Changelog for ansi-terminal-game-1.9.1.1
1.9.1.1
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- New git repository home, browse it at
http://www.ariis.it/static/repos/stagit/ansi-terminal-game
1.9.1.0
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- This version of ansi-terminal-game introduces new ways to describe
colours: RGB and xterm colours. You can find a description of the
API in the “Non-standard colors” section of Haddock.
The new functions and types are are
data Colour a
rgbColor, paletteColor, sRGB24, sRGB, sRGB24read -- RGB
xterm6LevelRGB, xterm24LevelGray, xtermSystem, -- xterm
Enticing as they are, they are supported only by a minority of
terminals/multiplexers, so use them only when you are sure of the
terminal you are targetting.
This change was proposed /and/ implemented by José Rafael Vieira,
whom I thank.
- Fixed a bug on `balls` example (thanks Andread Abel).
- The haskell tiny game competition is over
https://github.com/haskell-game/tiny-games-hs
a number of games were made with ansi-terminal-game.
- Released mer 1 mar 2023, 06:34:52
1.9.0.0
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tl;dr and migration guide:
- This version of ansi-terminal-games has a new signature for logic
function:
gLogicFunction :: GEnv -> s -> Event -> Either r s
- Notice the `Either r s`: `Left` means “game is over”; `Right`means
“game continues”.
- To migrate a project to 1.9.0.0 you should:
- Adjust logic function to incorporate those changes.
- Get rid of your `quitFunction` in your `Game`.
- Modify every `Game s` to `Game s ()`.
Breaking changes:
- This version changes the logic function from
gLogicFunction :: GEnv -> s -> Event -> s
to
gLogicFunction :: GEnv -> s -> Event -> Either r s
`Either r s` is a way to explicitly state whether the game is over
not not. If you return `Left $ …` then the game will stop, if you
return `Right $ …` your game will continue.
- the `r` stands for `result` and is present in the type constructor
too:
Game s r -- A game with state `s` which will,
-- upon exit, return a result `r`.
- Usually r is () (as simple games do not care about end results,
they just quit to terminal). But there are cases (games embedded
in a larger program, a set of minigames, high scores) where you
want to return something and this is the way to do it.
- Many other functions have had a slight change of signature to
accomodate this change
playGame :: Game s r -> IO r
narrateGame :: Game s r -> GRec -> IO ()
testGame :: Game s -> GRec -> Either s r
I will spend some second on the test function. A game tested in
a pure environment will end in two ways: a) by reaching Left
(proper end game) b) by exhausting the input stream.
In case b) we cannot return a result `r`, but just a half-baked
ingame state. This is very useful for testing purposes.
A trick that I do is this: record events with `recordGame` and
then press Ctrl-C midgame. This way the stream is cut and I will
get a `Right` state when running `testGame`. I can then analyse
the resulting state.
- Functions have been deleted too
playGame :: Game s -> IO s
is no more
- And new functions were introduced:
playGame_ :: Game s r -> IO () -- discard result
- The change was suggested by Gergő Érdi, whom I thank.
The rationale was to improve ergonomics for the game-makes, I
welcome feedback from you.
- Released mar 28 feb 2023, 20:23:02
Other changes:
- Clarified KeyPress and Tick behaviour. tl;dr: *all* keypresses are
recorded and fed to your game-logic function. If your played manages
to type the Divine Comedy in the space of a Tick, all those characters
are recorded, not just one.
If your game is running faster when keys are pressed, that probably
means you are updating some world variables on `KeyPress` events too,
while you should do that only on `Tick` events.
1.8.1.0
-------
- Fixed hcat, vcat, stringPlane, stringPlane documentation to match
behaviour (i.e. they do not error on empty strong/list).
- Now `subPlane` too does not throw an exception when called with
inconsistent coordinates, but returns a transparent 1×1 plane.
- Introduced `MalformedGRec` exception for when `readRecord` fails.
- Provided instructions for hot-reloading a game running in normal
(interactive) mode with various means (tmux, urxvt, etc.).
Check `example/MainHotReload.hs`.
- Introduced RGB and term colours (patch by José Rafael Vieira).
- Added AUTHORS.
1.8.0.0
-------
- Fixed testing facilities `recordGame`, `testGame`, `narrateGame` and
similar functions. `testGame` in particular is able to precisely
emulate recorded environment (so if your game has a bug only at a
specific size, `testGame` will now catch it).
Check `cabal run -f alone-playback examples ` to see a replay in action
and `test/Terminal/Game/Layer/ImperativeSpec.hs` for pure test ideas.
- Added information on how to have an hot-reload mode, albeit only for
non-interactive game replays. Check `example/MainHotReload.hs` if
interested.
- Added a new exception, `DisplayTooSmall`, which expands gracefully to
a “please resize your terminal” message to the player if uncaught.
Nothing changes if you do not already use `asserTermDims`.
- `assertTermDims` is now curries (`Width -> Height -> IO ()` instead
of `Dimensions -> IO ()`) to better fit the rest of the API.
- Modified behaviour of functions `vcat`, `hcat`, `stringPlane`,
`stringPlaneTrans`. They will not error on empty list, rather return
a transparent, 1×1 plane.
- Changed licence and changes files to COPYING and NEWS.
1.7.0.0
-------
- After some feedback from library users, I decided to eliminate
`simpleGame` from the API.
To reiterate hte migration guide, if your type was:
Game 80 24 13 initState logicFun drawFun quitFun
-- or
-- simpleGame (80, 24) 13 initState logicFun drawFun quitFun
You just need to modify it like this:
Game 13 initState
(const logicFun)
(\e s -> centerFull e $ drawFun s)
quitFun
-- notice how we lost `80 24`. You can still have a screen size
-- check with `assertTermDims`, as described below.
- Added `blankPlaneFull` and `centerFull` convenience functions (to work
with GEnv terminal dimensions).
- Added assertTermDims, a quick way to check your user terminal is big
enough at the start of the game.
- minimal blitting optimisation (you should be able to see a 1–2
FPS improvement).
- improved documentation on various functions.
1.6.0.2
-------
- lun 15 nov 2021, 02:21:08
- more doc tweaking
1.6.0.1
-------
- released lun 15 nov 2021, 00:35:41
- minor documentation / spelling fixes
1.6.0.0
-------
Summary and tl;dr migration guide:
- This version introduces a breaking changes in the main way to make
a `Game`. I will detail the changes below, but first a three-lines
migration guide:
the only thing you should have to do is to replace your `Game`
data constructor with `simpleGame` smart constructor, and substitute
the first to `c` `r` arguments (col/row) with a `(c, r)` tuple.
And of course, if you are interested in displaying FPS and adapt to
screen size modifications at game-time (“liquid” layout), read along!
Changes:
- This version introduces GEnv, a structure that exposes current frame
rate (in FPS) and current terminal size (in Width, Height).
- `GEnv` is added as a parameter to logic and draw functions, which
now have these signatures:
gLogicFunction :: GEnv -> s -> Event -> slightly
gDrawFunction :: GEnv -> s -> plane
- If you do not want to dabble with GEnv, you can still use `simpleGame`
smart constructor, which mimicks the old `Game`. `simpleGame` has some
nice defaults:
- if the terminal is too small it will ask the player to resize it
(even in the middle of the game), blocking any input;
- if the terminal is bigger, it will paste `Plane` in the middle
of the screen.
- For this reason, `DisplayTooSmall` exception exists no more.
- the new `Game` does not have those defaults, but allows you to get
creative with screen resizes, e.g. accomodating as much gameworld
as possible etc. Check `cabal run -f examples balls` and resize the
screen to see it in action.
- Minor change: I have introduced a `Dimensions` alias for
`(Width, Height)`.
Future work:
- these changes lay the path for an even more general `Game` type,
adding effects like reading form a game configuration, writing to it
etc.
I would like to have these wrapped in a pure interface (maybe à la
Response/Request? Maybe callbacks?) and for sure want them to be
composable with current test scaffolding (testGame,
narrateGame, etc.). It will not be easy to design; if are reading
this and have any suggestion, please write to me.
Released dom 14 nov 2021, 20:25:19
1.5.0.0
-------
- `timers-tick` has released a new version: all timers function (creaTimer,
creaBoolTimer, creaTimerLoop, creaBoolTimerLoop, creaAnimation,
creaLoopAnimation, ticks) are slightly more robust now (will `error`
on nonsenical arguments, e.g. frame duration <1).
This should not impact any of your current projects, it just makes
catching bugs easier.
- Removed `getFrames` from Animation interface.
- Updated `Random` interface to fit the new `random`. This is a breaking
change but it should be easy to fix by updating your `Random` constraints
to `UniformRange`.
Be mindful that `recordGame` could play slightly differently, as the
update function for the StdGen in `random` has changed.
- Removed `getRandomList` from Random interface.
- Added `pickRandom` to Random interface.
- Removed unuseful `creaStaticAnimation` from Animation interface.
- Released mar 9 nov 2021, 15:56:14.
1.4.0.0
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- Fixed an annoying bug that made a game run slower than expected on
low TPS. Now if you select 5 ticks per second, you can rest assured
that after 50 ticks, 5 seconds have elapsed.
- Renamed `FPS` to `TPS` (ticks per second); highlight logic speed is
constant timewise on all machines, while FPS might be different on
differently efficient terminals.
This will allow in future releases to provide a function to easily
calculate actual FPS of the game.
- Added alternative origin combinators `%^>`, `%.<`, `%.>`; they are
useful when you want to — e.g. — «paste a plane one row from
bottom-right corner».
1.3.0.0
-------
- `displaySize` and `playGame`/`playGameS` now throw an exception
(of type `ATGException`) instead of `error`ing. These exeptions are
`CannotGetDisplaySize` and `DisplayTooSmall`; they are synchronous,
for easier catching. (requested by sm)
- Released sab 16 ott 2021, 21:09:22
1.2.1.0
-------
- Fixed textBox, textBoxHyphen bug (boxes were not transparent, contrary
to what stated in docs) (reported by sm).
- Released lun 11 ott 2021, 22:29:40
1.2.0.0
-------
- Added textBoxHyphen and textBoxHyphenLiquid and a handful of `Hypenator`s.
This will allow you to have autohyphenation in textboxes. Compare:
(normal textbox) (hyphenated textbox)
Rimasi un po’ a meditare nel buio Rimasi un po’ a meditare nel buio
velato appena dal barlume azzurrino velato appena dal barlume azzurrino
del fornello a gas, su cui del fornello a gas, su cui sobbol-
sobbollliva quieta la pentola. liva quieta la pentola.
- Switched `Width`, `Height`, `Row`, `Col` from `Integer` to `Int`.
This is unfortunate, but will make playing with `base` simpler. I will
switch it back once `Prelude` handles both integers appropriately
or exports the relevant function. (request by sm)
- Changed signature for `box`, `textBox` and `textBoxLiquid`. Now
width/height parameters come *before* the character/string. E.g.:
textBoxLiquid :: String -> Width -> Plane -- this was before
textBoxLiquid :: Width -> String -> Plane -- this is now
This felt more ergonomic while writing games.
- `paperPlane` is now `planePaper` (to respect SVO order)
1.1.1.0
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- Added (***) (centre blit) (request by sm)
- Released gio 30 set 2021, 12:29:22
1.1.0.0
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- Added Plane justapoxition functions (===, |||, vcat, hcat).
- Added `word` and and `textBoxLiquid` drawing functions.
- Added `subPlane`, `displaySize` Plane functions.
- Removed unused `trimPlane`.
- Sanitized non-ASCII chars on Win32 console.
- Wed 03 Feb 2021 18:41:20 CET
1.0.0.0
-------
- Milestone release.
- Beefed up documentation.
- Released Sun 08 Dec 2019 04:19:33 CET
0.7.2.0
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- Fixed 0.7.1.0 unbumped dependency.
- Released Fri 22 Nov 2019 16:51:25 CET
0.7.1.0
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- Fixed 0.7.0.0 (deprecated) interface.
- Released Fri 22 Nov 2019 14:51:40 CET
0.7.0.0
-------
- Simplified Animation interface (breaking changes).
- Added `creaLoopAnimation` and `creaStaticAnimation`.
- Released Fri 22 Nov 2019 14:40:44 CET
0.6.1.0
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- Reworked Timers/Animations interface and documentation.
- Added `lapse` (for Timers/Animations).
- Released Fri 22 Nov 2019 01:03:37 CET
0.6.0.1
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- Add public repo (requested by sm).
- Released Tue 19 Nov 2019 22:38:34 CET
0.6.0.0
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- Add random generation functions.
- Released Sun 10 Nov 2019 13:44:32 CET
0.5.0.0
-------
- Add `setupGame` to setup games before playtesting (skip menus, etc.).
- Fixed screen corruption on Windows.
- Released Fri 08 Nov 2019 13:52:39 CET
0.4.0.0
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- Exposed new functions in API.
- Greatly improved haddock documentation.
- Released Tue 25 Jun 2019 16:08:53 CEST
0.2.1.0
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- Improved haddock documentation a bit.
- Cleanup runs regardless of exception.
- Released on Sun 18 Mar 2018 03:04:07 CET.
0.2.0.0
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- Added dependencies constraints.
- Removed internal module.
- Fixed changelog.
- Released on Fri 16 Mar 2018 00:42:41 CET.
0.1.0.0
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- Initial release.
- Released on Fri 16 Mar 2018 00:33:18 CET.