HPong (empty) → 0.1
raw patch · 5 files changed
+518/−0 lines, 5 filesdep +GLFWdep +OpenGLdep +basesetup-changed
Dependencies added: GLFW, OpenGL, base, data-accessor, data-accessor-template
Files
- HPong.cabal +25/−0
- HPong.hs +136/−0
- LICENSE +340/−0
- README +15/−0
- Setup.hs +2/−0
+ HPong.cabal view
@@ -0,0 +1,25 @@+name: HPong +version: 0.1 + +license: GPL +license-file: LICENSE +author: Remco Niemeijer +maintainer: Remco Niemeijer <R.A.Niemeijer@tue.nl> + +stability: Stable +category: Game +synopsis: 2-D single-player game +description: A simple OpenGL Pong game based on GLFW +homepage: + +build-depends: base, data-accessor, data-accessor-template, OpenGL, GLFW +build-type: Simple +data-files: README +tested-with: GHC==6.10.2 + +executable: hpong +main-is: HPong.hs +other-modules: + +ghc-options: -Wall +ghc-prof-options: -prof -auto-all
+ HPong.hs view
@@ -0,0 +1,136 @@+{-# LANGUAGE TemplateHaskell #-} + +import Control.Monad +import Data.Accessor +import Data.Accessor.Basic (T) +import Data.Accessor.Template +import Data.IORef +import Graphics.Rendering.OpenGL +import Graphics.UI.GLFW + +data Game = Game { scorePlayer_ :: Int, scoreCPU_ :: Int, + playerY_ :: Double, cpuY_ :: Double, + ballX_ :: Double, ballY_ :: Double, + ballVX_ :: Double, ballVY_ :: Double } +$( deriveAccessors ''Game ) + +windowW, windowH, paddleW, paddleH, paddleX, ballSize, ballSpeed :: Double +(windowW, windowH) = (640, 400) +(paddleW, paddleH, paddleX) = (20, 100, 50) +(ballSize, ballSpeed) = (20, 2) + +main :: IO () +main = do + let newGame = resetBall $ Game 0 0 200 200 0 0 1 1 + game <- newIORef newGame + initGL (floor $ windowW) (floor $ windowH) + get time >>= newIORef >>= mainLoop game + closeWindow + terminate + +initGL :: GLsizei -> GLsizei -> IO () +initGL w h = do + initialize + openWindow (Size w h) [DisplayAlphaBits 8] Window + windowTitle $= "HPong" + lineSmooth $= Enabled + blend $= Enabled + blendFunc $= (SrcAlpha, OneMinusSrcAlpha) + windowSizeCallback $= windowResize + +windowResize :: Size -> IO () +windowResize s@(Size w h) = do + viewport $= (Position 0 0, s) + matrixMode $= Projection + loadIdentity + ortho2D 0 (realToFrac w) 0 (realToFrac h) + +mainLoop :: IORef Game -> IORef Double -> IO () +mainLoop game lastFrame = do + dt <- liftM2 (-) (get time) (get lastFrame) + get time >>= writeIORef lastFrame + + handleInput (dt * 100) game + game $~ update (dt * 100) + render game + displayFPS dt + swapBuffers + unless `pressed` ESC $ do + sleep 0.001 + windowOpenStatus <- get $ windowParam Opened + unless (windowOpenStatus == 0) $ mainLoop game lastFrame + +handleInput :: Double -> IORef Game -> IO () +handleInput dt game = do + when `pressed` UP $ game $~ movePaddle playerY dt + when `pressed` DOWN $ game $~ movePaddle playerY (-dt) + +movePaddle :: T r Double -> Double -> r -> r +movePaddle p d = p ^: min (windowH - paddleH / 2) . max (paddleH / 2) . (+ d) + +update :: Double -> Game -> Game +update dt g = moveAI dt $ checkScore $ bounce $ + ballX ^: (+ g ^. ballVX * ballSpeed * dt) $ + ballY ^: (+ g ^. ballVY * ballSpeed * dt) $ g + +moveAI :: Double -> Game -> Game +moveAI dt g = movePaddle cpuY (signum (g ^. ballY - g ^. cpuY) * dt) g + +bounce :: Game -> Game +bounce g@(Game _ _ py cy bx by _ _) + | by < 0 = ballVY ^: negate $ ballY ^= ballSize - by $ g + | by > windowH = ballVY ^: negate $ ballY ^= 2 * windowH - ballSize - by $ g + | hitPaddle bx by paddleX py && bx > paddleX + = ballVX ^: negate $ ballX ^= paddleX + paddleBallDist $ g + | hitPaddle bx by (windowW - paddleX) cy && bx < (windowW - paddleX) + = ballVX ^: negate $ ballX ^= windowW - paddleX - paddleBallDist $ g + | otherwise = g + where paddleBallDist = paddleW / 2 + ballSize / 2 + +checkScore :: Game -> Game +checkScore g | g ^. ballX < 0 = resetBall $ scoreCPU ^: succ $ g + | g ^. ballX > windowW = resetBall $ scorePlayer ^: succ $ g + | otherwise = g + +hitPaddle :: Double -> Double -> Double -> Double -> Bool +hitPaddle bx by px py = abs (bx - px) <= ballSize / 2 + paddleW / 2 && + abs (by - py) <= ballSize / 2 + paddleH / 2 + +resetBall :: Game -> Game +resetBall game@(Game sp sc _ _ _ _ _ _) = + ballX ^= windowW / 2 $ ballY ^= windowH / 2 $ + ballVX ^= fromIntegral (1 - 2 * mod (sp + sc) 2) $ game + +render :: IORef Game -> IO () +render game = do + (Game ps cs py cy bx by _ _) <- get game + clear [ColorBuffer, DepthBuffer] + color $ color3 1 0 0 + rectangle paddleX py paddleW paddleH + color $ color3 0 0 1 + rectangle (windowW - paddleX) cy paddleW paddleH + color $ color3 1 1 1 + rectangle bx by ballSize ballSize + preservingMatrix $ do + translate $ Vector3 50 350 (0 :: Float) + renderString Fixed8x16 . ("You: " ++) $ show ps + translate $ Vector3 450 0 (0 :: Float) + renderString Fixed8x16 . ("CPU: " ++) $ show cs + +displayFPS :: Double -> IO () +displayFPS dt = do color $ color3 1 1 1 + renderString Fixed8x16 . ("FPS: " ++) $ show (1 / dt) + +pressed :: (Enum a) => (Bool -> b -> IO c) -> a -> b -> IO c +pressed cond key f = getKey key >>= flip cond f . (== Press) + +rectangle :: Double -> Double -> Double -> Double -> IO () +rectangle x y w h = renderPrimitive Quads $ mapM_ (vertex . vert2D) + [(x - w / 2, y - h / 2), (x + w / 2, y - h / 2), + (x + w / 2, y + h / 2), (x - w / 2, y + h / 2)] + +color3 :: Double -> Double -> Double -> Color3 Double +color3 = Color3 + +vert2D :: (Double, Double) -> Vertex3 Double +vert2D (x,y) = Vertex3 x y 0
+ LICENSE view
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+ README view
@@ -0,0 +1,15 @@+---------------------------------- HPong ---------------------------------- + +With the release of the Haskell Platform it is now trivial to start making +OpenGL programs with Haskell. + +HPong is a very simple OpenGL game that was made both to experiment with +OpenGL and as a starting point for more complex games, since there seem +to be fairly few examples of GLFW programs in Haskell. + +Controls : Up arrow moves your paddle up. + Down arrow moves your paddle down. + Esc quits the game. + +HPong is based on GLFW instead of GLUT for the simple reason that GLUT +does not provide a working window close callback.
+ Setup.hs view
@@ -0,0 +1,2 @@+import Distribution.Simple +main = defaultMain