_max = min level_width (center_x + size) y_min = max 0 (center_y - size) y_max = min level_height (center_y + size) let room = [((x,y), EmptySpace) | x <- [x_min..x_max], y <- [y_min..y_max]] return $ accum (\_ v -> v) geo room image_for_geo EmptySpace = char (def_attr `with_back_color` green) ' ' image_for_geo Rock = char (def_attr `with_fore_color` white) 'X' pieceA = def_attr `with_fore_color` red dumpA = def_attr `with_style` reverse_video play = do view 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 (KASCII '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 (w, h) <- gets (snd . bounds . geo . level) put $ world { dude = Dude (min (w - 2) $ max 1 (x + dx)) (min (h - 2) $ max 1 (y + dy)) } view :: Game () view = 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. DisplayRegion w h <- asks terminal >>= liftIO . display_bounds the_dude <- gets dude let ox = (w `div` 2) - dude_x the_dude oy = (h `div` 2) - dude_y the_dude + image_height info -- 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 '@') (geo_width, geo_height) = snd $ bounds (geo the_level) geo_image = 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 the_level ! (x,y)) ] ] return [dude_image, geo_image]