------------------------------------------------------------------------------- -- Layer 1 (imperative), as per -- https://www.parsonsmatt.org/2018/03/22/three_layer_haskell_cake.html -- 2019 Francesco Ariis GPLv3 ------------------------------------------------------------------------------- {-# Language ScopedTypeVariables #-} module Terminal.Game.Layer.Imperative where import Terminal.Game.Draw import Terminal.Game.Layer.Object import qualified Control.Concurrent as CC import qualified Control.Exception as E import qualified Control.Monad as CM import qualified Data.Bool as B import qualified Data.List as D import qualified System.IO as SI import Terminal.Game.Plane -- | Game environment with current terminal dimensions and current display -- rate. data GEnv = GEnv { eTermDims :: Dimensions, -- ^ Current terminal dimensions. eFPS :: FPS -- ^ Current blitting rate. } -- | Game definition datatype, parametrised on your gamestate. The two most -- important elements are the function dealing with logic and the drawing -- one. Check @alone@ demo (@cabal run -f examples alone@) to see a simple game -- in action. data Game s = Game { gTPS :: TPS, -- ^ Ticks per second. You do not -- need high values, since the -- 2D canvas is coarse (e.g. 13 TPS is -- enough for action games). gInitState :: s, -- ^ Initial state of the game. gLogicFunction :: GEnv -> s -> Event -> s, -- ^ Logic function. gDrawFunction :: GEnv -> s -> Plane, -- ^ Draw function. Just want to blit your game -- in the middle? Check 'centerFull'. gQuitFunction :: s -> Bool -- ^ «Should I quit?» function. } -- | A blank plane as big as the terminal. blankPlaneFull :: GEnv -> Plane blankPlaneFull e = uncurry blankPlane (eTermDims e) -- | Blits plane in the middle of terminal. -- -- @ -- draw :: GEnv -> MyState -> Plane -- draw ev s = -- centerFull ev $ -- ⁝ -- @ centerFull :: GEnv -> Plane -> Plane centerFull e p = blankPlaneFull e *** p -- | Entry point for the game execution, should be called in @main@. -- -- You __must__ compile your programs with @-threaded@; if you do not do -- this the game will crash at start-up. Just add: -- -- @ -- ghc-options: -threaded -- @ -- -- in your @.cabal@ file and you will be fine! -- -- Need to inspect state on exit? Check 'playGameS'. playGame :: Game s -> IO () playGame g = () <$ runGIO (runGameGeneral g) -- | As 'playGame', but do not discard state. playGameS :: Game s -> IO s playGameS g = runGIO (runGameGeneral g) -- | Tests a game in a /pure/ environment. You can -- supply the 'Event's yourself or use 'recordGame' to obtain them. testGame :: Game s -> [Event] -> s testGame g es = fst $ runTest (runGameGeneral g) es -- | As 'testGame', but returns 'Game' instead of a bare state. -- Useful to fast-forward (e.g.: skip menus) before invoking 'playGame'. setupGame :: Game s -> [Event] -> Game s setupGame g es = let s' = testGame g es in g { gInitState = s' } -- | Similar to 'testGame', runs the game given a list of 'Events'. Unlike -- 'testGame', the playthrough will be displayed on screen. Useful when a -- test fails and you want to see how. -- -- See this in action with @cabal run -f examples alone-playback@. narrateGame :: Game s -> [Event] -> IO s narrateGame g e = runReplay (runGameGeneral g) e -- | Play as in 'playGame' and write the session to @file@. Useful to -- produce input for 'testGame' and 'narrateGame'. Session will be -- recorded even if an exception happens while playing. recordGame :: Game s -> FilePath -> IO () recordGame g fp = E.bracket (CC.newMVar []) (\ve -> writeMoves fp ve) (\ve -> () <$ runRecord (runGameGeneral g) ve) data Config = Config { cMEvents :: CC.MVar [Event], cTPS :: TPS } runGameGeneral :: forall s m. MonadGameIO m => Game s -> m s runGameGeneral (Game tps s lf df qf) = -- init setupDisplay >> startEvents tps >>= \(InputHandle ve ts) -> displaySizeErr >>= \ds -> -- do it! let c = Config ve tps in cleanUpErr (game c ds) -- this under will be run regardless (stopEvents ts >> shutdownDisplay ) where game :: MonadGameIO m => Config -> Dimensions -> m s game c wds = gameLoop c s lf df qf Nothing wds (creaFPSCalc tps) -- | Wraps an @IO@ computation so that any 'ATGException' or 'error' gets -- displayed along with a @\@ prompt. -- Some terminals shut-down immediately upon program end; adding -- @errorPress@ to 'playGame' makes it easier to beta-test games on those -- terminals. errorPress :: IO a -> IO a errorPress m = E.catches m [E.Handler errorDisplay, E.Handler atgDisplay] where errorDisplay :: E.ErrorCall -> IO a errorDisplay (E.ErrorCallWithLocation cs l) = report $ putStrLn (cs ++ "\n\n") >> putStrLn "Stack trace info:\n" >> putStrLn l atgDisplay :: ATGException -> IO a atgDisplay e = report $ print e report :: IO () -> IO a report wm = putStrLn "ERROR REPORT\n" >> wm >> putStrLn "\n\n " >> SI.hSetBuffering SI.stdin SI.NoBuffering >> getChar >> errorWithoutStackTrace "errorPress" ----------- -- LOGIC -- ----------- -- from http://www.loomsoft.net/resources/alltut/alltut_lesson6.htm gameLoop :: MonadGameIO m => Config -> -- event source s -> -- state (GEnv -> s -> Event -> s) -> -- logic function (GEnv -> s -> Plane) -> -- draw function (s -> Bool) -> -- quit? function Maybe Plane -> -- last blitted screen Dimensions -> -- Term dimensions FPSCalc -> -- calculate fps m s gameLoop c s lf df qf opln td fps = -- quit? checkQuit qf s >>= \qb -> if qb then return s else -- fetch events (if any) pollEvents (cMEvents c) >>= \es -> -- no events? skip everything if null es then sleepABit (cTPS c) >> gameLoop c s lf df qf opln td fps else displaySizeErr >>= \td' -> -- logic let ge = GEnv td' (calcFPS fps) (i, s') = stepsLogic s (lf ge) es in -- no `Tick` events? You do not need to blit, just update state if i == 0 then gameLoop c s' lf df qf opln td fps else -- FPS calc let fps' = addFPS i fps in -- clear screen if resolution changed let resc = td /= td' in CM.when resc clearDisplay >> -- draw let opln' | resc = Nothing -- res changed? restart double buffering | otherwise = opln npln = df ge s' in blitPlane opln' npln >> gameLoop c s' lf df qf (Just npln) td' fps' -- Int = number of `Tick` events stepsLogic :: s -> (s -> Event -> s) -> [Event] -> (Integer, s) stepsLogic s lf es = let ies = D.genericLength . filter isTick $ es in (ies, foldl lf s es) where isTick Tick = True isTick _ = False ------------------------------------------------------------------------------- -- Frame per Seconds -- | The number of frames blit to terminal per second. Frames might be -- dropped, but game speed will remain constant. Check @balls@ -- (@cabal run -f examples balls@) to see how to display FPS. -- For obvious reasons (blits would be wasted) @max FPS = TPS@. type FPS = Integer data FPSCalc = FPSCalc [Integer] TPS -- list with number of `Ticks` processed at each blit and expected -- FPS (i.e. TPS) -- the size of moving average will be TPS (that simplifies calculations) creaFPSCalc :: TPS -> FPSCalc creaFPSCalc tps = FPSCalc (D.genericReplicate (tps*1) 1) tps -- tps*1: size of thw window in **blit actions** (not tick actions!) -- so keeping it small should be responsive and non flickery -- at the same time! -- add ticks addFPS :: Integer -> FPSCalc -> FPSCalc addFPS nt (FPSCalc (_:fps) tps) = FPSCalc (fps ++ [nt]) tps addFPS _ (FPSCalc [] _) = error "addFPS: empty list." calcFPS :: FPSCalc -> Integer calcFPS (FPSCalc fps tps) = let ts = sum fps ds = D.genericLength fps in roundQuot (tps * ds) ts where roundQuot :: Integer -> Integer -> Integer roundQuot a b = let (q, r) = quotRem a b in q + B.bool 0 1 (r > div b 2)