packages feed

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 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
@@ -0,0 +1,340 @@+            GNU GENERAL PUBLIC LICENSE
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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