{-# LANGUAGE TemplateHaskell #-} module Main where import Graphics.Vty hiding (translate) import Data.Array import Data.Default (def) import Control.Applicative import Control.Monad import System.Random import System.Exit import Brick.Main import Brick.Render import Brick.Border import Brick.Core import Brick.Center data Player = Player { playerCoord :: Coord } deriving (Show,Eq) data World = World { player :: Player , level :: Level } deriving (Show,Eq) data Level = Level { levelStart :: Coord , levelEnd :: Coord , levelGeo :: Geo -- 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 Geo = Array Coord LevelPiece type Coord = (Int, Int) main :: IO () main = do level0 <- mkLevel 1 let world0 = World (Player (levelStart level0)) level0 app = def { appDraw = updateDisplay , appHandleEvent = processEvent , appChooseCursor = neverShowCursor } defaultMain app world0 -- |Generate a level randomly using the specified difficulty. Higher -- difficulty means the level will have more rooms and cover a larger area. mkLevel :: Int -> IO Level mkLevel difficulty = do let size = 80 * difficulty [levelWidth, levelHeight] <- replicateM 2 $ randomRIO (size,size) let randomP = (,) <$> randomRIO (2, levelWidth-3) <*> randomRIO (2, levelHeight-3) 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 -- 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) -- |Add a room to a geography and return a new geography. Adds a -- randomly-sized room centered at the specified coordinates. addRoom :: Int -> Int -- ^The width and height of the geographical area -> Geo -- ^The geographical area to which a new room should be added -> Coord -- ^The desired center of the new room. -> 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) pieceA, dumpA :: Attr pieceA = defAttr `withForeColor` blue `withBackColor` green dumpA = defAttr `withStyle` reverseVideo processEvent :: Event -> World -> IO World processEvent k world = do case k of EvKey KEsc [] -> exitSuccess EvKey KLeft [] -> return $ movePlayer world (-1) 0 EvKey KRight [] -> return $ movePlayer world 1 0 EvKey KUp [] -> return $ movePlayer world 0 (-1) EvKey KDown [] -> return $ movePlayer world 0 1 _ -> return world movePlayer :: World -> Int -> Int -> World movePlayer world dx dy = do let Player (x, y) = player world x' = x + dx y' = y + dy case levelGeo (level world) ! (x',y') of EmptySpace -> world { player = Player (x',y') } _ -> world updateDisplay :: World -> [Render] updateDisplay world = [ info, playerLayer, geoLayer ] where info = vBox [ (hCenter $ txt "Move with the arrows keys. Press ESC to exit.", High) , (hBorder ascii, High) ] (px, py) = playerCoord $ player world playerLoc = Location (px, py) theLevel = level world playerLayer = centerAbout playerLoc $ translate playerLoc $ raw (char pieceA '@') geoLayer = centerAbout playerLoc $ raw $ levelGeoImage theLevel imageForGeo :: LevelPiece -> Image imageForGeo EmptySpace = char (defAttr `withBackColor` green) ' ' imageForGeo Rock = char defAttr 'X' buildGeoImage :: Geo -> Image buildGeoImage geo = let (geoWidth, geoHeight) = snd $ bounds geo in vertCat [ geoRow | y <- [0..geoHeight-1] , let geoRow = horizCat [ i | x <- [0..geoWidth-1] , let i = imageForGeo (geo ! (x,y)) ] ] playerX :: Player -> Int playerX = fst . playerCoord playerY :: Player -> Int playerY = snd . playerCoord