FunGEn 0.4.2 → 0.4.3
raw patch · 16 files changed
+108/−2096 lines, 16 filesdep ~GLUTdep ~OpenGL
Dependency ranges changed: GLUT, OpenGL
Files
- CHANGES +3/−0
- FunGEn.cabal +5/−10
- Graphics/UI/Fungen.hs +3/−3
- Graphics/UI/Fungen/Display.hs +0/−44
- Graphics/UI/Fungen/Game.hs +0/−784
- Graphics/UI/Fungen/Init.hs +0/−73
- Graphics/UI/Fungen/Input.hs +0/−47
- Graphics/UI/Fungen/Loader.hs +0/−83
- Graphics/UI/Fungen/Map.hs +0/−239
- Graphics/UI/Fungen/Objects.hs +0/−338
- Graphics/UI/Fungen/Text.hs +0/−40
- Graphics/UI/Fungen/Timer.hs +0/−40
- Graphics/UI/Fungen/Types.hs +0/−42
- Graphics/UI/Fungen/Util.hs +0/−154
- Graphics/UI/GLUT/Input.hs +0/−103
- README.md +97/−96
+ CHANGES view
@@ -0,0 +1,3 @@+0.4.3++* set upper bound on OpenGL to avoid build failure with OpenGL 2.9
FunGEn.cabal view
@@ -1,5 +1,5 @@ name: FunGEn -version: 0.4.2 +version: 0.4.3 copyright: (C) 2002 Andre Furtado <awbf@cin.ufpe.br> license: BSD3 license-file: LICENSE @@ -13,7 +13,7 @@ cabal-version: >= 1.6 build-type: Simple tested-with: GHC==7.6.3 -extra-source-files: README.md, examples/pong/hit.wav, examples/pong/pong.hs, examples/pong/tex.bmp, +extra-source-files: README.md, CHANGES, examples/pong/hit.wav, examples/pong/pong.hs, examples/pong/tex.bmp, examples/worms/border1.bmp, examples/worms/border2.bmp, examples/worms/border3.bmp, examples/worms/congratulations.bmp, examples/worms/food.bmp, examples/worms/free1.bmp, examples/worms/free2.bmp, examples/worms/free3.bmp, examples/worms/gameover.bmp, @@ -22,14 +22,9 @@ examples/worms/level3.bmp, examples/worms/segment.bmp, examples/worms/worms.hs library - exposed-modules: Graphics.UI.Fungen, - Graphics.UI.Fungen.Types, Graphics.UI.Fungen.Util, Graphics.UI.Fungen.Loader, - Graphics.UI.Fungen.Objects, Graphics.UI.Fungen.Map, Graphics.UI.Fungen.Game, - Graphics.UI.Fungen.Display, Graphics.UI.Fungen.Input, Graphics.UI.Fungen.Timer, - Graphics.UI.Fungen.Text, Graphics.UI.Fungen.Init, Graphics.UI.GLUT.Input - + exposed-modules: Graphics.UI.Fungen build-depends: base == 4.* - ,OpenGL - ,GLUT + ,OpenGL < 2.9 + ,GLUT < 2.5 ,random
Graphics/UI/Fungen.hs view
@@ -33,8 +33,8 @@ -- | Printing text on the screen. module Graphics.UI.Fungen.Text, - -- * Tile Maps - -- | Tile maps (backgrounds). + -- * Maps/backgrounds + -- | Game backgrounds, tile maps. module Graphics.UI.Fungen.Map, -- * Objects @@ -73,4 +73,4 @@ import Graphics.UI.Fungen.Input import Graphics.UI.Fungen.Timer import Graphics.UI.Fungen.Text -import Graphics.UI.Fungen.Init+import Graphics.UI.Fungen.Init
− Graphics/UI/Fungen/Display.hs
@@ -1,44 +0,0 @@-{-# OPTIONS_HADDOCK hide #-} -{- | This FunGEn module renders the game window. --} -{- - -FunGEN - Functional Game Engine -http://www.cin.ufpe.br/~haskell/fungen -Copyright (C) 2002 Andre Furtado <awbf@cin.ufpe.br> - -This code is distributed in the hope that it will be useful, -but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. - --} - -module Graphics.UI.Fungen.Display ( - display -) where - -import Graphics.UI.Fungen.Game -import Graphics.UI.Fungen.Util (when) -import Graphics.Rendering.OpenGL -import Graphics.UI.GLUT - --- | Given a fungen Game and IOGame step action, generate a GLUT --- display callback that steps the game and renders its resulting --- state. 'Graphics.UI.Fungen.funInit' runs this automatically. -display :: Game t s u v -> IOGame t s u v () -> DisplayCallback -display g gameCycle = do - clear [ColorBuffer] - runIOGame (displayIOGame gameCycle) g - swapBuffers - flush - --- | Run one update and display an IOGame. -displayIOGame :: IOGame t s u v () -> IOGame t s u v () -displayIOGame gameCycle = do - (_,_,objectsMoving) <- getGameFlags - when objectsMoving moveAllObjects - gameCycle - (mapDrawing,objectsDrawing,_) <- getGameFlags - when mapDrawing drawMap - when objectsDrawing drawAllObjects - printText
− Graphics/UI/Fungen/Game.hs
@@ -1,784 +0,0 @@-{-# OPTIONS_HADDOCK hide #-} -{- | -This FunGEn module contains some important game routines. --} -{- - -FunGEN - Functional Game Engine -http://www.cin.ufpe.br/~haskell/fungen -Copyright (C) 2002 Andre Furtado <awbf@cin.ufpe.br> - -This code is distributed in the hope that it will be useful, -but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. - --} - - -module Graphics.UI.Fungen.Game ( - Game, IOGame, - -- ** creating - createGame, - -- ** IO utilities - runIOGame, runIOGameM, liftIOtoIOGame, liftIOtoIOGame', - -- ** game state - getGameState, setGameState, - getGameAttribute, setGameAttribute, - -- ** game flags - getGameFlags, setGameFlags, - enableGameFlags, disableGameFlags, - enableMapDrawing, disableMapDrawing, - enableObjectsDrawing, disableObjectsDrawing, - enableObjectsMoving, disableObjectsMoving, - -- ** map operations - drawMap, clearScreen, getTileFromIndex, getTileFromWindowPosition, setCurrentMapIndex, - -- ** object operations - getObjectManagers, setObjectManagers, - drawAllObjects, drawObject, moveAllObjects, destroyObjects, destroyObject, - getObjectsFromGroup, addObjectsToGroup, addObjectsToNewGroup, findObjectManager,findObject, - getObjectName, getObjectGroupName, getObjectAsleep, getObjectSize, - getObjectPosition, getObjectSpeed, getObjectAttribute, - setObjectPosition, setObjectAsleep, setObjectSpeed, setObjectCurrentPicture, setObjectAttribute, - replaceObject, - reverseXSpeed, reverseYSpeed, - -- ** collision detection - objectsCollision, objectsFutureCollision, - objectListObjectCollision, objectListObjectFutureCollision, - objectTopMapCollision, objectBottomMapCollision, objectRightMapCollision, objectLeftMapCollision, - pointsObjectCollision, pointsObjectListCollision, - objectTopMapFutureCollision, objectBottomMapFutureCollision, objectRightMapFutureCollision, objectLeftMapFutureCollision, - -- ** text operations - printOnPrompt, printOnScreen, printText, - -- ** random numbers - randomFloat, randomInt, randomDouble, - -- ** utilities - showFPS, - wait -) where - -import Graphics.UI.Fungen.Types -import Graphics.UI.Fungen.Util -import Graphics.UI.Fungen.Loader -import Graphics.UI.Fungen.Text -import Graphics.UI.Fungen.Timer -import Graphics.UI.Fungen.Map -import Graphics.UI.Fungen.Objects -import Graphics.Rendering.OpenGL -import Graphics.Rendering.OpenGL.GLU -import Graphics.UI.GLUT -import Control.Monad -import Data.IORef -import Text.Printf - - --- | A game has the type @Game t s u v@, where --- --- * t is the type of the game special attributes --- --- * s is the type of the object special attributes --- --- * u is the type of the game levels (state) --- --- * v is the type of the map tile special attribute, in case we use a Tile Map as the background of our game --- --- For a mnemonic, uh... --- --- * t - /T/op-level game attribute type, --- --- * s - /S/prite object attribute type, --- --- * u - /U/pdating game state type, --- --- * v - /V/icinity (map tile) attribute type. --- --- Internally, a Game consists of: --- --- * @gameMap :: IORef (GameMap v) -- a map (background)@ --- --- * @gameState :: IORef u -- initial game state@ --- --- * @gameFlags :: IORef GameFlags -- initial game flags@ --- --- * @objManagers :: IORef [(ObjectManager s)] -- some object managers@ --- --- * @textList :: IORef [Text] -- some texts@ --- --- * @quadricObj :: QuadricPrimitive -- a quadric thing@ --- --- * @windowConfig :: IORef WindowConfig -- a config for the main window@ --- --- * @gameAttribute :: IORef t -- a game attribute@ --- --- * @pictureList :: IORef [TextureObject] -- some pictures@ --- --- * @fpsInfo :: IORef (Int,Int,Float) -- only for debugging@ --- -data Game t s u v = Game { - gameMap :: IORef (GameMap v), -- ^ a map (background) - gameState :: IORef u, -- ^ initial game state - gameFlags :: IORef GameFlags, -- ^ initial game flags - objManagers :: IORef [(ObjectManager s)], -- ^ some object managers - textList :: IORef [Text], -- ^ some texts - quadricObj :: QuadricPrimitive, -- ^ a quadric thing - windowConfig :: IORef WindowConfig, -- ^ a config for the main window - gameAttribute :: IORef t, -- ^ a game attribute - pictureList :: IORef [TextureObject], -- ^ some pictures - fpsInfo :: IORef (Int,Int,Float) -- only for debugging - } - --- | IOGame is the monad in which game actions run. An IOGame action --- takes a Game (with type parameters @t s u v@), performs some IO, --- and returns an updated Game along with a result value (@a@): --- --- @newtype IOGame t s u v a = IOG (Game t s u v -> IO (Game t s u v,a))@ --- --- The name IOGame was chosen to remind that each action deals with a --- Game, but an IO operation can also be performed between game --- actions (such as the reading of a file or printing something in the --- prompt). -newtype IOGame t s u v a = IOG (Game t s u v -> IO (Game t s u v,a)) - --- | Game flags: mapDrawing, objectsDrawing, objectsMoving -type GameFlags = (Bool,Bool,Bool) - ----------------------------------- --- IOGame Monad definitions ----------------------------------- --- OBS.: all of this stuff is done to encapsulate Monad IO inside --- Monad IOGame. Thanks to Jay Cox who suggested this solution. - -bindST :: IOGame t s u v a -> (a -> IOGame t s u v b) -> IOGame t s u v b -bindST (IOG x) f = - IOG (\s -> ( x s >>= \(s',v) -> let IOG g = f v in g s')) - -unitST :: a -> IOGame t s u v a -unitST v = IOG (\s -> return (s,v)) - -instance Monad (IOGame t s u v) where - (>>=) = bindST - return = unitST - -runIOGame :: IOGame t s u v a -> Game t s u v -> IO (Game t s u v,a) -- (a,Game t s u v) the state tuple -runIOGame (IOG f) g = f g - -runIOGameM :: IOGame t s u v a -> Game t s u v -> IO () -runIOGameM x g = runIOGame x g >> return () - -liftIOtoIOGame :: IO a -> IOGame t s u v a -liftIOtoIOGame p = - IOG $ \s -> (do y <- p - return (s,y)) - -liftIOtoIOGame' :: (a -> IO ()) -> a -> IOGame t s u v () -liftIOtoIOGame' p q = - IOG $ \s -> (do p q - return (s,())) - ----------------------------------- --- get & set routines ----------------------------------- - -getMap :: IOGame t s u v (GameMap v) -getMap = IOG ( \game -> (readIORef (gameMap game) >>= \gm -> if (isMultiMap gm) - then (return (game,getCurrentMap gm)) - else (return (game,gm)) )) - -getRealMap :: IOGame t s u v (GameMap v) -getRealMap = IOG ( \game -> (readIORef (gameMap game) >>= \gm -> (return (game,gm)) )) - -setRealMap :: GameMap v -> IOGame t s u v () -setRealMap m = IOG ( \game -> (writeIORef (gameMap game) m >> return (game,()) )) - - -getGameState :: IOGame t s u v u -getGameState = IOG ( \game -> (readIORef (gameState game) >>= \gs -> return (game,gs) )) - -setGameState :: u -> IOGame t s u v () -setGameState s = IOG ( \game -> (writeIORef (gameState game) s >> return (game,()) )) - -getTextList :: IOGame t s u v [Text] -getTextList = IOG ( \game -> (readIORef (textList game) >>= \tl -> return (game,tl) )) - -setTextList :: [Text] -> IOGame t s u v () -setTextList t = IOG ( \game -> (writeIORef (textList game) t >> return (game,()) )) - -getGameFlags :: IOGame t s u v GameFlags -getGameFlags = IOG ( \game -> (readIORef (gameFlags game) >>= \gf -> return (game,gf) )) - -setGameFlags :: GameFlags -> IOGame t s u v () -setGameFlags f = IOG ( \game -> (writeIORef (gameFlags game) f >> return (game,()) )) - -getObjectManagers :: IOGame t s u v [(ObjectManager s)] -getObjectManagers = IOG ( \game -> (readIORef (objManagers game) >>= \om -> return (game,om) )) - -setObjectManagers :: [(ObjectManager s)] -> IOGame t s u v () -setObjectManagers o = IOG ( \game -> (writeIORef (objManagers game) o >> return (game,()) )) - -getQuadric :: IOGame t s u v QuadricPrimitive -getQuadric = IOG ( \game -> return (game,quadricObj game) ) - -getPictureList :: IOGame t s u v [TextureObject] -getPictureList = IOG ( \game -> (readIORef (pictureList game) >>= \pl -> return (game,pl) )) - -getWindowConfig :: IOGame t s u v WindowConfig -getWindowConfig = IOG ( \game -> (readIORef (windowConfig game) >>= \wc -> return (game,wc) )) - -getGameAttribute :: IOGame t s u v t -getGameAttribute = IOG ( \game -> (readIORef (gameAttribute game) >>= \ga -> return (game,ga) )) - -setGameAttribute :: t -> IOGame t s u v () -setGameAttribute ga = IOG ( \game -> (writeIORef (gameAttribute game) ga >> return (game,()) )) - --- internal use only -getFpsInfo :: IOGame t s u v (Int,Int,Float) -getFpsInfo = IOG ( \game -> (readIORef (fpsInfo game) >>= \fpsi -> return (game,fpsi) )) - --- internal use only -setFpsInfo :: (Int,Int,Float) -> IOGame t s u v () -setFpsInfo f = IOG ( \game -> (writeIORef (fpsInfo game) f >> return (game,()) )) - ----------------------------------- --- initialization of the game ----------------------------------- -createGame :: GameMap v -> [(ObjectManager s)] -> WindowConfig -> u -> t -> FilePictureList -> IO (Game t s u v) -createGame gMap objectManagers winConf gState gAttrib filePicList = do - gM <- newIORef gMap - gS <- newIORef gState - gF <- newIORef (True,True,True) - gO <- newIORef objectManagers - gT <- newIORef [] - let gQ = Sphere 0 0 0 - gW <- newIORef winConf - gA <- newIORef gAttrib - picList <- loadPictures filePicList - gP <- newIORef picList - gFPS <- newIORef (0,0,0.0) - return (Game { - gameMap = gM, - gameState = gS, - gameFlags = gF, - objManagers = gO, - textList = gT, - quadricObj = gQ, - windowConfig = gW, - gameAttribute = gA, - pictureList = gP, - fpsInfo = gFPS - }) - --- | loads all of the pictures used in the game -loadPictures :: [(FilePath,InvList)] -> IO [TextureObject] -loadPictures pathsAndInvLists = do - bmps <- loadBitmapList (map pathAndInv2color3List pathsAndInvLists) - texBmList <- genObjectNames (length bmps) - texStuff texBmList bmps - return texBmList - ----------------------------------- --- map routines ----------------------------------- - --- | draws the background map -drawMap :: IOGame t s u v () -drawMap = do - m <- getMap - p <- getPictureList - (_,(winWidth, winHeight),_) <- getWindowConfig - liftIOtoIOGame $ drawGameMap m (fromIntegral winWidth, fromIntegral winHeight) p - --- | returns a mapTile, given its pixel position (x,y) in the screen -getTileFromWindowPosition :: (GLdouble,GLdouble) -> IOGame t s u v (Tile v) -getTileFromWindowPosition (preX,preY) = do - m <- getMap - if (isTileMap m) - then let (tileXsize,tileYsize) = getTileMapTileSize m - (scrollX,scrollY) = getTileMapScroll m - (x,y) = (preX + scrollX,preY + scrollY) - (sX,sY) = getTileMapSize m - in if (x >= sX || y >= sY) - then error ("Game.getTileFromWindowPosition error: pixel " ++ (show (x,y)) ++ " out of map range!") - else getTileFromIndex (fromEnum (y/tileXsize),fromEnum (x/tileYsize)) -- (x,y) window orientation is different than index (x,y)! - else error "Game.getTileFromWindowPosition error: game map is not a tile map!" - --- | returns a mapTile, given its index (x,y) in the tile map -getTileFromIndex :: (Int,Int) -> IOGame t s u v (Tile v) -getTileFromIndex (x,y) = do - m <- getMap - if (isTileMap m) - then let matrix = getTileMapTileMatrix m - (mapX,mapY) = matrixSize matrix - in if (mapX >= x && mapY >= y && x >= 0 && y >= 0) - then return ( (matrix !! (mapX - x)) !! y) - else error ("Game.getTileFromIndex error: tile index " ++ (show (x,y)) ++ " out of map range!") - else error "Game.getTileFromIndex error: game map is not a tile map!" - --- | paint the whole screen with a specified RGB color -clearScreen :: GLclampf -> GLclampf -> GLclampf -> IOGame t s u v () -clearScreen r g b = liftIOtoIOGame $ clearGameScreen r g b - --- | set the current map for a MultiMap -setCurrentMapIndex :: Int -> IOGame t s u v () -setCurrentMapIndex i = do - m <- getRealMap - if (isMultiMap m) - then (setRealMap (updateCurrentIndex m i)) - else (error "Game.setCurrentMapIndex error: you are not working with MultiMaps!") - ----------------------------------- --- flags routines ----------------------------------- - -enableGameFlags :: IOGame t s u v () -enableGameFlags = setGameFlags (True,True,True) - -disableGameFlags :: IOGame t s u v () -disableGameFlags = setGameFlags (False,False,False) - -enableMapDrawing :: IOGame t s u v () -enableMapDrawing = do - (_,od,om) <- getGameFlags - setGameFlags (True,od,om) - -disableMapDrawing :: IOGame t s u v () -disableMapDrawing = do - (_,od,om) <- getGameFlags - setGameFlags (False,od,om) - -enableObjectsDrawing :: IOGame t s u v () -enableObjectsDrawing = do - (md,_,om) <- getGameFlags - setGameFlags (md,True,om) - -disableObjectsDrawing :: IOGame t s u v () -disableObjectsDrawing = do - (md,_,om) <- getGameFlags - setGameFlags (md,False,om) - -enableObjectsMoving :: IOGame t s u v () -enableObjectsMoving = do - (md,od,_) <- getGameFlags - setGameFlags (md,od,True) - -disableObjectsMoving :: IOGame t s u v () -disableObjectsMoving = do - (md,od,_) <- getGameFlags - setGameFlags (md,od,False) - ----------------------------------- --- objects routines ----------------------------------- - --- | draws all visible objects -drawAllObjects :: IOGame t s u v () -drawAllObjects = do - o <- getObjectManagers - q <- getQuadric - p <- getPictureList - liftIOtoIOGame $ drawGameObjects o q p - --- | draw one object -drawObject :: GameObject s -> IOGame t s u v () -drawObject o = do - q <- getQuadric - p <- getPictureList - liftIOtoIOGame $ drawGameObject o q p - --- | changes objects position according to its speed -moveAllObjects :: IOGame t s u v () -moveAllObjects = do - m <- getObjectManagers - let newManagers = moveGameObjects m - setObjectManagers newManagers - --- | destroys objects from the game -destroyObjects :: [(GameObject s)] -> IOGame t s u v () -destroyObjects [] = return () -destroyObjects (o:os) = destroyObject o >> destroyObjects os - --- | destroys an object from the game -destroyObject :: GameObject s -> IOGame t s u v () -destroyObject obj = do - m <- getObjectManagers - let objName = getGameObjectName obj - mngName <- getObjectGroupName obj - let newManagers = destroyGameObject objName mngName m - setObjectManagers newManagers - --- | returns the list of all objects from the group whose name is given -getObjectsFromGroup :: String -> IOGame t s u v [(GameObject s)] -getObjectsFromGroup mngName = do - mng <- findObjectManager mngName - return (getObjectManagerObjects mng) - --- | adds an object to a previously created group -addObjectsToGroup :: [(GameObject s)] -> String -> IOGame t s u v () -addObjectsToGroup objs managerName = do - manager <- findObjectManager managerName - managers <- getObjectManagers - let newManagers = addObjectsToManager objs managerName managers - setObjectManagers newManagers - --- | adds an object to a new group -addObjectsToNewGroup :: [(GameObject s)] -> String -> IOGame t s u v () -addObjectsToNewGroup objs newMngName = do - let newManager = objectGroup newMngName objs - managers <- getObjectManagers - setObjectManagers (newManager:managers) - --- | returns an object manager of the game, given its name (internal use) -findObjectManager :: String -> IOGame t s u v (ObjectManager s) -findObjectManager mngName = do - objectManagers <- getObjectManagers - return (searchObjectManager mngName objectManagers) - --- | returns an object of the game, given its name and is object manager name -findObject :: String -> String -> IOGame t s u v (GameObject s) -findObject objName mngName = do - objectManagers <- getObjectManagers - let m = searchObjectManager mngName objectManagers - return (searchGameObject objName m) - --- | there is no need to search through the managers, because the name of an object is --- never modified so the result of this function will always be safe. -getObjectName :: GameObject s -> IOGame t s u v String -getObjectName o = return (getGameObjectName o) - --- | because an object can have its group (manager) name modified, it is necessary --- to search through the managers to find it, otherwise this functions won't be safe. -getObjectGroupName :: GameObject s -> IOGame t s u v String -getObjectGroupName o = do managers <- getObjectManagers - let obj = findObjectFromId o managers - return (getGameObjectManagerName obj) - --- | because an object can have its sleeping status modified, it is necessary --- to search through the managers to find it, otherwise this functions won't be safe. -getObjectAsleep :: GameObject s -> IOGame t s u v Bool -getObjectAsleep o = do managers <- getObjectManagers - let obj = findObjectFromId o managers - return (getGameObjectAsleep obj) - --- | because an object can have its size modified, it is necessary --- to search through the managers to find it, otherwise this functions won't be safe. -getObjectSize :: GameObject s -> IOGame t s u v (GLdouble,GLdouble) -getObjectSize o = do managers <- getObjectManagers - let obj = findObjectFromId o managers - return (getGameObjectSize obj) - --- | because an object can have its position modified, it is necessary --- to search through the managers to find it, otherwise this functions won't be safe. -getObjectPosition :: GameObject s -> IOGame t s u v (GLdouble,GLdouble) -getObjectPosition o = do managers <- getObjectManagers - let obj = findObjectFromId o managers - return (getGameObjectPosition obj) - --- | because an object can have its speed modified, it is necessary --- to search through the managers to find it, otherwise this functions won't be safe. -getObjectSpeed :: GameObject s -> IOGame t s u v (GLdouble,GLdouble) -getObjectSpeed o = do managers <- getObjectManagers - let obj = findObjectFromId o managers - return (getGameObjectSpeed obj) - --- | because an object can have its attribute modified, it is necessary --- to search through the managers to find it, otherwise this functions won't be safe. -getObjectAttribute :: GameObject s -> IOGame t s u v s -getObjectAttribute o = do managers <- getObjectManagers - let obj = findObjectFromId o managers - return (getGameObjectAttribute obj) - --- | changes the sleeping status of an object, given its new status -setObjectAsleep :: Bool -> GameObject s -> IOGame t s u v () -setObjectAsleep asleep obj = replaceObject obj (updateObjectAsleep asleep) - --- | changes the position of an object, given its new position -setObjectPosition :: (GLdouble,GLdouble) -> GameObject s -> IOGame t s u v () -setObjectPosition pos obj = replaceObject obj (updateObjectPosition pos) - --- | changes the speed of an object, given its new speed -setObjectSpeed :: (GLdouble,GLdouble) -> GameObject s -> IOGame t s u v () -setObjectSpeed speed obj = replaceObject obj (updateObjectSpeed speed) - --- | changes the current picture of a multitextured object -setObjectCurrentPicture :: Int -> GameObject s -> IOGame t s u v () -setObjectCurrentPicture n obj = do - picList <- getPictureList - replaceObject obj (updateObjectPicture n ((length picList) - 1)) - --- | changes the attribute of an object, given its new attribute -setObjectAttribute :: s -> GameObject s -> IOGame t s u v () -setObjectAttribute a obj = replaceObject obj (updateObjectAttribute a) - --- | replaces an object by a new one, given the old object and the function that must be applied to it. -replaceObject :: GameObject s -> (GameObject s -> GameObject s) -> IOGame t s u v () -replaceObject obj f = do - managerName <- getObjectGroupName obj - oldManagers <- getObjectManagers - let objectId = getGameObjectId obj - newManagers = updateObject f objectId managerName oldManagers - setObjectManagers newManagers - -reverseXSpeed :: GameObject s -> IOGame t s u v () -reverseXSpeed o = do (vX,vY) <- getObjectSpeed o - setObjectSpeed (-vX,vY) o - -reverseYSpeed :: GameObject s -> IOGame t s u v () -reverseYSpeed o = do (vX,vY) <- getObjectSpeed o - setObjectSpeed (vX,-vY) o - ------------------------ --- collision routines ------------------------ - --- | checks the collision between an object and the top of the map -objectTopMapCollision :: GameObject s -> IOGame t s u v Bool -objectTopMapCollision o = do - asleep <- getObjectAsleep o - if asleep - then (return False) - else do m <- getMap - (_,pY) <- getObjectPosition o - (_,sY) <- getObjectSize o - let (_,mY) = getMapSize m - return (pY + (sY/2) > (realToFrac mY)) - --- | checks the collision between an object and the top of the map in the next game cicle -objectTopMapFutureCollision :: GameObject s -> IOGame t s u v Bool -objectTopMapFutureCollision o = do - asleep <- getObjectAsleep o - if asleep - then (return False) - else do m <- getMap - (_,pY) <- getObjectPosition o - (_,vY) <- getObjectSpeed o - (_,sY) <- getObjectSize o - let (_,mY) = getMapSize m - return (pY + (sY/2) + vY > (realToFrac mY)) - --- | checks the collision between an object and the bottom of the map -objectBottomMapCollision :: GameObject s -> IOGame t s u v Bool -objectBottomMapCollision o = do - asleep <- getObjectAsleep o - if asleep - then (return False) - else do (_,pY) <- getObjectPosition o - (_,sY) <- getObjectSize o - return (pY - (sY/2) < 0) - --- | checks the collision between an object and the bottom of the map in the next game cicle -objectBottomMapFutureCollision :: GameObject s -> IOGame t s u v Bool -objectBottomMapFutureCollision o = do - asleep <- getObjectAsleep o - if asleep - then (return False) - else do (_,pY) <- getObjectPosition o - (_,sY) <- getObjectSize o - (_,vY) <- getObjectSpeed o - return (pY - (sY/2) + vY < 0) - --- | checks the collision between an object and the right side of the map -objectRightMapCollision :: GameObject s -> IOGame t s u v Bool -objectRightMapCollision o = do - asleep <- getObjectAsleep o - if asleep - then (return False) - else do m <- getMap - (pX,_) <- getObjectPosition o - (sX,_) <- getObjectSize o - let (mX,_) = getMapSize m - return (pX + (sX/2) > (realToFrac mX)) - --- | checks the collision between an object and the right side of the map in the next game cicle -objectRightMapFutureCollision :: GameObject s -> IOGame t s u v Bool -objectRightMapFutureCollision o = do - asleep <- getObjectAsleep o - if asleep - then (return False) - else do m <- getMap - (pX,_) <- getObjectPosition o - (sX,_) <- getObjectSize o - (vX,_) <- getObjectSpeed o - let (mX,_) = getMapSize m - return (pX + (sX/2) + vX > (realToFrac mX)) - --- | checks the collision between an object and the left side of the map -objectLeftMapCollision :: GameObject s -> IOGame t s u v Bool -objectLeftMapCollision o = do - asleep <- getObjectAsleep o - if asleep - then (return False) - else do (pX,_) <- getObjectPosition o - (sX,_) <- getObjectSize o - return (pX - (sX/2) < 0) - --- | checks the collision between an object and the left side of the map in the next game cicle -objectLeftMapFutureCollision :: GameObject s -> IOGame t s u v Bool -objectLeftMapFutureCollision o = do - asleep <- getObjectAsleep o - if asleep - then (return False) - else do (pX,_) <- getObjectPosition o - (sX,_) <- getObjectSize o - (vX,_) <- getObjectSpeed o - return (pX - (sX/2) + vX < 0) - --- | checks the collision between two objects -objectsCollision :: GameObject s -> GameObject s -> IOGame t s u v Bool -objectsCollision o1 o2 = do - asleep1 <- getObjectAsleep o1 - asleep2 <- getObjectAsleep o2 - if (asleep1 || asleep2) - then (return False) - else do (p1X,p1Y) <- getObjectPosition o1 - (p2X,p2Y) <- getObjectPosition o2 - (s1X,s1Y) <- getObjectSize o1 - (s2X,s2Y) <- getObjectSize o2 - - let aX1 = p1X - (s1X/2) - aX2 = p1X + (s1X/2) - aY1 = p1Y - (s1Y/2) - aY2 = p1Y + (s1Y/2) - - bX1 = p2X - (s2X/2) - bX2 = p2X + (s2X/2) - bY1 = p2Y - (s2Y/2) - bY2 = p2Y + (s2Y/2) - - return ((bX1 < aX2) && (aX1 < bX2) && (bY1 < aY2) && (aY1 < bY2)) - --- | checks the collision between two objects in the next game cicle -objectsFutureCollision :: GameObject s -> GameObject s -> IOGame t s u v Bool -objectsFutureCollision o1 o2 = do - asleep1 <- getObjectAsleep o1 - asleep2 <- getObjectAsleep o2 - if (asleep1 || asleep2) - then (return False) - else do (p1X,p1Y) <- getObjectPosition o1 - (p2X,p2Y) <- getObjectPosition o2 - (v1X,v1Y) <- getObjectSpeed o1 - (v2X,v2Y) <- getObjectSpeed o2 - (s1X,s1Y) <- getObjectSize o1 - (s2X,s2Y) <- getObjectSize o2 - - let aX1 = p1X - (s1X/2) + v1X - aX2 = p1X + (s1X/2) + v1X - aY1 = p1Y - (s1Y/2) + v1Y - aY2 = p1Y + (s1Y/2) + v1Y - - bX1 = p2X - (s2X/2) + v2X - bX2 = p2X + (s2X/2) + v2X - bY1 = p2Y - (s2Y/2) + v2Y - bY2 = p2Y + (s2Y/2) + v2Y - return ((bX1 < aX2) && (aX1 < bX2) && (bY1 < aY2) && (aY1 < bY2)) - -objectListObjectCollision :: [(GameObject s)] -> GameObject s -> IOGame t s u v Bool -objectListObjectCollision [] _ = return False -objectListObjectCollision (a:as) b = do - col <- objectsCollision a b - if col - then (return True) - else (objectListObjectCollision as b) - -objectListObjectFutureCollision :: [(GameObject s)] -> GameObject s -> IOGame t s u v Bool -objectListObjectFutureCollision [] _ = return False -objectListObjectFutureCollision (a:as) b = do - col <- objectsFutureCollision a b - if col - then (return True) - else (objectListObjectFutureCollision as b) - -pointsObjectCollision :: GLdouble -> GLdouble -> GLdouble -> GLdouble -> GameObject s -> IOGame t s u v Bool -pointsObjectCollision p1X p1Y s1X s1Y o2 = do - asleep <- getObjectAsleep o2 - if asleep - then (return False) - else do (p2X,p2Y) <- getObjectPosition o2 - (s2X,s2Y) <- getObjectSize o2 - - let aX1 = p1X - (s1X/2) - aX2 = p1X + (s1X/2) - aY1 = p1Y - (s1Y/2) - aY2 = p1Y + (s1Y/2) - - bX1 = p2X - (s2X/2) - bX2 = p2X + (s2X/2) - bY1 = p2Y - (s2Y/2) - bY2 = p2Y + (s2Y/2) - return ((bX1 < aX2) && (aX1 < bX2) && (bY1 < aY2) && (aY1 < bY2)) - -pointsObjectListCollision :: GLdouble -> GLdouble -> GLdouble -> GLdouble -> [(GameObject s)] -> IOGame t s u v Bool -pointsObjectListCollision _ _ _ _ [] = return False -pointsObjectListCollision p1X p1Y s1X s1Y (o:os) = do - col <- pointsObjectCollision p1X p1Y s1X s1Y o - if col - then (return True) - else (pointsObjectListCollision p1X p1Y s1X s1Y os) - ------------------------------------------------ --- TEXT ROUTINES -- ------------------------------------------------ --- | prints a string in the prompt -printOnPrompt :: Show a => a -> IOGame t s u v () -printOnPrompt a = liftIOtoIOGame' print a - --- | prints a string in the current window -printOnScreen :: String -> BitmapFont -> (GLdouble,GLdouble) -> GLclampf -> GLclampf -> GLclampf -> IOGame t s u v () -printOnScreen text font pos r g b = do - t <- getTextList - setTextList ([(text,font,pos,r,g,b)] ++ t) - --- | internal use of the engine -printText :: IOGame t s u v () -printText = do - t <- getTextList - liftIOtoIOGame $ putGameText t - setTextList [] - ------------------------------------------------ --- RANDOM NUMBER GENERATOR ROUTINES -- ------------------------------------------------ -randomInt :: (Int,Int) -> IOGame t s u v Int -randomInt (x,y) = liftIOtoIOGame $ randInt (x,y) - -randomFloat :: (Float,Float) -> IOGame t s u v Float -randomFloat (x,y) = liftIOtoIOGame $ randFloat (x,y) - -randomDouble :: (Double,Double) -> IOGame t s u v Double -randomDouble (x,y) = liftIOtoIOGame $ randDouble (x,y) - ------------------------------------------------ --- DEBUGGING ROUTINES -- ------------------------------------------------ - --- | shows the frame rate (or frame per seconds) -showFPS :: BitmapFont -> (GLdouble,GLdouble) -> GLclampf -> GLclampf -> GLclampf -> IOGame t s u v () -showFPS font pos r g b = do - (framei,timebasei,fps) <- getFpsInfo - timei <- getElapsedTime - let frame = (toEnum (framei + 1)) :: Float - timebase = (toEnum timebasei) :: Float - time = (toEnum timei) :: Float - if (timei - timebasei > 1000) - then setFpsInfo (0,timei,(frame*(toEnum 1000)/(time-timebase))) - else setFpsInfo ((framei + 1),timebasei,fps) - printOnScreen (printf "%.1f" fps) font pos r g b - --- | get the elapsed time of the game -getElapsedTime :: IOGame t s u v Int -getElapsedTime = liftIOtoIOGame $ get elapsedTime - --- | delay for N seconds while continuing essential game functions -wait :: Int -> IOGame t s u v () -wait delay = do - printText -- force text messages to be printed (is not working properly!) - (framei,timebasei,fps) <- getFpsInfo - setFpsInfo (framei,(timebasei + delay),fps) -- helps FPS info to be displayed correctly (if requested) - startTime <- getElapsedTime - - waitAux delay startTime - -waitAux :: Int -> Int -> IOGame t s u v () -waitAux delay startTime = do - presentTime <- getElapsedTime - if (presentTime - startTime > delay) - then return () - else waitAux delay startTime -
− Graphics/UI/Fungen/Init.hs
@@ -1,73 +0,0 @@-{-# OPTIONS_HADDOCK hide #-} -{- | -This FunGEn module contains the initialization procedures. --} -{- - -FunGEN - Functional Game Engine -http://www.cin.ufpe.br/~haskell/fungen -Copyright (C) 2002 Andre Furtado <awbf@cin.ufpe.br> - -This code is distributed in the hope that it will be useful, -but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. - --} - -module Graphics.UI.Fungen.Init ( - funInit - ,funExit -)where - -import Graphics.UI.Fungen.Types -import Graphics.UI.Fungen.Loader(FilePictureList) -import Graphics.UI.Fungen.Display -import Graphics.UI.Fungen.Input -import Graphics.UI.Fungen.Map -import Graphics.UI.Fungen.Objects -import Graphics.UI.Fungen.Game -import Graphics.UI.Fungen.Timer -import Graphics.Rendering.OpenGL -import Graphics.UI.GLUT -import System.Exit - --- | Build a FunGEn game and start it running. -funInit :: WindowConfig -- ^ main window config - -> GameMap v -- ^ background tile map - -> [(ObjectManager s)] -- ^ object (sprite) groups - -> u -- ^ initial game state - -> t -- ^ initial game attribute - -> [InputBinding t s u v] -- ^ input bindings - -> IOGame t s u v () -- ^ step action - -> RefreshType -- ^ timing type - -> FilePictureList -- ^ image files to load - -> IO () -funInit winConfig@((px,py),(sx,sy),t) userMap objectGroups gState gAttrib i gameCicle r picList = do - initialize "FunGen app" [] - createWindow t -- (return ()) [ Double, RGBA ] - windowPosition $= Position (fromIntegral px) (fromIntegral py) - windowSize $= Size (fromIntegral sx) (fromIntegral sy) - basicInit sx sy - game <- createGame userMap objectGroups winConfig gState gAttrib picList - (bindKey, stillDown) <- funInitInput i game - displayCallback $= (display game gameCicle) - setRefresh r stillDown - mainLoop - -basicInit :: Int -> Int -> IO () -basicInit sx sy = do - clearColor $= (Color4 0 0 0 0) - clear [ColorBuffer] - blend $= Enabled - blendFunc $= (SrcAlpha, OneMinusSrcAlpha) - hint PerspectiveCorrection $= Nicest - matrixMode $= Projection - loadIdentity - ortho 0.0 (fromIntegral sx) 0.0 (fromIntegral sy) (-1.0) 1.0 - matrixMode $= Modelview 0 - loadIdentity - --- | Exit the program successfully (from within a game action). -funExit :: IOGame t s u v () -funExit = liftIOtoIOGame' exitWith ExitSuccess -
− Graphics/UI/Fungen/Input.hs
@@ -1,47 +0,0 @@-{-# OPTIONS_HADDOCK hide #-} -{- | -This FunGEn module controls the user input (mouse, keyboard, joystick...) --} -{- - -FunGEN - Functional Game Engine -http://www.cin.ufpe.br/~haskell/fungen -Copyright (C) 2002 Andre Furtado <awbf@cin.ufpe.br> - -This code is distributed in the hope that it will be useful, -but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. - --} - -module Graphics.UI.Fungen.Input ( - InputBinding, InputHandler, - KeyEvent(..), Key(..), SpecialKey(..), MouseButton(..), Modifiers(..), Position(..), - funInitInput -) where - -import Graphics.UI.Fungen.Game -import Graphics.UI.GLUT -import Graphics.UI.GLUT.Input (KeyEvent(..), KeyBinder, StillDownHandler, glutInitInput) - --- | A FunGEn input handler is like an IOGame (game action) that takes --- two extra arguments: the current keyboard modifiers state, and the --- current mouse position. (For a StillDown event, these will be the --- original state and position from the Press event.) -type InputHandler t s u v = Modifiers -> Position -> IOGame t s u v () - --- | A mapping from an input event to an input handler. -type InputBinding t s u v = (Key, KeyEvent, InputHandler t s u v) - --- | Initialise the input system, which keeps a list of input event to --- action bindings and executes the the proper actions automatically. --- Returns a function for adding bindings (GLUT's - should return the --- FunGEn-aware one instead ?), and another which should be called --- periodically (eg from refresh) to trigger still-down actions. -funInitInput :: [InputBinding t s u v] -> Game t s u v -> IO (KeyBinder, StillDownHandler) -funInitInput bindings game = do - (glutBindKey, glutStillDown) <- glutInitInput - let funBindKey (key, keyEvent, inputHandler) = - glutBindKey key keyEvent (Just (\mods pos -> runIOGameM (inputHandler mods pos) game)) - mapM funBindKey bindings - return (glutBindKey, glutStillDown)
− Graphics/UI/Fungen/Loader.hs
@@ -1,83 +0,0 @@-{-# OPTIONS_HADDOCK hide #-} -{- | -This FunGEn module loads [bmp] files. --} -{- - -FunGEN - Functional Game Engine -http://www.cin.ufpe.br/~haskell/fungen -Copyright (C) 2002 Andre Furtado <awbf@cin.ufpe.br> - -This code is distributed in the hope that it will be useful, -but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. - --} - -module Graphics.UI.Fungen.Loader ( - loadBitmap, loadBitmapList, FilePictureList -) where - -import Graphics.Rendering.OpenGL -import System.IO -import Foreign -import Graphics.UI.Fungen.Types -import Graphics.UI.Fungen.Util -import Graphics.UI.Fungen.Types(ColorList3, AwbfBitmap) - -binAux :: String -binAux = "000000000000000000000000" - -type BmpList = [(GLubyte, GLubyte, GLubyte, GLubyte)] -type FilePictureList = [(FilePath,InvList)] - --- | Loads a bitmap from a file. -loadBitmap :: FilePath -> Maybe ColorList3 -> IO AwbfBitmap -loadBitmap bmName invList = do - bmFile <- openBinaryFile bmName (ReadMode) - bmString <- hGetContents bmFile - (bmW,bmH) <- getWH (dropGLsizei 18 bmString) - bmData <- getBmData (dropGLsizei 54 bmString) (bmW,bmH) invList - hClose bmFile - return (bmW,bmH,bmData) - --- | Loads n bitmaps from n files. -loadBitmapList :: [(FilePath, Maybe ColorList3)] -> IO [AwbfBitmap] -loadBitmapList bmps = do - bmList <- loadBmListAux bmps [] - return (reverse bmList) - -loadBmListAux :: [(FilePath, Maybe ColorList3)] -> [AwbfBitmap] -> IO [AwbfBitmap] -loadBmListAux [] bmList = return (bmList) -loadBmListAux ((n,l):as) bmList = do - bm <- loadBitmap n l - loadBmListAux as (bm:bmList) - -getWH :: String -> IO (GLsizei,GLsizei) -getWH (a:b:c:d:e:f:g:h:_) = do - return ( (op (bin a) 0) + (op (bin b) 8) + (op (bin c) 16) + (op (bin d) 24), - (op (bin e) 0) + (op (bin f) 8) + (op (bin g) 16) + (op (bin h) 24)) - where bin x = toBinary(fromEnum x) - op x n = toDecimal(shiftLeft(binAux ++ (make0 (8 - (length x)) ++ x)) n) -getWH _ = error "Loader.getWH error: strange bitmap file" - -getBmData :: String -> (GLsizei,GLsizei) -> Maybe ColorList3 -> IO (PixelData GLubyte) -getBmData bmString (bmW,bmH) invList = - let colorList = makeColorList bmString (bmW,bmH) in - newArray [Color4 r g b a | (r,g,b,a) <- addInvisiblity colorList invList] >>= \bmData -> - return (PixelData RGBA UnsignedByte (castPtr bmData)) - -addInvisiblity :: ColorList3 -> Maybe ColorList3 -> BmpList -addInvisiblity [] _ = [] -addInvisiblity l Nothing = map (\(r,g,b) -> (r,g,b,255)) l -addInvisiblity ((r,g,b):as) i@(Just invList) | (r,g,b) `elem` invList = ((r,g,b,0):(addInvisiblity as i)) - | otherwise = ((r,g,b,255):(addInvisiblity as i)) - -makeColorList :: String -> (GLsizei,GLsizei) -> [(GLubyte, GLubyte, GLubyte)] -makeColorList bmString (bmW,bmH) = makeColorListAux (bmW `mod` 4) bmString (bmW*bmH) (bmW,bmW) - -makeColorListAux :: GLsizei -> String -> GLsizei -> (GLsizei,GLsizei) -> [(GLubyte, GLubyte, GLubyte)] -makeColorListAux _ _ 0 _ = [] -makeColorListAux x bmString totVert (0,bmW) = makeColorListAux x (dropGLsizei x bmString) totVert (bmW,bmW) -makeColorListAux x (b:g:r:bmString) totVert (n,bmW) = (ord2 r,ord2 g,ord2 b): (makeColorListAux x bmString (totVert - 1) (n - 1,bmW)) -makeColorListAux _ _ _ _ = error "Loader.makeColorListAux error: strange bitmap file"
− Graphics/UI/Fungen/Map.hs
@@ -1,239 +0,0 @@-{-# OPTIONS_HADDOCK hide #-} -{- | -This FunGEn module contains the map (game background) routines. --} -{- - -FunGEN - Functional Game Engine -http://www.cin.ufpe.br/~haskell/fungen -Copyright (C) 2002 Andre Furtado <awbf@cin.ufpe.br> - -This code is distributed in the hope that it will be useful, -but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. - --} - -module Graphics.UI.Fungen.Map ( - GameMap, Tile, TileMatrix, - -- ** creating - colorMap, textureMap, tileMap, multiMap, - -- ** map attributes - isTileMap, isMultiMap, getMapSize, getTileMapTileMatrix, getTileMapScroll, getTileMapSize, getTileMapTileSize, - -- ** map tiles - getTilePictureIndex, getTileBlocked, getTileMoveCost, getTileSpecialAttribute, - -- ** setting the current map - getCurrentMap, updateCurrentMap, updateCurrentIndex, - -- ** drawing - drawGameMap, clearGameScreen, -) where - -import Graphics.UI.Fungen.Types -import Graphics.UI.Fungen.Util -import Graphics.Rendering.OpenGL - -type Tile t = (Int,Bool,Float,t) -- index of picture, possibility to move, cost to move, additional params -type TileMatrix t = [[(Tile t)]] -type TileLine t = [(Tile t)] - -data GameMap t - = ColorMap (Color4 GLclampf) Point2D -- color of the map / size of the map - | TextureMap Int Point2D Point2D Point2D Point2D -- texture id / size of texture / present scroll (visible window bottom & left) / scroll speed (X,Y) / size of the map - | TileMap (TileMatrix t) Point2D Point2D Point2D Point2D -- texture handles / tiles matrix / size of tile / present scroll (visible window bottom & left) / scroll speed (X,Y) / size of the map - | MultiMap [(GameMap t)] Int -- list of maps/current map --- | PolygMap [Primitive] - -getMapSize :: GameMap t -> Point2D -getMapSize (ColorMap _ s) = s -getMapSize (TextureMap _ _ _ _ s) = s -getMapSize (TileMap _ _ _ _ s) = s -getMapSize (MultiMap _ _) = error "Map.getMapSize error: getMapSize cannot be applied with MultiMaps!" - ----------------------------- --- * special TileMap routines ----------------------------- - -isTileMap :: GameMap t -> Bool -isTileMap (TileMap _ _ _ _ _) = True -isTileMap _ = False - -getTileMapTileMatrix :: GameMap t -> TileMatrix t -getTileMapTileMatrix (TileMap m _ _ _ _) = m -getTileMapTileMatrix _ = error "Map.getTileMapTileMatrix error: game map is not a tile map!" - -getTileMapTileSize :: GameMap t -> Point2D -getTileMapTileSize (TileMap _ ts _ _ _) = ts -getTileMapTileSize _ = error "Map.getTileMapTileSize error: game map is not a tile map!" - -getTileMapScroll :: GameMap t -> Point2D -getTileMapScroll (TileMap _ _ s _ _) = s -getTileMapScroll _ = error "Map.getTileMapScroll error: game map is not a tile map!" - -getTileMapSize :: GameMap t -> Point2D -getTileMapSize (TileMap _ _ _ _ s) = s -getTileMapSize _ = error "Map.getTileMapSize error: game map is not a tile map!" - - ------------------------------- --- * get routines for a Tile ------------------------------- - -getTilePictureIndex :: Tile t -> Int -getTilePictureIndex (i,_,_,_) = i - -getTileBlocked :: Tile t -> Bool -getTileBlocked (_,b,_,_) = b - -getTileMoveCost :: Tile t -> Float -getTileMoveCost (_,_,m,_) = m - -getTileSpecialAttribute:: Tile t -> t -getTileSpecialAttribute (_,_,_,t) = t - - -------------------------------- --- * get routines for a MultiMap -------------------------------- - -getCurrentMap :: GameMap t -> GameMap t -getCurrentMap (MultiMap l i) = (l !! i) -getCurrentMap _ = error "Map.getCurrentMap error: getCurrentMap can only be applied with MultiMaps!" - -updateCurrentMap :: GameMap t -> GameMap t -> GameMap t -updateCurrentMap (MultiMap l i) newMap = MultiMap (newMapList l newMap i) i -updateCurrentMap _ _ = error "Map.updateCurrentMap error: updateCurrentMap can only be applied with MultiMaps!" - --- internal use only! -newMapList :: [(GameMap t)] -> GameMap t -> Int -> [(GameMap t)] -newMapList [] _ _ = error "Map.newMapList error: please report this bug to awbf@uol.com.br" -newMapList (_:ms) newMap 0 = newMap:ms -newMapList (m:ms) newMap n = m:(newMapList ms newMap (n - 1)) - -isMultiMap :: GameMap t -> Bool -isMultiMap (MultiMap _ _) = True -isMultiMap _ = False - -updateCurrentIndex :: GameMap t -> Int -> GameMap t -updateCurrentIndex (MultiMap mapList _) i | (i >= (length mapList)) = error "Map.updateMultiMapIndex error: map index out of range!" - | otherwise = (MultiMap mapList i) -updateCurrentIndex _ _ = error "Map.updateCurrentIndex error: the game map is not a MultiMap!" - ------------------------------ --- * creation of maps ------------------------------ - --- | creates a PreColorMap -colorMap :: GLclampf -> GLclampf -> GLclampf -> GLdouble -> GLdouble -> GameMap t -colorMap r g b sX sY = ColorMap (Color4 r g b 1.0) (sX,sY) - --- | creates a PreTextureMap -textureMap :: Int -> GLdouble -> GLdouble -> GLdouble -> GLdouble -> GameMap t -textureMap texId tX tY sX sY = TextureMap texId (tX,tY) (0,0) (0,0) (sX,sY) - --- | creates a PreTileMap, cheking if the tileMatrix given is valid and automatically defining the map size -tileMap :: TileMatrix t -> GLdouble -> GLdouble -> GameMap t -tileMap matrix tX tY | matrixOk matrix = TileMap matrix (tX,tY) (0,0) (0,0) (sX,sY) - | otherwise = error "Map.tileMap error: each line of your TileMap must have the same number of tiles!" - where sX = ((fromIntegral.length.head) matrix) * tX - sY = ((fromIntegral.length) matrix) * tY - --- | creates a multimap -multiMap :: [(GameMap t)] -> Int -> GameMap t -multiMap [] _ = error "Map.multiMap error: the MultiMap map list should not be empty!" -multiMap mapList currentMap | (currentMap >= (length mapList)) = error "Map.multiMap error: map index out of range!" - | (mapListContainsMultiMap mapList) = error "Map.multiMap error: a MultiMap should not contain another MultiMap!" - | otherwise = MultiMap mapList currentMap - --- checks if a GameMap list contains a multimap (internal use only!) -mapListContainsMultiMap :: [(GameMap t)] -> Bool -mapListContainsMultiMap [] = False -mapListContainsMultiMap (a:as) | (isMultiMap a) = True - | otherwise = mapListContainsMultiMap as - --- checks if the tile matrix is a square matrix -matrixOk :: TileMatrix t -> Bool -matrixOk [] = False -matrixOk (m:ms) = matrixOkAux (length m) ms - -matrixOkAux :: Int -> TileMatrix t -> Bool -matrixOkAux _ [] = True -matrixOkAux s (m:ms) | (length m) == s = matrixOkAux s ms - | otherwise = False - - ----------------------------------------- --- * map drawing ----------------------------------------- - --- | clear the screen -clearGameScreen :: GLclampf -> GLclampf -> GLclampf -> IO () -clearGameScreen r g b = do - clearColor $= (Color4 r g b 1.0) - clear [ColorBuffer] - --- | draw the background map -drawGameMap :: GameMap t -> Point2D -> [TextureObject] -> IO () -drawGameMap (ColorMap c _) _ _ = do - clearColor $= c - clear [ColorBuffer] - clearColor $= (Color4 0 0 0 0) -- performance drawback? -drawGameMap (TextureMap texId (tX,tY) (vX,vY) _ _) winSize texList = do - texture Texture2D $= Enabled - bindTexture Texture2D (texList !! texId) - drawTextureMap (tX,tY) (new_winX, new_winY) winSize new_winY texList - texture Texture2D $= Disabled - where new_winX | (vX >= 0) = - vX - | otherwise = - vX - tX - new_winY | (vY >= 0) = - vY - | otherwise = - vY - tY -drawGameMap (TileMap matrix size visible _ _) winSize texList = do - texture Texture2D $= Enabled - drawTileMap (reverse matrix) size visible winSize 0.0 texList - texture Texture2D $= Disabled -drawGameMap (MultiMap _ _) _ _ = error "Map.drawGameMap error: drawGameMap cannot be applied with MultiMaps!" - --- size of texture, drawing position relative to (X,Y) axis of window, lowest Y drawing position -drawTextureMap :: Point2D -> Point2D -> Point2D -> GLdouble -> [TextureObject] -> IO () -drawTextureMap (tX,tY) (winX,winY) (winWidth,winHeight) baseY texList - | (winY > winHeight) = drawTextureMap (tX,tY) (winX + tX, baseY) (winWidth,winHeight) baseY texList - | (winX > winWidth) = return () - | otherwise = do - loadIdentity - translate (Vector3 winX winY (0 :: GLdouble) ) - color (Color3 1.0 1.0 1.0 :: Color3 GLfloat) - renderPrimitive Quads $ do - texCoord $ TexCoord2 0.0 (0.0 :: GLdouble); vertex $ Vertex3 0.0 0.0 (0.0 :: GLdouble) - texCoord $ TexCoord2 1.0 (0.0 :: GLdouble); vertex $ Vertex3 tX 0.0 (0.0 :: GLdouble) - texCoord $ TexCoord2 1.0 (1.0 :: GLdouble); vertex $ Vertex3 tX tY (0.0 :: GLdouble) - texCoord $ TexCoord2 0.0 (1.0 :: GLdouble); vertex $ Vertex3 0.0 tY (0.0 :: GLdouble) - drawTextureMap (tX,tY) (winX,winY + tY) (winWidth,winHeight) baseY texList - --- textures handles, tile matrix, size of texture, (X,Y) scroll, drawing position relative to Y axis of window -drawTileMap :: TileMatrix t -> Point2D -> Point2D -> Point2D -> GLdouble -> [TextureObject] -> IO () -drawTileMap [] _ _ _ _ _ = return () -- no more tile lines to drawn, so we're done here! -drawTileMap (a:as) (tX,tY) (sX,sY) (winWidth,winHeight) winY texList - | (sY >= tY) = drawTileMap as (tX,tY) (sX,sY-tY) (winWidth,winHeight) winY texList -- scrolls in the Y axis - | (winY > winHeight) = return () -- drawing position is higher than the Y window coordinate - | otherwise = do - drawTileMapLine a (tX,tY) sX (0.0,winY-sY) winWidth texList - drawTileMap as (tX,tY) (sX,sY) (winWidth,winHeight) (winY - sY + tY) texList - --- textures handles, tile line, size of texture, X scroll, drawing position relative to (X,Y) axis of window -drawTileMapLine :: TileLine t -> Point2D -> GLdouble -> Point2D -> GLdouble -> [TextureObject] -> IO () -drawTileMapLine [] _ _ _ _ _ = return () -- no more tiles to drawn, so we're done here! -drawTileMapLine (a:as) (tX,tY) sX (winX,winY) winWidth texList - | (sX >= tX) = drawTileMapLine as (tX,tY) (sX-tX) (winX,winY) winWidth texList -- scrolls in the X axis - | (winX > winWidth) = return () -- drawing position is higher than the X window coordinate - | otherwise = do - bindTexture Texture2D (texList !! (getTilePictureIndex a)) - loadIdentity - translate (Vector3 (new_winX) winY (0 :: GLdouble) ) - color (Color3 1.0 1.0 1.0 :: Color3 GLfloat) - renderPrimitive Quads $ do - texCoord $ TexCoord2 0.0 (0.0 :: GLdouble); vertex $ Vertex3 0.0 0.0 (0.0 :: GLdouble) - texCoord $ TexCoord2 1.0 (0.0 :: GLdouble); vertex $ Vertex3 tX 0.0 (0.0 :: GLdouble) - texCoord $ TexCoord2 1.0 (1.0 :: GLdouble); vertex $ Vertex3 tX tY (0.0 :: GLdouble) - texCoord $ TexCoord2 0.0 (1.0 :: GLdouble); vertex $ Vertex3 0.0 tY (0.0 :: GLdouble) - drawTileMapLine as (tX,tY) sX (new_winX + sX + tX,winY) winWidth texList - where new_winX | (sX >= 0) = winX + sX - | otherwise = winX + sX
− Graphics/UI/Fungen/Objects.hs
@@ -1,338 +0,0 @@-{-# OPTIONS_HADDOCK hide #-} -{- | -This module contains the FunGEn objects procedures --} -{- -FunGEN - Functional Game Engine -http://www.cin.ufpe.br/~haskell/fungen -Copyright (C) 2002 Andre Furtado <awbf@cin.ufpe.br> - -This code is distributed in the hope that it will be useful, -but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. - --} - -module Graphics.UI.Fungen.Objects ( - ObjectManager, - GameObject, - ObjectPicture(..), Primitive(..), - FillMode (..), - -- ** creating - object, - -- ** object attributes - getGameObjectId, getGameObjectName, getGameObjectManagerName, getGameObjectAsleep, - getGameObjectPosition, getGameObjectSize, getGameObjectSpeed, getGameObjectAttribute, - -- ** updating - updateObject, updateObjectAsleep, updateObjectSize, updateObjectPosition, - updateObjectSpeed, updateObjectAttribute, updateObjectPicture, - -- ** drawing - drawGameObjects, drawGameObject, - -- ** moving - moveGameObjects, - -- ** destroying - destroyGameObject, - -- ** groups of objects - objectGroup, addObjectsToManager, - getObjectManagerName, getObjectManagerCounter , getObjectManagerObjects, - -- ** searching - findObjectFromId, searchObjectManager, searchGameObject, -) where - -import Graphics.UI.Fungen.Types -import Graphics.UI.Fungen.Util -import Graphics.Rendering.OpenGL hiding (Primitive) -import Graphics.UI.GLUT hiding (Primitive) - -data GameObject t = GO { - objId :: Integer, - objName :: String, - objManagerName :: String, - objPicture :: GameObjectPicture, - objAsleep :: Bool, - objSize :: Point2D, - objPosition :: Point2D, - objSpeed :: Point2D, - objAttribute :: t - } - -data ObjectManager t = OM { - mngName :: String, -- name of the manager - mngCounter :: Integer, -- next current avaible index for a new object - mngObjects :: [(GameObject t)] -- the SET of objects - } - -data GamePrimitive - = P [Vertex3 GLdouble] (Color4 GLfloat) FillMode - | C GLdouble (Color4 GLfloat) FillMode - -data GameObjectPicture - = Tx Int - | B GamePrimitive --- | A [TextureObject] Int -- miliseconds between frames - -data Primitive - = Polyg [Point2D] GLfloat GLfloat GLfloat FillMode -- the points (must be in CCW order!), color, fill mode - | Circle GLdouble GLfloat GLfloat GLfloat FillMode -- color, radius, fill mode - -data ObjectPicture - = Tex (GLdouble,GLdouble) Int -- size, current texture - | Basic Primitive --- | Animation [(FilePath,InvList)] Int -- (path to file, invisible colors), miliseconds between frames - -data FillMode - = Filled - | Unfilled - deriving Eq - -------------------------------------------- --- get & updating routines for GameObjects -------------------------------------------- -getGameObjectId :: GameObject t -> Integer -getGameObjectId = objId - -getGameObjectName :: GameObject t -> String -getGameObjectName = objName - -getGameObjectManagerName :: GameObject t -> String -getGameObjectManagerName = objManagerName - --- internal use only! -getGameObjectPicture :: GameObject t -> GameObjectPicture -getGameObjectPicture = objPicture - -getGameObjectAsleep :: GameObject t -> Bool -getGameObjectAsleep = objAsleep - -getGameObjectSize :: GameObject t -> (GLdouble,GLdouble) -getGameObjectSize o = (realToFrac sX,realToFrac sY) - where (sX,sY) = objSize o - -getGameObjectPosition :: GameObject t -> (GLdouble,GLdouble) -getGameObjectPosition o = (realToFrac pX,realToFrac pY) - where (pX,pY) = objPosition o - -getGameObjectSpeed :: GameObject t -> (GLdouble,GLdouble) -getGameObjectSpeed o = (realToFrac sX,realToFrac sY) - where (sX,sY) = objSpeed o - -getGameObjectAttribute :: GameObject t -> t -getGameObjectAttribute = objAttribute - -updateObjectPicture :: Int -> Int -> GameObject t -> GameObject t -updateObjectPicture newIndex maxIndex obj = - case (getGameObjectPicture obj) of - Tx _ -> if (newIndex <= maxIndex) - then (obj {objPicture = Tx newIndex}) - else (error ("Objects.updateObjectPicture error: picture index out of range for object " ++ - (getGameObjectName obj) ++ " of group " ++ (getGameObjectManagerName obj))) - _ -> error ("Objects.updateObjectPicture error: object " ++ (getGameObjectName obj) ++ - " of group " ++ (getGameObjectManagerName obj) ++ " is not a textured object!") - -updateObjectAsleep :: Bool -> GameObject t -> GameObject t -updateObjectAsleep asleep o = o {objAsleep = asleep} - -updateObjectSize :: (GLdouble,GLdouble) -> GameObject t -> GameObject t -updateObjectSize (sX,sY) o = o {objSize = (realToFrac sX, realToFrac sY)} - -updateObjectPosition :: (GLdouble,GLdouble) -> GameObject t -> GameObject t -updateObjectPosition (pX,pY) o = o {objPosition = (realToFrac pX, realToFrac pY)} - -updateObjectSpeed :: (GLdouble,GLdouble) -> GameObject t -> GameObject t -updateObjectSpeed (sX,sY) o = o {objSpeed = (realToFrac sX, realToFrac sY)} - -updateObjectAttribute :: t -> GameObject t -> GameObject t -updateObjectAttribute oAttrib o = o {objAttribute = oAttrib} - ----------------------------------------------- --- get & updating routines for ObjectManagers ----------------------------------------------- -getObjectManagerName :: ObjectManager t -> String -getObjectManagerName = mngName - -getObjectManagerCounter :: ObjectManager t -> Integer -getObjectManagerCounter = mngCounter - -getObjectManagerObjects :: ObjectManager t -> [(GameObject t)] -getObjectManagerObjects = mngObjects - -updateObjectManagerObjects :: [(GameObject t)] -> ObjectManager t -> ObjectManager t -updateObjectManagerObjects objs mng = mng {mngObjects = objs} - ----------------------------------------- --- initialization of GameObjects ----------------------------------------- -object :: String -> ObjectPicture -> Bool -> (GLdouble,GLdouble) -> (GLdouble,GLdouble) -> t -> GameObject t -object name pic asleep pos speed oAttrib = let (picture, size) = createPicture pic in - GO { - objId = 0, - objName = name, - objManagerName = "object not grouped yet!", - objPicture = picture, - objAsleep = asleep, - objSize = size, - objPosition = pos, - objSpeed = speed, - objAttribute = oAttrib - } - -createPicture :: ObjectPicture -> (GameObjectPicture,Point2D) -createPicture (Basic (Polyg points r g b fillMode)) = (B (P (point2DtoVertex3 points) (Color4 r g b 1.0) fillMode),findSize points) -createPicture (Basic (Circle radius r g b fillMode)) = (B (C radius (Color4 r g b 1.0) fillMode),(2 * radius,2 * radius)) -createPicture (Tex size picIndex) = (Tx picIndex,size) - --- given a point list, finds the height and width -findSize :: [Point2D] -> Point2D -findSize l = ((x2 - x1),(y2 - y1)) - where (xList,yList) = unzip l - (x2,y2) = (maximum xList,maximum yList) - (x1,y1) = (minimum xList,minimum yList) - ----------------------------------------------- --- grouping GameObjects and creating managers ----------------------------------------------- -objectGroup :: String -> [(GameObject t)] -> (ObjectManager t) -objectGroup name objs = OM {mngName = name, mngCounter = toEnum (length objs), mngObjects = objectGroupAux objs name 0} - -objectGroupAux :: [(GameObject t)] -> String -> Integer -> [(GameObject t)] -objectGroupAux [] _ _ = [] -objectGroupAux (o:os) managerName oId = (o {objId = oId, objManagerName = managerName}):(objectGroupAux os managerName (oId + 1)) - -addObjectsToManager :: [(GameObject t)] -> String -> [(ObjectManager t)] -> [(ObjectManager t)] -addObjectsToManager _ managerName [] = error ("Objects.addObjectsToManager error: object manager " ++ managerName ++ " does not exists!") -addObjectsToManager objs managerName (m:ms) | (getObjectManagerName m == managerName) = (addObjectsToManagerAux objs m):ms - | otherwise = m:(addObjectsToManager objs managerName ms) - - -addObjectsToManagerAux :: [(GameObject t)] -> ObjectManager t -> ObjectManager t -addObjectsToManagerAux objs mng = let counter = getObjectManagerCounter mng - newObjects = adjustNewObjects objs (getObjectManagerCounter mng) (getObjectManagerName mng) - in mng {mngObjects = newObjects ++ (getObjectManagerObjects mng), mngCounter = counter + (toEnum (length objs))} - -adjustNewObjects :: [(GameObject t)] -> Integer -> String -> [(GameObject t)] -adjustNewObjects [] _ _ = [] -adjustNewObjects (o:os) oId managerName = (o {objId = oId, objManagerName = managerName}):(adjustNewObjects os (oId + 1) managerName) - ------------------------------------------- --- draw routines ------------------------------------------- -drawGameObjects :: [(ObjectManager t)] -> QuadricPrimitive -> [TextureObject] -> IO () -drawGameObjects [] _ _ = return () -drawGameObjects (m:ms) qobj picList = drawGameObjectList (getObjectManagerObjects m) qobj picList >> drawGameObjects ms qobj picList - -drawGameObjectList :: [(GameObject t)] -> QuadricPrimitive -> [TextureObject] -> IO () -drawGameObjectList [] _ _ = return () -drawGameObjectList (o:os) qobj picList | (getGameObjectAsleep o) = drawGameObjectList os qobj picList - | otherwise = drawGameObject o qobj picList >> drawGameObjectList os qobj picList - -drawGameObject :: GameObject t -> QuadricPrimitive -> [TextureObject] -> IO () -drawGameObject o qobj picList = do - loadIdentity - let (pX,pY) = getGameObjectPosition o - picture = getGameObjectPicture o - translate (Vector3 pX pY (0 :: GLdouble) ) - case picture of - (B (P points c fillMode)) -> do - color c - if (fillMode == Filled) - then (renderPrimitive Polygon $ mapM_ vertex points) - else (renderPrimitive LineLoop $ mapM_ vertex points) - - (B (C r c fillMode)) -> do - color c - renderQuadric style $ Disk 0 r 20 3 - where style = QuadricStyle Nothing NoTextureCoordinates Outside fillStyle - fillStyle = if (fillMode == Filled) then FillStyle else SilhouetteStyle - - (Tx picIndex) -> do - texture Texture2D $= Enabled - bindTexture Texture2D (picList !! picIndex) - color (Color4 1.0 1.0 1.0 (1.0 :: GLfloat)) - renderPrimitive Quads $ do - texCoord2 0.0 0.0; vertex3 (-x) (-y) 0.0 - texCoord2 1.0 0.0; vertex3 x (-y) 0.0 - texCoord2 1.0 1.0; vertex3 x y 0.0 - texCoord2 0.0 1.0; vertex3 (-x) y 0.0 - texture Texture2D $= Disabled - where (sX,sY) = getGameObjectSize o - x = sX/2 - y = sY/2 - ------------------------------------------- --- search routines ------------------------------------------- - -findObjectFromId :: GameObject t -> [(ObjectManager t)] -> GameObject t -findObjectFromId o mngs = findObjectFromIdAux (getGameObjectId o) (getGameObjectManagerName o) mngs - -findObjectFromIdAux :: Integer -> String -> [(ObjectManager t)] -> GameObject t -findObjectFromIdAux _ managerName [] = error ("Objects.findObjectFromIdAux error: object group " ++ managerName ++ " not found!") -findObjectFromIdAux objectId managerName (m:ms) | (managerName == getObjectManagerName m) = searchFromId objectId (getObjectManagerObjects m) - | otherwise = findObjectFromIdAux objectId managerName ms - -searchFromId :: Integer -> [(GameObject t)] -> GameObject t -searchFromId _ [] = error ("Objects.searchFromId error: object not found!") -searchFromId objectId (o:os) | (objectId == getGameObjectId o) = o - | otherwise = searchFromId objectId os - - -searchObjectManager :: String -> [(ObjectManager t)] -> ObjectManager t -searchObjectManager managerName [] = error ("Objects.searchObjectManager error: object group " ++ managerName ++ " not found!") -searchObjectManager managerName (m:ms) | (getObjectManagerName m == managerName) = m - | otherwise = searchObjectManager managerName ms - -searchGameObject :: String -> ObjectManager t -> GameObject t -searchGameObject objectName m = searchGameObjectAux objectName (getObjectManagerObjects m) - -searchGameObjectAux :: String -> [(GameObject t)] -> GameObject t -searchGameObjectAux objectName [] = error ("Objects.searchGameObjectAux error: object " ++ objectName ++ " not found!") -searchGameObjectAux objectName (a:as) | (getGameObjectName a == objectName) = a - | otherwise = searchGameObjectAux objectName as - ------------------------------------------- --- update routines ------------------------------------------- - --- substitutes an old object by a new one, given the function to be applied to the old object (whose id is given), --- the name of its manager and the group of game managers. -updateObject :: (GameObject t -> GameObject t) -> Integer -> String -> [(ObjectManager t)] -> [(ObjectManager t)] -updateObject _ _ managerName [] = error ("Objects.updateObject error: object manager: " ++ managerName ++ " not found!") -updateObject f objectId managerName (m:ms) | (getObjectManagerName m == managerName) = (updateObjectManagerObjects newObjects m):ms - | otherwise = m:(updateObject f objectId managerName ms) - where newObjects = updateObjectAux f objectId (getObjectManagerObjects m) - -updateObjectAux :: (GameObject t -> GameObject t) -> Integer -> [(GameObject t)] -> [(GameObject t)] -updateObjectAux _ _ [] = error ("Objects.updateObjectAux error: object not found!") -updateObjectAux f objectId (o:os) | (getGameObjectId o == objectId) = (f o):os - | otherwise = o:(updateObjectAux f objectId os) - ------------------------------------------- --- moving routines ------------------------------------------- - --- modifies all objects position according to their speed -moveGameObjects :: [(ObjectManager t)] -> [(ObjectManager t)] -moveGameObjects [] = [] -moveGameObjects (m:ms) = (updateObjectManagerObjects (map moveSingleObject (getObjectManagerObjects m)) m):(moveGameObjects ms) - -moveSingleObject :: GameObject t -> GameObject t -moveSingleObject o = if (getGameObjectAsleep o) - then o - else let (vX,vY) = getGameObjectSpeed o - (pX,pY) = getGameObjectPosition o - in updateObjectPosition (pX + vX, pY + vY) o - ------------------------------------------- --- destroy routines ------------------------------------------- - -destroyGameObject :: String -> String -> [(ObjectManager t)] -> [(ObjectManager t)] -destroyGameObject _ managerName [] = error ("Objects.destroyGameObject error: object manager: " ++ managerName ++ " not found!") -destroyGameObject objectName managerName (m:ms) | (getObjectManagerName m == managerName) = (updateObjectManagerObjects newObjects m):ms - | otherwise = m:(destroyGameObject objectName managerName ms) - where newObjects = destroyGameObjectAux objectName (getObjectManagerObjects m) - -destroyGameObjectAux :: String -> [(GameObject t)] -> [(GameObject t)] -destroyGameObjectAux objectName [] = error ("Objects.destroyGameObjectAux error: object: " ++ objectName ++ " not found!") -destroyGameObjectAux objectName (o:os) | (getGameObjectName o == objectName) = os - | otherwise = o:(destroyGameObjectAux objectName os)
− Graphics/UI/Fungen/Text.hs
@@ -1,40 +0,0 @@-{-# OPTIONS_HADDOCK hide #-} -{- | -This FunGEn module contains some functions to print text on the screen. -Fonts supported: Bitmap9By15, Bitmap8By13, BitmapTimesRoman10, BitmapTimesRoman24 - BitmapHelvetica10, BitmapHelvetica12, BitmapHelvetica18 --} -{- - -FunGEN - Functional Game Engine -http://www.cin.ufpe.br/~haskell/fungen -Copyright (C) 2002 Andre Furtado <awbf@cin.ufpe.br> - -This code is distributed in the hope that it will be useful, -but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. - --} - -module Graphics.UI.Fungen.Text ( - BitmapFont(..), - Text, - putGameText -) where - -import Graphics.UI.GLUT -import Graphics.UI.Fungen.Types -import Graphics.Rendering.OpenGL - --- | String to be printed, font, screen position, color RGB. -type Text = (String,BitmapFont,Point2D,GLclampf,GLclampf,GLclampf) - --- | Display these texts on screen. -putGameText :: [Text] -> IO () -putGameText [] = return () -putGameText ((text,font,(x,y),r,g,b):ts) = do - loadIdentity - color (Color3 r g b) - rasterPos (Vertex2 x y) - renderString font text - putGameText ts
− Graphics/UI/Fungen/Timer.hs
@@ -1,40 +0,0 @@-{-# OPTIONS_HADDOCK hide #-} -{- | -This FunGEn module controls timing (how time-based functions will behave). --} -{- - -FunGEN - Functional Game Engine -http://www.cin.ufpe.br/~haskell/fungen -Copyright (C) 2002 Andre Furtado <awbf@cin.ufpe.br> - -This code is distributed in the hope that it will be useful, -but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. - --} - -module Graphics.UI.Fungen.Timer ( - RefreshType(..), - setRefresh -) where - -import Graphics.UI.GLUT -import Graphics.UI.GLUT.Input - --- | Used by 'Graphics.UI.Fungen.funInit' to configure the main loop's timing strategy. -data RefreshType - = Idle - | Timer Int - --- | Change the current timing strategy. -setRefresh :: RefreshType -> StillDownHandler -> IO () -setRefresh Idle stillDown = idleCallback $= Just (stillDown >> postRedisplay Nothing) -setRefresh (Timer t) stillDown = addTimerCallback t (timer stillDown t) - --- | Generate a GLUT timer callback. -timer :: StillDownHandler -> Int -> TimerCallback -timer stillDown t = do - stillDown - postRedisplay Nothing - addTimerCallback t (timer stillDown t)
− Graphics/UI/Fungen/Types.hs
@@ -1,42 +0,0 @@-{-# OPTIONS_HADDOCK hide #-} -{- | This FunGEn module contains the FunGEN basic types. --} -{- - -FunGEN - Functional Game Engine -http://www.cin.ufpe.br/~haskell/fungen -Copyright (C) 2002 Andre Furtado <awbf@cin.ufpe.br> - -This code is distributed in the hope that it will be useful, -but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. - --} - -module Graphics.UI.Fungen.Types ( - WindowConfig, - Point2D, - ColorList3, - AwbfBitmap, - InvList, -) where - -import Graphics.Rendering.OpenGL - --- | position, size and name of the window -type WindowConfig = ((Int,Int),(Int,Int),String) - --- | a bidimensional point in space -type Point2D = (GLdouble,GLdouble) - --- | color in RGB format -type ColorList3 = [(GLubyte, GLubyte, GLubyte)] - --- | width, height and data of bitmap -type AwbfBitmap = (GLsizei, GLsizei, PixelData GLubyte) - --- | invisible colors (in RGB) of bitmap -type InvList = Maybe [(Int,Int,Int)] - - -
− Graphics/UI/Fungen/Util.hs
@@ -1,154 +0,0 @@-{-# OPTIONS_HADDOCK hide #-} -{- | -This FunGEn module contains some auxiliary functions. --} -{- - -FunGEN - Functional Game Engine -http://www.cin.ufpe.br/~haskell/fungen -Copyright (C) 2002 Andre Furtado <awbf@cin.ufpe.br> - -This code is distributed in the hope that it will be useful, -but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. - --} - -module Graphics.UI.Fungen.Util ( - texCoord2, vertex3, texStuff, - toRad, - randInt, randFloat, randDouble, - shiftLeft, toDecimal, pow2, toBinary, make0, dropGLsizei, - ord2, - addNoInvisibility, - racMod, - matrixToList, matrixSize, - inv2color3, pathAndInv2color3List, point2DtoVertex3, - isEmpty, - when, unless, - bindTexture -) where - -import Graphics.UI.Fungen.Types -import Graphics.Rendering.OpenGL -import System.Random - -texCoord2 :: GLdouble -> GLdouble -> IO () -texCoord2 x y = texCoord (TexCoord2 x y) - -vertex3 :: GLdouble -> GLdouble -> GLdouble -> IO () -vertex3 x y z = vertex (Vertex3 x y z) - -bindTexture :: TextureTarget -> TextureObject -> IO () -bindTexture tt to = textureBinding tt $= Just to - -texStuff :: [TextureObject] -> [AwbfBitmap] -> IO () -texStuff [] _ = return () -texStuff (t:ts) ((bmW,bmH,bmData):bms) = do - bindTexture Texture2D t - texImage2D Nothing NoProxy 0 RGBA' (TextureSize2D bmW bmH) 0 bmData - textureFilter Texture2D $= ((Nearest, Nothing), Nearest) - texStuff ts bms -texStuff _ _ = return () - -toRad :: Float -> Float -toRad a = ((pi * a)/180) - -randInt :: (Int,Int) -> IO Int -randInt (a,b) = randomRIO (a,b) - -randFloat :: (Float,Float) -> IO Float -randFloat (a,b) = randomRIO (a,b) - -randDouble :: (Double,Double) -> IO Double -randDouble (a,b) = randomRIO (a,b) - -shiftLeft :: String -> Int -> String -shiftLeft a 0 = a -shiftLeft (_:as) n = shiftLeft(as ++ "0") (n-1) -shiftLeft _ _ = [] - -toDecimal :: String -> GLsizei -toDecimal a = toDecimalAux (reverse a) 32 - -toDecimalAux :: String -> GLsizei -> GLsizei -toDecimalAux [] _ = 0 -toDecimalAux _ 0 = 0 -toDecimalAux (a:as) n - | a == '0' = toDecimalAux as (n-1) - | otherwise = pow2 (32 - n) + toDecimalAux as (n-1) - -pow2 :: GLsizei -> GLsizei -pow2 0 = 1 -pow2 n = 2 * pow2(n-1) - -toBinary :: Int -> String -toBinary n - | n < 2 = show n - | otherwise = toBinary (n `div` 2) ++ (show (n `mod` 2)) - -make0 :: Int -> String -make0 0 = [] -make0 n = '0':(make0 (n-1)) - -ord2 :: Char -> GLubyte -ord2 a = (toEnum.fromEnum) a - -dropGLsizei :: GLsizei -> [a] -> [a] -dropGLsizei 0 xs = xs -dropGLsizei _ [] = [] -dropGLsizei n (_:xs) | n>0 = dropGLsizei (n-1) xs -dropGLsizei _ _ = error "Util.dropGLsizei error: negative argument" - --- | to be used when no invisibility must be added when loading a file -addNoInvisibility :: [FilePath] -> [(FilePath, Maybe ColorList3)] -addNoInvisibility [] = [] -addNoInvisibility (a:as) = (a, Nothing):(addNoInvisibility as) - -racMod :: GLdouble -> GLdouble -> GLdouble -racMod a b | (a >= 0) = racModPos a b - | otherwise = racModNeg a b - -racModPos :: GLdouble -> GLdouble -> GLdouble -racModPos a b | (a - b < 0) = a - | otherwise = racModPos (a - b) b - -racModNeg :: GLdouble -> GLdouble -> GLdouble -racModNeg a b | (a + b > 0) = a - | otherwise = racModPos (a + b) b - -matrixToList :: [[a]] -> [a] -matrixToList [] = [] -matrixToList (a:as) = a ++ (matrixToList as) - --- | return the max indexes of a matrix (assumed that its lines have the same length) -matrixSize :: [[a]] -> (Int,Int) -matrixSize [] = (0,0) -matrixSize m@(a:_) = ((length m) - 1,(length a) - 1) - -inv2color3 :: InvList -> Maybe ColorList3 -inv2color3 Nothing = Nothing -inv2color3 (Just l) = Just (inv2color3Aux l) - -inv2color3Aux :: [(Int,Int,Int)] -> [(GLubyte,GLubyte,GLubyte)] -inv2color3Aux [] = [] -inv2color3Aux ((r,g,b):ls) = (z r,z g,z b):(inv2color3Aux ls) - where z = toEnum.fromEnum - -pathAndInv2color3List :: (FilePath,InvList) -> (FilePath, Maybe ColorList3) -pathAndInv2color3List (f,Nothing) = (f,Nothing) -pathAndInv2color3List (f,Just l) = (f,Just (inv2color3Aux l)) - -point2DtoVertex3 :: [Point2D] -> [Vertex3 GLdouble] -point2DtoVertex3 [] = [] -point2DtoVertex3 ((x,y):as) = (Vertex3 x y 0.0):(point2DtoVertex3 as) - -isEmpty :: [a] -> Bool -isEmpty [] = True -isEmpty _ = False - -when :: (Monad m) => Bool -> m () -> m () -when p s = if p then s else return () - -unless :: (Monad m) => Bool -> m () -> m () -unless p s = when (not p) s
− Graphics/UI/GLUT/Input.hs
@@ -1,103 +0,0 @@--- {-# OPTIONS_HADDOCK hide #-} -{- | -GLUT-based keyboard/mouse handling. - -Sven Panne 2000 <Sven.Panne@informatik.uni-muenchen.de> - -This provides a "still down" event in addition to GLUT's key/mouse -button up/down events, and manages bindings from input events to actions. - --} - -module Graphics.UI.GLUT.Input ( - Key(..), KeyEvent(..), KeyBinder, InputHandler, StillDownHandler, glutInitInput -) where - -import Data.IORef(IORef, newIORef, readIORef, modifyIORef) -import Data.List(deleteBy) -import Graphics.UI.GLUT - ---------------------------------------------------------------------------- - -data KeyEvent = Press | StillDown | Release deriving Eq - ---------------------------------------------------------------------------- - --- | A mutable list of keys (or mouse buttons), along with modifier --- state and mouse position. -type KeyTable = IORef [(Key, Modifiers, Position)] - -newKeyTable :: IO KeyTable -newKeyTable = newIORef [] - -getKeys :: KeyTable -> IO [(Key, Modifiers, Position)] -getKeys = readIORef - -insertIntoKeyTable :: KeyTable -> Key -> Modifiers -> Position -> IO () -insertIntoKeyTable keyTab key mods pos = modifyIORef keyTab ((key,mods,pos):) - -deleteFromKeyTable :: KeyTable -> Key -> IO () -deleteFromKeyTable keyTab key = modifyIORef keyTab (deleteBy (\(k,_,_) (l,_,_) -> k==l) (key, nullmods, nullpos)) - where nullmods = Modifiers Up Up Up - nullpos = Position 0 0 - ---------------------------------------------------------------------------- - -type InputHandler = Modifiers -> Position -> IO () - -type KeyBinder = Key -> KeyEvent -> Maybe InputHandler -> IO () - --- TODO: Improve type - --- | A mutable list of mappings from key/mousebutton up/down/stilldown --- events to IO actions. -type BindingTable = IORef [((Key,KeyEvent), InputHandler)] - -newBindingTable :: IO BindingTable -newBindingTable = newIORef [] - -bindKey :: BindingTable -> KeyBinder -bindKey bindingTable key event Nothing = - modifyIORef bindingTable (\t -> [ e | e@(b,a) <- t, b /= (key, event)]) -bindKey bindingTable key event (Just action) = do - bindKey bindingTable key event Nothing - modifyIORef bindingTable (((key, event), action) :) - -execAction :: BindingTable -> Key -> KeyEvent -> Modifiers -> Position -> IO () -execAction bindingTable key event mods pos = - readIORef bindingTable >>= (maybe (return ()) (\a -> a mods pos) . lookup (key, event)) - ---------------------------------------------------------------------------- - -type StillDownHandler = IO () - -stillDown :: BindingTable -> KeyTable -> StillDownHandler -stillDown bindingTable pressedKeys = - getKeys pressedKeys >>= mapM_ (\(k,mods,pos) -> execAction bindingTable k StillDown mods pos) - ---------------------------------------------------------------------------- - --- | Initialise the input system, which keeps a list of input event to --- action bindings and executes the the proper actions automatically. --- Returns a function for adding bindings, and another which should be --- called periodically (eg from refresh) to trigger still-down actions. -glutInitInput :: IO (KeyBinder, StillDownHandler) -glutInitInput = do - -- globalKeyRepeat would be a little bit more efficient, but it has - -- two disadvantages: it is not yet implemented for MS windows and - -- it changes the global state of X11. - perWindowKeyRepeat $= PerWindowKeyRepeatOff - bindingTable <- newBindingTable - pressedKeys <- newKeyTable - let keyPress k mods pos = do - insertIntoKeyTable pressedKeys k mods pos - execAction bindingTable k Press mods pos - keyRelease k mods pos = do - deleteFromKeyTable pressedKeys k - execAction bindingTable k Release mods pos - keyboardMouse k Down mods pos = keyPress k mods pos - keyboardMouse k Up mods pos = keyRelease k mods pos - keyboardMouseCallback $= Just keyboardMouse - return (bindKey bindingTable, stillDown bindingTable pressedKeys) - -
README.md view
@@ -1,4 +1,10 @@ <style>+/*+body {+ background-color:black;+ color:white;+}+*/ .a { font-weight:bold; color:red;@@ -6,67 +12,73 @@ } .b { font-weight:normal;- color:#bbb;+ /* color:#bbb; */+ color:black; font-size:smaller; } </style> +<div style="float:right; margin:3em 0 1em 1em;">+<img src="/site-files/logo.gif">+<br>+<a href="http://hub.darcs.net/simon/fungen/examples/pong/pong.hs#22"><img border=0 src="/site-files/pong.png" title="The pong example - click to see code" style="margin-top:2em;"></a>+<br>+<a href="http://hub.darcs.net/simon/fungen/examples/worms/worms.hs#22"><img border=0 src="/site-files/worms.png" title="The worms (snake) example - click to see code" style="margin-top:1em;"></a>+</div>+ # <span class="a">Fun<span class="b">ctional</span> G<span class="b">ame</span> En<span class="b">gine</span></span> FunGEn (Functional Game Engine) is a BSD-licensed, cross-platform, OpenGL/GLUT-based, imperative game engine/framework written in Haskell. With very few dependencies and two example games, it's one-of the easiest ways to get started with game development in Haskell.--<img src="pong.png" title="An example pong game" style="float:right; margin:1em;">--FunGEn, created by Andre Furtado, is intended to help game programmers-make games in a faster and more automated way. It supports:+of the easiest ways to get started with Haskell game development.+It provides: * Initialization, updating, removing, rendering and grouping- routines for game objects;+ routines for game objects * Definition of a game background (or map), including texture-based- maps and tile maps;+ maps and tile maps * Reading and intepretation of the player's keyboard and mouse input-* Collision detection;-* Time-based functions and pre-defined game actions;-* Loading and displaying of 24-bit bitmap files;-* Some debugging and game performance evaluation facilities;-* Sound support (maybe ? windows only)+* Collision detection+* Time-based functions and pre-defined game actions+* Loading and displaying of 24-bit bitmap files+* Some debugging and game performance evaluation facilities+<!-- * Sound support (windows only, not in current release) --> -**Home:** <http://joyful.com/fungen>- \-**Hackage:** <http://hackage.haskell.org/package/FunGEn>- \-**Docs:**- [0.4 API docs](http://hackage.haskell.org/packages/archive/FunGEn/0.4.1/doc/html/Graphics-UI-Fungen.html),- [0.1 intro docs](old-site/index.html)- <!-- Another version of the [pong tutorial](TUTORIAL.html), -->- <!-- the [old site](http://www.cin.ufpe.br/~haskell/fungen), -->- \-**Code:** <http://hub.darcs.net/simon/fungen>- \+Andre Furtado created FunGEn and I+([Simon Michael](http://joyful.com)) maintain it sporadically. If+you'd like to take it and run with it, or co-maintain, let's chat! I'm+`sm` on the #haskell-game IRC channel.++**Home:** <http://joyful.com/fungen> \+**Hackage:** <http://hackage.haskell.org/package/FunGEn> \+**Code:** <http://hub.darcs.net/simon/fungen> \ **Discussion & help:**- [#haskell-game](irc://irc.freenode.net/#haskell-game) IRC channel,+ [#haskell-game](http://www.haskell.org/haskellwiki/IRC_channel) IRC channel, [haskell-cafe](http://www.haskell.org/haskellwiki/Mailing_lists) mail list \+**Docs:**+ [API docs](http://hackage.haskell.org/packages/archive/FunGEn/0.4.2/doc/html/Graphics-UI-Fungen.html),+ Andre's [pong tutorial](site-files/example.html),+ <!-- New version of the [pong tutorial](TUTORIAL.html) \ -->+ <!-- the [old site](http://www.cin.ufpe.br/~haskell/fungen) \ -->+ Stack Overflow [FunGEn questions](http://stackoverflow.com/search?tab=newest&q=fungen), \+ Haskell wiki [OpenGL tutorial](http://www.haskell.org/haskellwiki/OpenGLTutorial1) \ ## Getting started -<img src="worms.png" title="An example snake game" style="float:right; margin:1em;">--Install from hackage: +**Install from hackage:** ``` $ cabal update $ cabal install FunGEn ``` -Or, install source and+**Or, install source and [run](http://hub.darcs.net/simon/fungen/examples/helloworld.hs) [the](http://hub.darcs.net/simon/fungen/examples/pong/pong.hs)-[examples](http://hub.darcs.net/simon/fungen/examples/worms/worms.hs):+[examples](http://hub.darcs.net/simon/fungen/examples/worms/worms.hs):** ``` $ darcs get http://hub.darcs.net/simon/fungen@@ -77,16 +89,14 @@ $ (cd examples/worms; ghc worms; ./worms) ``` -Contribute patches:+(darcs is like git but simpler. If your system doesn't provide it, get it [here](http://darcs.net/Binaries).) +**Contribute patches:**+ - log in to hub.darcs.net and fork <http://hub.darcs.net/simon/fungen> - push patches to your branch - give me a "pull request" on #haskell-game -I ([Simon Michael](http://joyful.com)) maintain FunGEn-sporadically. If you'd like to take it and run with it, or-co-maintain, let's chat! I'm sm on the #haskell-game IRC channel.- --- ## FAQ@@ -168,50 +178,40 @@ ### 0.1 (2002) First public release by Andre Furtado: -- FunGEn v1.0 can be downloaded here. (PLEASE NOTE: this is the very first- version of FunGEn, and it was released just to get some feedback from- game programmers. You are strongly invited to tell your game programming- experiences with FunGEn, helping us to release a definitive, stable- version). Ok, after this disclaimer, please fell yourself free to take a- quick tour in the site; it contains a lot of useful information for- those who are really interested in trying a new game programming- experience. Nice coding...+--- -- Current Status: Some feedback indicated that the first version of FunGEn- was not as "functional" as it was desired: some game issues were still- being dealt through an imperative fashion. This way, the authors of this- project decided to change the game engine philosophy: programmers should- describe a game as a set of "specifications" rather than defining its- behavior imperatively. One plausible alternative for accomplishing this- task is porting the Clean Game Library (CGL) to Haskell, adding some- FunGEn specific features. Hence, this is the actual status of the FunGEn- project: it is being rebuilt in order to provide game programming- mechanisms following the CGL concepts. This really demands some time,- but the authors expect a new version to be released soon.+## To do ----+Andre's 2002 site included this message: -## Contributing+> Current Status: Some feedback indicated that the first version of FunGEn was not as "functional" as it was desired: some game issues were still being dealt through an imperative fashion. This way, the authors of this project decided to change the game engine philosophy: programmers should describe a game as a set of "specifications" rather than defining its behavior imperatively. One plausible alternative for accomplishing this task+> is porting the Clean Game Library (CGL) to Haskell, adding some FunGEn specific features. Hence, this is the actual status of the FunGEn project: it is being rebuilt in order to provide game programming mechanisms following the CGL+> concepts. This really demands some time, but the authors expect a new version to be released soon.+> +> ... PLEASE NOTE: this is the very first version of FunGEn, and it was released just to get some feedback from game programmers. You are strongly invited to <A HREF="mailto:awbf@cin.ufpe.br">tell</A> your game programming experiences with FunGEn, helping us to release a definitive, stable version). Ok, after this disclaimer, please fell yourself free to take a quick tour in the site; it contains a lot of useful information for those who are really interested in trying a new game programming experience. Nice coding... -Andre's 2002 todo list:+and this todo list: -Here you have a list of some upcoming FunGEn features, and some other-desired features (but with no implementation prevision yet).+> Here you have a list of some upcoming FunGEn features, and some other+> desired features (but with no implementation prevision yet).+> +> - Support map scrolling (coming soon);+> - Support mouse input management (coming soon);+> - Make a polygon map definition avaiable (coming soon);+> - Make sound avaible to non-Win32 platforms;+> - Create, if possible, some operators to avoid the excessive (x <- ...) syntax;+> - Support auto-animated objects;+> - Create a GLUT independent font support (or perhaps extend it);+> - Improve the installation process;+> - Upgrade FunGEn to be both a 2D (bidimensional) and 2D 1/2 (bi and a half dimensional) engine;+> - Create a map editor/generator (possibly in other language, or using the brand new Haskell GUI...);+> - Take courage to start thinking about the 3D world...+> +> Would you like to suggest a feature? Feel free to do it. Would you like to+> implement a feature? Please do it! Keep in touch. -- Support map scrolling (coming soon);-- Support mouse input management (coming soon);-- Make a polygon map definition avaiable (coming soon);-- Make sound avaible to non-Win32 platforms;-- Create, if possible, some operators to avoid the excessive (x <- ...) syntax;-- Support auto-animated objects;-- Create a GLUT independent font support (or perhaps extend it);-- Improve the installation process;-- Upgrade FunGEn to be both a 2D (bidimensional) and 2D 1/2 (bi and a half dimensional) engine;-- Create a map editor/generator (possibly in other language, or using the brand new Haskell GUI...);-- Take courage to start thinking about the 3D world...+and this [old windows code with sound support](/site-files/FunGEn0.1-Win32.zip). -Would you like to suggest a feature? Feel free to do it. Would you like to-implement a feature? Please do it! Keep in touch. --- @@ -219,26 +219,27 @@ Andre's 2002 credits: -FunGEn was created by Andre Furtado, Computation Science graduation-student at the Informatics Center (CIn) of the Federal University of-Pernambuco (UFPE), as part of a Scientific Iniciation (PIBIC/CNPq)-research project (Creating a Game Platform Using Haskell), oriented by-lecturer Andre Santos (PhD, 1995, University of Glasgow), who was-responsible for figuring out a lot of FunGEn implementation details.--I would like to thank also the following people who contributed for the development of FunGEn:--- Sven Panne-- Jay Cox-- Geber Ramalho-- Carlos Andre Pessoa-- Charles Madeira-- Monique Monteiro-- The people at the Haskell mailing lists--FunGEn can be distributed freely, in the hope that it will be useful, but-WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY-or FITNESS FOR A PARTICULAR PURPOSE. I would thank you if you cite my name-and this site if you are going to use FunGEn for other things besides home-programming.+> FunGEn was created by Andre Furtado, Computation Science graduation+> student at the Informatics Center (CIn) of the Federal University of+> Pernambuco (UFPE), as part of a Scientific Iniciation (PIBIC/CNPq)+> research project (Creating a Game Platform Using Haskell), oriented by+> lecturer Andre Santos (PhD, 1995, University of Glasgow), who was+> responsible for figuring out a lot of FunGEn implementation details.+> +> I would like to thank also the following people who contributed for the development of FunGEn:+> +> - Sven Panne+> - Jay Cox+> - Geber Ramalho+> - Carlos Andre Pessoa+> - Charles Madeira+> - Monique Monteiro+> - The people at the Haskell mailing lists+> +> FunGEn can be distributed freely, in the hope that it will be useful, but+> WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY+> or FITNESS FOR A PARTICULAR PURPOSE. I would thank you if you cite my name+> and this site if you are going to use FunGEn for other things besides home+> programming. +---