Introduction
Helm is a functionally reactive game engine written in Haskell and built around
the Elerea FRP framework. Helm is
heavily inspired by the Elm programming language (especially the API).
All rendering is done through a vector-graphics based API. At the core, Helm is
built on SDL and the Cairo vector graphics library.
In Helm, every piece of input that can be gathered from a user (or the operating system)
is hidden behind a signal. For those unfamiliar with FRP, signals are essentially
a value that changes over time. This sort of architecture used for a game allows for pretty
simplistic (and in my opinion, artistic) code.
Documentation of the Helm API is available on Hackage.
There is currently a heavily work-in-progress guide on Helm's website,
which is a resource aiming to give thorough explanations of the way Helm and its API work through examples.
You can ask on the mailing list if you're having any trouble
with using the engine for games or working on the engine itself, or if you just want to chit-chat about
Helm.
Features
- Allows you to express game logic dependent on input in a straightforward manner,
treating events as first class values (the essence of FRP).
- Vector graphics based rendering, allow you to either write art
designed for any resolution or still load generic images and render
those as you would with any pixel-blitting engine.
- Straightforward API heavily inspired by the Elm programming language. The API
is broken up into the following areas:
FRP.Helm
contains the main code for interfacing with the game engine but
also includes some utility functions and the modules FRP.Helm.Color
, FRP.Helm.Utilities
and FRP.Helm.Graphics
in the style of a sort of prelude library, allowing it to be included
and readily make the most basic of games.
FRP.Helm.Animation
contains a simple implementation of animations. Each
animation is made up of a list of frames which render a form at a specific time.
FRP.Helm.Automaton
contains the Automaton
data structure and functions
for composing, creating and calculating them. Automatons are a useful
abstraction of a dynamic process that is fed input from a signal
and feeds output through a signal. This is really useful for things
like animation systems, accumulating network packets and other
stateful but input dependent things.
FRP.Helm.Color
contains the Color
data structure, functions for composing
colors and a few pre-defined colors that are usually used in games.
FRP.Helm.Graphics
contains all the graphics data structures, functions
for composing these structures and other general graphical utilities.
FRP.Helm.Joystick
contains signals for working with joystick state.
FRP.Helm.Keyboard
contains signals for working with keyboard state.
FRP.Helm.Mouse
contains signals for working with mouse state.
FRP.Helm.Text
contains functions for composing text, formatting it
and then turning it into an element.
FRP.Helm.Utilities
contains a few useful functions, such as lifting/folding signal generators
containing signals.
FRP.Helm.Time
contains functions for composing units of time and signals that sample from the game clock.
FRP.Helm.Transition
contains functions for composing transitions allowing you to animate between interpolable types, e.g. colors.
FRP.Helm.Window
contains signals for working with the game window state.
Example
The simplest example of a Helm game that doesn't require any input from the user is the following:
import FRP.Helm
import qualified FRP.Helm.Window as Window
render :: (Int, Int) -> Element
render (w, h) = collage w h [move (100, 100) $ filled red $ square 64]
main :: IO ()
main = run defaultConfig $ render <~ Window.dimensions
It renders a red square at the position (100, 100)
with a side length of 64
.
The next example is the barebones of a game that depends on input. It shows how to create
an accumulated state that depends on the values sampled from signals (e.g. mouse input).
You should see a white square on the screen and pressing the arrow keys allows you to move it.
import FRP.Helm
import qualified FRP.Helm.Keyboard as Keyboard
import qualified FRP.Helm.Window as Window
data State = State { mx :: Double, my :: Double }
step :: (Int, Int) -> State -> State
step (dx, dy) state = state { mx = (realToFrac dx) + mx state,
my = (realToFrac dy) + my state }
render :: (Int, Int) -> State -> Element
render (w, h) (State { mx = mx, my = my }) =
centeredCollage w h [move (mx, my) $ filled white $ square 100]
main :: IO ()
main = run defaultConfig $ render <~ Window.dimensions ~~ stepper
where
state = State { mx = 0, my = 0 }
stepper = foldp step state Keyboard.arrows
Checkout the demos folder for more examples.
Installing and Building
Helm requires GHC 7.6 (Elerea doesn't work with older versions due to a compiler bug).
To install the latest (stable) version from the Hackage repository, use:
cabal install helm
Alternatively to get the latest development version, you can clone this repository and then run:
cabal install
You may need to jump a few hoops to install the Cairo bindings (which are a dependency),
which unfortunately is out of my hands. Read the installing guide
on the website for a few platform-specific instructions.
License
Helm is licensed under the MIT license. See the LICENSE file for more details.
Contributing
Helm would benefit from either of the following contributions:
- Try out the engine, reporting any issues or suggestions you have.
- Look through the source, get a feel for the code and then
contribute some features or fixes. If you plan on contributing
code please submit a pull request and follow the formatting
styles set out in the current code: 2 space indents, documentation
on every top-level function, favouring monad operators over
do blocks when there is a logical flow of data, spaces between operators
and after commas, etc. Please also confirm that the code passes under
HLint.
The following is a list of major issues that need to be tackled in the future:
- Improve the API. See issue #4.
- Backend wise, it would be nice to use GLFW/OpenGL instead of SDL/Cairo (at the very least SDL/OpenGL).
See issue #1.
- Optimizations and testing. This is a early release of the engine so
obviously little testing or optimizations have been done.
See issue #2. Preferably, upgrade to SDL2.
- Port and support multiple platforms. I've only been testing it on
Linux, but there's really no reason that it wouldn't work out of the box
on Windows or OSX after setting up the dependencies.
See issue #3.