#3 Restrict player going places

This commit is contained in:
Tibo De Peuter 2022-12-21 14:49:42 +01:00
parent 5c8cee8104
commit 0786a41006
6 changed files with 78 additions and 21 deletions

View file

@ -14,9 +14,10 @@ data Game = Game {
------------------------------- Level --------------------------------
data Level = Level {
layout :: Layout,
items :: [Item],
entities :: [Entity]
layout :: Layout,
coordlayout :: [(X, Y, Physical)],
items :: [Item],
entities :: [Entity]
} deriving (Eq, Show)
type Layout = [Strip]
@ -37,7 +38,7 @@ type Y = Int
data Player = Player {
playerHp :: Maybe Int,
inventory :: [Item],
coord :: (X, Y)
position :: (X, Y)
} deriving (Eq, Show)
instance Living Player where

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@ -1,6 +1,8 @@
module RPGEngine.Data.Defaults where
import RPGEngine.Data
import RPGEngine.Input.Player (spawnPlayer)
import RPGEngine.Input.Level (putCoords)
defaultEntity :: Entity
defaultEntity = Entity {
@ -21,7 +23,7 @@ initGame = Game {
state = defaultState,
playing = defaultLevel,
levels = [defaultLevel],
player = defaultPlayer
player = spawnPlayer defaultLevel defaultPlayer
}
defaultItem :: Item
@ -46,6 +48,7 @@ defaultLayout = [
defaultLevel :: Level
defaultLevel = Level {
layout = defaultLayout,
coordlayout = putCoords defaultLevel, -- TODO This should go
items = [],
entities = []
}
@ -54,7 +57,7 @@ defaultPlayer :: Player
defaultPlayer = Player {
playerHp = Prelude.Nothing, -- Compares to infinity
inventory = [],
coord = (0, 0)
position = (0, 0)
}
-- Default state of the game, Menu

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@ -0,0 +1,27 @@
module RPGEngine.Input.Level
( putCoords
, findFirst
, whatIsAt
) where
import RPGEngine.Data (Level (..), Y, X, Physical(..))
-- Map all Physicals onto coordinates
putCoords :: Level -> [(X, Y, Physical)]
putCoords l@Level{ layout = lay } = concatMap (\(a, bs) -> map (\(b, c) -> (b, a, c)) bs) numberedList
where numberedStrips = zip [0::Int .. ] lay
numberedList = map (\(x, strip) -> (x, zip [0::Int ..] strip)) numberedStrips
-- Find first position of a Physical
-- Graceful exit by giving Nothing if there is nothing found.
findFirst :: Level -> Physical -> Maybe (X, Y)
findFirst l@Level{ coordlayout = lay } physical = try
where matches = filter (\(x, y, v) -> v == physical) lay
try | not (null matches) = Just $ (\(x, y, _) -> (x, y)) $ head matches
| otherwise = Nothing
-- What is located at a given position in the level?
whatIsAt :: (X, Y) -> Level -> Physical
whatIsAt pos lvl@Level{ coordlayout = lay } = try
where matches = map (\(_, _, v) -> v) $ filter (\(x, y, v) -> (x, y) == pos) lay
try | not (null matches) = head matches
| otherwise = Void

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@ -1,19 +1,44 @@
module RPGEngine.Input.Player
( movePlayer
module RPGEngine.Input.Player
( spawnPlayer
, movePlayer
) where
import RPGEngine.Data (Game(..), Direction(..), Player(..), X, Y)
import RPGEngine.Data (Game(..), Direction(..), Player(..), X, Y, Physical (..), Level(..))
import RPGEngine.Input.Level (whatIsAt, findFirst)
import Data.Maybe (fromJust, isNothing)
----------------------------- Constants ------------------------------
movePlayer :: Direction -> Game -> Game
movePlayer dir g@Game{ player = p@Player{ coord = (x, y) }} = newGame
where newGame = g{ player = newPlayer }
newPlayer = p{ coord = newCoord }
newCoord = (x + xD, y + yD)
(xD, yD) = diffs dir
diffs :: Direction -> (X, Y)
diffs North = (0, 1)
diffs East = (1, 0)
diffs South = (0, -1)
diffs West = (-1, 0)
diffs Center = (0, 0)
diffs North = ( 0, 1)
diffs East = ( 1, 0)
diffs South = ( 0, -1)
diffs West = (-1, 0)
diffs Center = ( 0, 0)
----------------------------------------------------------------------
-- Set the initial position of the player in a given level.
spawnPlayer :: Level -> Player -> Player
spawnPlayer l@Level{ layout = lay } p@Player{ position = prevPos } = p{ position = newPos }
where try = findFirst l Entrance
newPos | isNothing try = prevPos
| otherwise = fromJust try
-- Move a player in a direction if possible.
movePlayer :: Direction -> Game -> Game
movePlayer dir g@Game{ player = p@Player{ position = (x, y) }} = newGame
where newGame = g{ player = newPlayer }
newPlayer = p{ position = newCoord }
newCoord | isLegalMove dir g = (x + xD, y + yD)
| otherwise = (x, y)
(xD, yD) = diffs dir
-- Check if a move is legal by checking what is located at the new position.
isLegalMove :: Direction -> Game -> Bool
isLegalMove dir g@Game{ playing = lvl, player = p@Player{ position = (x, y) }} = legality
where legality = physical `elem` [Walkable, Entrance, Exit]
physical = whatIsAt newPos lvl
newPos = (x + xD, y + yD)
(xD, yD) = diffs dir

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@ -8,4 +8,4 @@ import Graphics.Gloss (Picture, text)
import RPGEngine.Render.Core (getRender, setRenderPos)
renderPlayer :: Player -> Picture
renderPlayer Player{ coord = (x, y) } = setRenderPos x y $ getRender "player"
renderPlayer Player{ position = (x, y) } = setRenderPos x y $ getRender "player"

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@ -19,6 +19,7 @@ library
RPGEngine.Input
RPGEngine.Input.Core
RPGEngine.Input.Level
RPGEngine.Input.Player
RPGEngine.Parse