Created
February 22, 2014 06:16
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Lens-based sprite
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{-# LANGUAGE MultiWayIf, ExistentialQuantification, OverloadedStrings #-} | |
import FreeGame | |
import qualified Data.IntMap as IM | |
import Control.Lens | |
import Control.Monad.State | |
import Control.Applicative | |
import Control.Monad | |
import Control.Monad.Identity | |
import qualified Data.Traversable as T | |
main = runGameDefault $ flip evalStateT (IM.empty, 0) $ do | |
zoom _1 $ do | |
at 0 ?= (mobile | |
& position .~ V2 240 240 | |
& appearance .~ color "47F" (circle 32) | |
& shape .~ (<32^2) . quadrance) | |
at 1 ?= (mobile | |
& position .~ V2 80 380 | |
& appearance .~ color "DD3" (circle 24) | |
& shape .~ (<24^2) . quadrance) | |
at 2 ?= (mobile | |
& position .~ V2 400 370 | |
& appearance .~ color "E21" (circle 48) | |
& shape .~ (<48^2) . quadrance) | |
forever $ do | |
whenM (keyDown KeySpace) $ _2 %= (`mod`3) . succ | |
i <- use _2 | |
zoom _1 $ do | |
get >>= lift . lift . T.mapM step >>= put | |
Just p <- preuse (ix i . position) | |
translate p $ color black $ polygonOutline [V2 50 0, V2 0 (-50), V2 (-50) 0, V2 0 50] | |
whenM (keyPress KeyLeft) $ ix i . position += V2 (-2) 0 | |
whenM (keyPress KeyRight) $ ix i . position += V2 2 0 | |
whenM (keyPress KeyUp) $ ix i . position += V2 0 (-2) | |
whenM (keyPress KeyDown) $ ix i . position += V2 0 2 | |
tick | |
mobile :: Sprite | |
mobile = flip Karakuri ((V2 0 0, const False, return ()), Nothing) | |
$ \(a@(pos, sh, m), s) -> Crank a (\b -> (b, s)) $ translate pos $ do | |
m | |
btn <- mouseButtonL | |
p <- mousePosition | |
return $ if | Just ofs <- s, btn -> ((pos + p - ofs, sh, m), s) | |
| btn, sh p -> (a, Just p) | |
| otherwise -> (a, Nothing) | |
data Crank m a b t = Crank a (b -> t) (m t) | |
mapCrank :: (a -> a') -> Crank m a b t -> Crank m a' b t | |
mapCrank f (Crank a bt m) = Crank (f a) bt m | |
{-# INLINE mapCrank #-} | |
-- | Karakuri means automaton in Japanese. | |
data Karakuri m b a = forall s. Karakuri (s -> Crank m a b s) !s | |
step :: Monad m => Karakuri m b a -> m (Karakuri m b a) | |
step (Karakuri f s) = let Crank _ _ m = f s in Karakuri f `liftM` m | |
{-# INLINE step #-} | |
pass :: Karakuri m b a -> b -> Karakuri m b a | |
pass (Karakuri f s) b = let Crank _ bs _ = f s in Karakuri f (bs b) | |
{-# INLINE pass #-} | |
look :: Karakuri m b a -> a | |
look (Karakuri f s) = let Crank a _ _ = f s in a | |
{-# INLINE look #-} | |
instance Functor (Karakuri m b) where | |
fmap f (Karakuri g s) = Karakuri (mapCrank f . g) s | |
{-# INLINE fmap #-} | |
instance Monad m => Applicative (Karakuri m b) where | |
pure a = Karakuri (const $ Crank a (const ()) (return ())) () | |
Karakuri c s0 <*> Karakuri d t0 = Karakuri go (s0, t0) where | |
go (s, t) = let Crank f bs m = c s | |
Crank a bt n = d t | |
in Crank (f a) ((,) <$> bs <*> bt) (liftM2 (,) m n) | |
{-# INLINE go #-} | |
type Contraption m a = Karakuri m a a | |
type Sprite = Contraption Frame (Vec2, Vec2 -> Bool, Frame ()) | |
surface :: Lens' (Contraption m a) a | |
surface = lens look pass | |
position :: Lens' Sprite Vec2 | |
position = surface . _1 | |
shape :: Lens' Sprite (Vec2 -> Bool) | |
shape = surface . _2 | |
appearance :: Lens' Sprite (Frame ()) | |
appearance = surface . _3 |
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