haskell-snake (empty) → 1.0.0
raw patch · 13 files changed
+1424/−0 lines, 13 filesdep +basedep +containersdep +haskell-snakesetup-changed
Dependencies added: base, containers, haskell-snake, lens, linear, mtl, random, sdl2, sdl2-ttf, text, vector
Files
- CHANGELOG.md +8/−0
- LICENSE +675/−0
- Setup.hs +2/−0
- driver/Main.hs +220/−0
- driver/MainWrapper.hs +5/−0
- haskell-snake.cabal +76/−0
- src/Game/HSnake/AI.hs +33/−0
- src/Game/HSnake/Basic.hs +71/−0
- src/Game/HSnake/Board.hs +15/−0
- src/Game/HSnake/Game.hs +33/−0
- src/Game/HSnake/Graphics.hs +137/−0
- src/Game/HSnake/Player.hs +78/−0
- src/Game/HSnake/Snake.hs +71/−0
+ CHANGELOG.md view
@@ -0,0 +1,8 @@+# Changelog++## [Unreleased]++## [1.0.0] -- 2018-05-24+### Added+- `stack` support+- complete rewrite for `SDL2`
+ LICENSE view
@@ -0,0 +1,675 @@+ GNU GENERAL PUBLIC LICENSE+ Version 3, 29 June 2007++ Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>+ Everyone is permitted to copy and distribute verbatim copies+ of this license document, but changing it is not allowed.++ Preamble++ The GNU General Public License is a free, copyleft license for+software and other kinds of works.++ The licenses for most software and other practical works are designed+to take away your freedom to share and change the works. By contrast,+the GNU General Public License is intended to guarantee your freedom to+share and change all versions of a program--to make sure it remains free+software for all its users. We, the Free Software Foundation, use the+GNU General Public License for most of our software; it applies also to+any other work released this way by its authors. You can apply it to+your programs, too.++ When we speak of free software, we are referring to freedom, not+price. 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+ Setup.hs view
@@ -0,0 +1,2 @@+import Distribution.Simple+main = defaultMain
+ driver/Main.hs view
@@ -0,0 +1,220 @@+module Main where++import Control.Lens++import Game.HSnake.AI+import Game.HSnake.Basic+import Game.HSnake.Game+import Game.HSnake.Graphics+import Game.HSnake.Player+import Game.HSnake.Snake++import Control.Monad+import Control.Monad.State+import Control.Monad.Reader+import Data.List+import Foreign.C.Types (CInt(..))+import qualified SDL+import qualified SDL.Font as SDLF+++data MessageDir = MessageDir {+ quitMessage :: Bool+}++data AppConfig = AppConfig {+ window :: SDL.Window,+ renderer :: SDL.Renderer,+ gameScreen :: SDL.Surface,+ messageDir :: MessageDir+}++type AppState = StateT GameState IO+type AppEnv = ReaderT AppConfig AppState+++initEnv :: IO (AppConfig, GameState)+initEnv = do+ let windowSize = SDL.V2 (fromIntegral screenWidth :: CInt) (fromIntegral screenHeight :: CInt)+ let p = SDL.defaultWindow {SDL.windowInitialSize = windowSize}+ window <- SDL.createWindow "Haskell Snake" p+ SDL.showWindow window+ let screenSize = SDL.V2 (fromIntegral gameScreenWidth :: CInt) (fromIntegral gameScreenHeight :: CInt)+ gameScreen <- SDL.createRGBSurface screenSize SDL.RGB24+ -- Renderer renders to gameScreen, not to window+ -- We have text additionally to render to other parts of the window+ -- If we rendered directly to window and then rendered text, this+ -- would result in flickering+ renderer <- SDL.createSoftwareRenderer gameScreen++ let msgDir = MessageDir False++ applePos <- getRandomApple initialSnakePosition+ tick <- SDL.ticks++ return (AppConfig window renderer gameScreen msgDir,+ applePosition .~ applePos $+ lastTick .~ tick $ initialGameState) -- timerState+++runLoop :: AppConfig -> GameState -> IO ()+runLoop = evalStateT . runReaderT loop+++handleInputHuman :: GameState -> (Maybe SDL.Event) -> ReaderT AppConfig AppState ()+handleInputHuman gs (Just (SDL.Event _ (SDL.KeyboardEvent k))) =+ handleInputKeyboard gs k+handleInputHuman _ _ = return ()++handleInputKeyboard :: MonadState GameState m => GameState -> SDL.KeyboardEventData -> m ()+handleInputKeyboard gs (SDL.KeyboardEventData _ SDL.Pressed False keysym) =+ case SDL.keysymKeycode keysym of+ SDL.KeycodeDown -> do+ put $ players .~ moveHuman South $ gs+ SDL.KeycodeUp -> do+ put $ players .~ moveHuman North $ gs+ SDL.KeycodeLeft -> do+ put $ players .~ moveHuman West $ gs+ SDL.KeycodeRight -> do+ put $ players .~ moveHuman East $ gs+ _ -> return ()+ where+ moveHuman dir = mapToIndices (\pl -> setNextPlayerDirection pl dir) (gs^.players) humanPlayerIndices+ where+ humanPlayerIndices = findIndices isHuman (gs^.players)+handleInputKeyboard _ _ = return ()++++-- | poll for event until it is SDL_QUIT or NoEvent+whileEvents :: MonadIO m => (Maybe SDL.Event -> m ()) -> m Bool+whileEvents act = do+ event <- liftIO SDL.pollEvent+ case event of+ Just (SDL.Event _ SDL.QuitEvent) -> return True+ _ -> do+ act event+ return False+++loop :: AppEnv ()+loop = do+ gameState <- get+ quit <- whileEvents $ handleInputHuman gameState+ computeAINextMoves++ gameState <- get++ let apple = gameState^.applePosition+ let ps = gameState^.players++ if checkPlayersCollision ps+ then error "Game over"+ else return ()++ tick <- liftIO SDL.ticks++ let tickDifference = fromIntegral tick - fromIntegral (gameState^.lastTick)++ if (tickDifference > speedFromLevel (fromIntegral $ gameState^.level))+ then+ do+ -- Move the snake first, only then check for apple eating.+ -- Otherwise we would eat the apple, then immediately move+ -- the snake, which is wrong.+ updatePlayerDirections+ movePlayers+ gameState <- get+ put $ lastTick .~ tick $ gameState++ drawGame++ let appleEatersInd = findIndices (playerEatsApple apple) ps+ if (length appleEatersInd > 0)+ then do+ newApplePosition <- liftIO $ getRandomApple (totalPlayersPosition ps)+ -- increase snake's length+ increaseAppleEatersLength appleEatersInd+ gameState <- get+ put $ applePosition .~ newApplePosition $ gameState++ else return ()+ else return ()++ if (shouldIncreaseLevel ps)+ then do+ newApplePosition <- liftIO $ getRandomApple (totalPlayersPosition ps)+ -- start new level after apple is eaten+ put $ applePosition .~ newApplePosition $+ level .~ (gameState^.level) + 1 $ initialGameState+ else return ()++ unless quit loop++ loop+++computeAINextMoves :: ReaderT AppConfig AppState ()+computeAINextMoves = do+ gameState <- get+ put $ players .~ movedAI gameState $ gameState+ where+ aiIndices gs = findIndices (not . isHuman) (gs^.players)+ movedAI gs = mapToIndices (\pl -> setNextPlayerDirection pl (computeAIPlayerMove pl gs)) (gs^.players) (aiIndices gs)+++updatePlayerDirections :: ReaderT AppConfig AppState ()+updatePlayerDirections = do+ gameState <- get+ put $ players .~ map updatePlayerDirection (gameState^.players) $ gameState+++movePlayers :: ReaderT AppConfig AppState ()+movePlayers = do+ gameState <- get+ put $ players .~ map movePlayer (gameState^.players) $ gameState+++increaseAppleEatersLength :: [Int] -> ReaderT AppConfig AppState ()+increaseAppleEatersLength appleEatersIndices = do+ gameState <- get+ put $ players .~ mapToIndices increasePlayerSnakeLength (gameState^.players) appleEatersIndices $ gameState+++drawGame :: ReaderT AppConfig AppState ()+drawGame = do+ window <- window `liftM` ask+ renderer <- renderer `liftM` ask+ gameScreen <- gameScreen `liftM` ask+ gameState <- get++ liftIO $ do+ -- clear window surface first+ screen <- SDL.getWindowSurface window+ clearSurface screen++ paintBoard renderer+ paintApple renderer (gameState^.applePosition)+ mapM_ (paintPlayer renderer) (gameState^.players)++ SDL.present renderer++ showGameMessages window gameState++ _ <- SDL.surfaceBlit gameScreen Nothing screen Nothing++ SDL.updateWindowSurface window++ SDL.freeSurface screen++ return ()+++main :: IO ()+main = do+ SDL.initializeAll+ SDLF.initialize++ (env, snakeState) <- initEnv++ runLoop env snakeState
+ driver/MainWrapper.hs view
@@ -0,0 +1,5 @@+{-# LANGUAGE ForeignFunctionInterface #-}++module MainWrapper where+import Main (main)+foreign export ccall "haskell_main" main :: IO ()
+ haskell-snake.cabal view
@@ -0,0 +1,76 @@+-- This file has been generated from package.yaml by hpack version 0.27.0.+--+-- see: https://github.com/sol/hpack+--+-- hash: 60583e315dd2851d455eb1c3beba4cfd260b5fecb8b670efc23c1f0c6070679a++name: haskell-snake+version: 1.0.0+synopsis: Snake game implemetation in Haskell using SDL2+description: See README at <https://github.com/CGenie/haskell-snake>+category: Games+homepage: https://github.com/CGenie/haskell-snake#readme+bug-reports: https://github.com/CGenie/haskell-snake/issues+maintainer: Przemysław Kamiński <cgenie@gmail.com>+license: GPL-3+license-file: LICENSE+build-type: Simple+cabal-version: >= 1.10++extra-source-files:+ CHANGELOG.md++source-repository head+ type: git+ location: https://github.com/CGenie/haskell-snake++library+ exposed-modules:+ Game.HSnake.AI+ Game.HSnake.Basic+ Game.HSnake.Board+ Game.HSnake.Game+ Game.HSnake.Graphics+ Game.HSnake.Player+ Game.HSnake.Snake+ other-modules:+ Paths_haskell_snake+ hs-source-dirs:+ src+ default-extensions: EmptyCase FlexibleContexts FlexibleInstances InstanceSigs MultiParamTypeClasses LambdaCase MultiWayIf NamedFieldPuns TupleSections DeriveFoldable DeriveFunctor DeriveGeneric DeriveLift DeriveTraversable DerivingStrategies GeneralizedNewtypeDeriving StandaloneDeriving BangPatterns KindSignatures TypeOperators OverloadedStrings ScopedTypeVariables TypeApplications ConstraintKinds RankNTypes DefaultSignatures PatternSynonyms TemplateHaskell+ ghc-options: -Wall -Wincomplete-patterns -Wincomplete-uni-patterns -Wredundant-constraints+ build-depends:+ base >=4.9 && <5+ , containers+ , lens+ , linear+ , mtl+ , random+ , sdl2+ , sdl2-ttf+ , text+ , vector+ default-language: Haskell2010++executable haskell-snake+ main-is: Main.hs+ other-modules:+ MainWrapper+ Paths_haskell_snake+ hs-source-dirs:+ driver+ default-extensions: EmptyCase FlexibleContexts FlexibleInstances InstanceSigs MultiParamTypeClasses LambdaCase MultiWayIf NamedFieldPuns TupleSections DeriveFoldable DeriveFunctor DeriveGeneric DeriveLift DeriveTraversable DerivingStrategies GeneralizedNewtypeDeriving StandaloneDeriving BangPatterns KindSignatures TypeOperators OverloadedStrings ScopedTypeVariables TypeApplications ConstraintKinds RankNTypes DefaultSignatures PatternSynonyms TemplateHaskell+ ghc-options: -Wall -Wincomplete-patterns -Wincomplete-uni-patterns -Wredundant-constraints+ build-depends:+ base >=4.9 && <5+ , containers+ , haskell-snake+ , lens+ , linear+ , mtl+ , random+ , sdl2+ , sdl2-ttf+ , text+ , vector+ default-language: Haskell2010
+ src/Game/HSnake/AI.hs view
@@ -0,0 +1,33 @@+module Game.HSnake.AI where++import Control.Lens++import Game.HSnake.Basic+import Game.HSnake.Game+import Game.HSnake.Player+import Game.HSnake.Snake++computeAIPlayerMove :: Player -> GameState -> Direction+computeAIPlayerMove pl gameState = circleAIPlayer pl+++circleAIPlayer :: Player -> Direction+circleAIPlayer pl+ -- corner cases+ | headPos^.x == 1 && dir == West && headPos^.y <= 2 = South+ | headPos^.x == 1 && dir == West && headPos^.y > 2 = North+ | headPos^.x == (numRectsX - 1) && dir == East && headPos^.y <= 2 = South+ | headPos^.x == (numRectsX - 1) && dir == East && headPos^.y > 2 = North+ | headPos^.y == 1 && dir == North && headPos^.x >= 2 = West+ | headPos^.y == 1 && dir == North && headPos^.x < 2 = East+ | headPos^.y == (numRectsY - 1) && dir == South && headPos^.x >= 2 = West+ | headPos^.y == (numRectsY - 1) && dir == South && headPos^.x < 2 = East+ -- normal operation+ | headPos^.y <= 2 = South+ | headPos^.y >= (numRectsX - 2) = North+ | headPos^.y <= 2 = West+ | headPos^.y >= (numRectsY - 2) = East+ | otherwise = pl^.snake^.direction+ where+ headPos = head $ pl^.snake^.position+ dir = pl^.snake^.direction
+ src/Game/HSnake/Basic.hs view
@@ -0,0 +1,71 @@+-- Basic.hs -- basic functions and datatypes+module Game.HSnake.Basic where++import Control.Lens++import Data.List+import System.Random++--data Colors = White | Black++data Colour = White | Red | Blue | Green | Yellow | Black+ deriving (Eq, Show)++data Point = Point {+ _x :: Int,+ _y :: Int+} deriving (Show, Eq, Ord)++makeLenses ''Point++infixl 6 |+|+(|+|) :: Point -> Point -> Point+pt1 |+| pt2 = Point (pt1^.x + pt2^.x) (pt1^.y + pt2^.y)++data Direction = North | South | East | West+ deriving (Show, Eq, Ord)++-- | board size+numRectsX :: Int+numRectsX = 11+-- | board size+numRectsY :: Int+numRectsY = 11++oppositeDirections :: Direction -> Direction -> Bool+oppositeDirections dir1 dir2+ | ss == sort [North, South] = True+ | ss == sort [East, West] = True+ | otherwise = False+ where+ ss = sort [dir1, dir2]++directionToPoint :: Direction -> Point+directionToPoint North = Point 0 (-1)+directionToPoint South = Point 0 1+directionToPoint East = Point 1 0+directionToPoint West = Point (-1) 0++randomListGenerator = do+ seed <- newStdGen+ return $ randomlist seed+ where+ randomlist = unfoldr (Just . random)++getRandomApple snakePosition = do+ r1 <- randomListGenerator+ r2 <- randomListGenerator+ let pts = map modPoint (zip r1 r2)+ return $ head $ filter (\pt -> (not . elem pt) snakePosition) pts+ where+ modPoint (x, y) = Point ((x `mod` numRectsX) + 1) ((y `mod` numRectsY) + 1)++-- | maps function to list, but only to specific indices+mapToIndices :: (Eq a) => (a -> a) -> [a] -> [Int] -> [a]+mapToIndices f xs ind = mapToIndices' f xs ind 0+ where+ mapToIndices' f' (x':xs') (ind':inds') i+ | ind' == i = (f' x':mapToIndices' f' xs' inds' (i + 1))+ | otherwise = (x':mapToIndices' f' xs' (ind':inds') (i + 1))+ mapToIndices' f' [] _ _ = []+ mapToIndices' f' xs' [] _ = xs'
+ src/Game/HSnake/Board.hs view
@@ -0,0 +1,15 @@+-- Board.hs -- board logic+module Game.HSnake.Board where++import Control.Lens++import Game.HSnake.Basic++data Board = Board {+ _xSize :: Int,+ _ySize :: Int+} deriving (Eq, Show)++makeLenses ''Board++initialBoard = Board numRectsX numRectsY
+ src/Game/HSnake/Game.hs view
@@ -0,0 +1,33 @@+module Game.HSnake.Game where++import Game.HSnake.Basic+import Game.HSnake.Board+import Game.HSnake.Player+import Game.HSnake.Snake++import Control.Lens+import Data.Word++data GameState = GameState {+ _players :: [Player],+ _applePosition :: Game.HSnake.Basic.Point,+ _board :: Board,+ _level :: Int,+ _lastTick :: Word32+}+makeLenses ''GameState++initialGameState :: GameState+initialGameState = GameState+ [initialPlayer, initialComputer]+ (Game.HSnake.Basic.Point 0 0)+ initialBoard+ 1+ 0++speedFromLevel :: Integer -> Integer+speedFromLevel l = toInteger $ floor $ (380 * (0.5**(0.1 * (fromIntegral l))) + 20)++-- if snake's length is greater than 10, then increase level+shouldIncreaseLevel :: [Player] -> Bool+shouldIncreaseLevel ps = length (filter (>=10) (map (\pl -> pl^.snake^.len) ps)) > 0
+ src/Game/HSnake/Graphics.hs view
@@ -0,0 +1,137 @@+module Game.HSnake.Graphics where++import Game.HSnake.Basic+import Game.HSnake.Board+import Game.HSnake.Game+import Game.HSnake.Player+import Game.HSnake.Snake+++import Control.Lens+import Control.Monad.IO.Class (MonadIO(..))+import Data.Text (pack)+import qualified Data.Vector.Storable as DVS+import Data.Word+import Linear+import Linear.Affine+import Foreign.C.Types (CInt(..))+import qualified SDL+import qualified SDL.Font as SDLF+++type SDLRect = SDL.Rectangle CInt+++setColor :: SDL.Renderer -> Colour -> IO ()+setColor r White = SDL.rendererDrawColor r SDL.$= SDL.V4 maxBound maxBound maxBound maxBound+setColor r Red = SDL.rendererDrawColor r SDL.$= SDL.V4 maxBound 0 0 maxBound+setColor r Green = SDL.rendererDrawColor r SDL.$= SDL.V4 0 maxBound 0 maxBound+setColor r Blue = SDL.rendererDrawColor r SDL.$= SDL.V4 0 0 maxBound maxBound+setColor r Yellow = SDL.rendererDrawColor r SDL.$= SDL.V4 maxBound maxBound 0 maxBound+setColor r Black = SDL.rendererDrawColor r SDL.$= SDL.V4 0 0 0 maxBound++sdlColor :: Colour -> SDLF.Color+sdlColor Black = SDL.V4 0 0 0 maxBound+sdlColor White = SDL.V4 maxBound maxBound maxBound maxBound++screenWidth :: Int+screenWidth = 640+screenHeight :: Int+screenHeight = 480+screenBpp :: Int+screenBpp = 32++gameScreenWidth :: Int+gameScreenWidth = 540+gameScreenHeight :: Int+gameScreenHeight = 400++messageScreenWidth :: Int+messageScreenWidth = screenWidth - gameScreenWidth+messageScreenHeight :: Int+messageScreenHeight = screenHeight - gameScreenHeight++rectWidth :: Int+rectWidth = gameScreenWidth `div` numRectsX+rectHeight :: Int+rectHeight = gameScreenHeight `div` numRectsY+++rectFromPoint :: Game.HSnake.Basic.Point -> SDLRect+rectFromPoint (Game.HSnake.Basic.Point x y) = SDL.Rectangle startPoint size+ where+ startX = (x - 1)*rectWidth + 1+ startY = (y - 1)*rectHeight + 1+ width = rectWidth - 1+ height = rectHeight - 1+ startPoint = P $ V2 (fromIntegral startX) (fromIntegral startY)+ size = V2 (fromIntegral width) (fromIntegral height)+++rects = [rectFromPoint (Game.HSnake.Basic.Point ptx pty) | ptx <- [1..numRectsX], pty <- [1..numRectsY]]+rectsVec = DVS.generate (numRectsX * numRectsY)+ (\i -> rects !! i )+++paintRects :: SDL.Renderer -> Colour -> IO ()+paintRects r color = do+ setColor r color+ SDL.fillRects r rectsVec++paintBoard :: SDL.Renderer -> IO ()+paintBoard r = do+ paintRects r White++paintApple :: SDL.Renderer -> Game.HSnake.Basic.Point -> IO ()+paintApple r ap = do+ setColor r Red+ SDL.fillRect r $ Just rect+ where+ rect = rectFromPoint ap++-- | TODO: paint different snakes with different colors+paintPlayer :: SDL.Renderer -> Player -> IO ()+paintPlayer r p = paintSnake r (p^.snake) (p^.colour)+++paintSnake :: SDL.Renderer -> Snake -> Colour -> IO ()+paintSnake r s c =+ mapM_ (\p -> paintSnakePiece r (rectFromPoint p) c) (s^.position)++paintSnakePiece :: SDL.Renderer -> SDLRect -> Colour -> IO ()+paintSnakePiece r rect c = do+ setColor r c+ SDL.fillRect r $ Just rect++showGameMessages :: SDL.Window -> GameState -> IO ()+showGameMessages w gameState = do+ font <- SDLF.load "liberation.ttf" 25++ surface <- SDLF.solid font color levelMessage++ screen <- SDL.getWindowSurface w++ renderSurfaceToWindow w screen surface startPoint++ SDL.freeSurface screen+ SDL.freeSurface surface+ SDLF.free font++ where+ levelMessage = pack $ "Level " ++ (show $ gameState^.level)+ color = sdlColor White+ startPoint = P $ V2 (fromIntegral gameScreenWidth) 0++renderSurfaceToWindow :: (MonadIO m) => SDL.Window -> SDL.Surface -> SDL.Surface -> (SDL.Point V2 CInt) -> m ()+renderSurfaceToWindow w s i startPoint = do+ SDL.surfaceBlit i Nothing s (Just startPoint)+ return ()++clearScreen :: SDL.Renderer -> IO ()+clearScreen r = do+ setColor r Black+ SDL.clear r++clearSurface :: SDL.Surface -> IO ()+clearSurface s = do+ SDL.surfaceFillRect s Nothing (sdlColor Black)
+ src/Game/HSnake/Player.hs view
@@ -0,0 +1,78 @@+module Game.HSnake.Player where++import Control.Lens++import Game.HSnake.Basic+import Game.HSnake.Snake++import Data.List++data PlayerType = AI | Human+ deriving (Eq, Show)++data Player = Player {+ _playerType :: PlayerType+ ,_snake :: Snake+ {-|+ Temporary state variable to store next move's snake direction+ Without this when snake went North, and user quickly typed+ West, then South, snake would bump into itself+ -}+ ,_nextSnakeDirection :: Direction+ ,_colour :: Colour+} deriving (Eq, Show)++makeLenses ''Player++initialPlayer :: Player+initialPlayer = Player+ Human+ initialSnake+ (initialSnake^.direction)+ Green++initialPlayerBottom :: Player+initialPlayerBottom = Player+ Human+ initialSnakeBottom+ (initialSnakeBottom^.direction)+ Green++initialComputer :: Player+initialComputer = Player+ AI+ initialSnakeBottom+ (initialSnakeBottom^.direction)+ Blue++isHuman :: Player -> Bool+isHuman (Player Human _ _ _) = True+isHuman _ = False++checkPlayerCollision :: Player -> Bool+checkPlayerCollision player = checkCollision $ player^.snake++movePlayer :: Player -> Player+movePlayer pl = snake .~ (moveSnake $ pl^.snake) $ pl++playerEatsApple :: Point -> Player -> Bool+playerEatsApple apple player = snakeEatsApple (player^.snake) apple++sumPlayersPosition :: [Player] -> [Point]+sumPlayersPosition ps = foldl (++) [] $ map (\pl -> pl^.snake^.position) ps++totalPlayersPosition :: [Player] -> [Point]+totalPlayersPosition = nub . sumPlayersPosition++checkPlayersCollision :: [Player] -> Bool+checkPlayersCollision ps = (length (filter checkPlayerCollision ps) > 0) ||+ (length (totalPlayersPosition ps) < (length (sumPlayersPosition ps)))++increasePlayerSnakeLength :: Player -> Player+increasePlayerSnakeLength pl = snake .~ (increaseSnakeLength $ pl^.snake) $ pl++setNextPlayerDirection :: Player -> Direction -> Player+setNextPlayerDirection pl dir = nextSnakeDirection .~ dir $ pl++updatePlayerDirection :: Player -> Player+updatePlayerDirection pl = snake .~ changeSnakeDirection (pl^.snake) (pl^.nextSnakeDirection) $ pl
+ src/Game/HSnake/Snake.hs view
@@ -0,0 +1,71 @@+-- Snake.hs: Snake-control logic+module Game.HSnake.Snake where++import Control.Lens++import Game.HSnake.Basic++import Data.List (nub, sort)++data Snake = Snake {+ -- | Snake's position is a list containing all its elements.+ -- The first element of this list is snake's head.+ _position :: [Point],+ _direction :: Direction,+ -- | Snake's length+ -- We need to keep it -- if we initialize new level with large+ -- snake length, we initially get a shorter snake so+ -- snake^.position is not the correct snake's measure+ _len :: Int+} deriving (Show, Eq)++makeLenses ''Snake++-- | Increases snake's length by 1+increaseSnakeLength :: Snake -> Snake+increaseSnakeLength = len +~ 1++-- | Moves snake according to it's direction+moveSnake :: Snake -> Snake+moveSnake snake = position .~ newPosition $ snake+ where+ -- |check snake's length, if newPosition contains too many elements, remove them+ newPosition = take (snake^.len)+ ((head (snake^.position) |+| directionToPoint (snake^.direction)) :+ (snake^.position))++-- | Basically we check if there are 2 same elements in the 'position' list+checkCollision :: Snake -> Bool+checkCollision snake = outOfBoundary || selfCollision+ where+ snakePosition = snake^.position+ mini = head $ sort snakePosition+ maxi = head $ reverse $ sort snakePosition+ outOfBoundary = (mini^.x < 1) || (mini^.y < 1) ||+ (maxi^.x > numRectsX) || (maxi^.y > numRectsY)+ selfCollision = (length (nub snakePosition)) /= (length snakePosition)++-- | Starting position & body+initialSnakePosition :: [Point]+initialSnakePosition = [Point 6 6]++initialSnakePositionBottom :: [Point]+initialSnakePositionBottom = [Point 6 11]++initialSnake :: Snake+initialSnake = Snake initialSnakePosition North 1++initialSnakeBottom :: Snake+initialSnakeBottom = Snake initialSnakePositionBottom North 1++snakeEatsApple :: Snake -> Point -> Bool+snakeEatsApple snake apple = apple `elem` (snake^.position)++-- | Don't allow to change to opposite direction immediately+tryChangeSnakeDirection :: Direction -> Direction -> Direction+tryChangeSnakeDirection d sd+ | oppositeDirections d sd = sd+ | otherwise = d++changeSnakeDirection :: Snake -> Direction -> Snake+changeSnakeDirection s d = direction .~ (tryChangeSnakeDirection d (s^.direction)) $ s