#9 Added level selection render
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parent
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17 changed files with 401 additions and 34 deletions
34
README.md
34
README.md
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@ -64,7 +64,7 @@ TODO
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- An example playthrough, with pictures and explanations
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\pagebreak
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<div style="page-break-after: always; visibility: hidden">\pagebreak</div>
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## Writing your own stages
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@ -250,10 +250,22 @@ If we look at the example, all the objects are
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Entry = empty ConditionList + Action ('leave()')
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```
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\pagebreak
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<div style="page-break-after: always; visibility: hidden">\pagebreak</div>
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## Development notes
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### Engine architecture
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<mark>TODO</mark>
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#### Monads/Monad stack
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<mark>TODO</mark>
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### Tests
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<mark>TODO</mark>
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### Assets & dependencies
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The following assets were used (and modified if specified):
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@ -268,6 +280,7 @@ The following assets were used (and modified if specified):
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RPG-Engine makes use of the following libraries:
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- [directory](https://hackage.haskell.org/package/directory) for listing levels in a directory
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- [gloss](https://hackage.haskell.org/package/gloss) for game rendering
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- [gloss-juicy](https://hackage.haskell.org/package/gloss-juicy) for rendering images
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- [hspec](https://hackage.haskell.org/package/hspec) for testing
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@ -278,12 +291,23 @@ RPG-Engine makes use of the following libraries:
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The following ideas could (or should) be implemented in the future of this project.
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- [ ] Entity system: With en ES, you can implement moving entities and repeated input. It also resembles the typical
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- [ ] **Entity system:** With en ES, you can implement moving entities and repeated input. It also resembles the typical
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game loop more closely which can make it easier to implement other ideas in the future.
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- [ ] **Game music:** Ambient game music and sound effects can improve the gaming experience I think.
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- [ ] **Expand configuration file:** Implement the same methods for parsing stage description files to a configuration file,
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containing keybinds, dimension sizes, even window titles, making this a truly customizable engine.
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- [ ] **Camera follows player:** The camera should follow the player, making it always center. This allows for larger levels
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increases the immersion of the game.
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- [ ] Game music: Ambient game music and sound effects can improve the gaming experience I think.
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<div style="page-break-after: always; visibility: hidden">\pagebreak</div>
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\pagebreak
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## Conclusion
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Parsing was way harder than I initially expected. About half of my time on this project was spent writing the parser.
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<mark>TODO</mark>
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<div style="page-break-after: always; visibility: hidden">\pagebreak</div>
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## References
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BIN
assets/environment/overlay.png
Normal file
BIN
assets/environment/overlay.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 494 B |
Before Width: | Height: | Size: 870 B After Width: | Height: | Size: 870 B |
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@ -19,8 +19,8 @@ levels: [
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items: [
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{
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id: "key",
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x: 1,
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y: 2,
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x: 0,
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y: 1,
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name: "Sleutel",
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description: "Deze sleutel kan een deur openen",
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useTimes: 1,
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@ -35,8 +35,8 @@ levels: [
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entities: [
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{
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id: "door",
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x: 1,
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y: 4,
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x: 0,
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y: 3,
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name: "Deur",
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description: "Deze deur kan geopend worden met een sleutel",
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direction: up,
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@ -69,8 +69,8 @@ levels: [
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actions: {
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[inventoryContains(potion)] increasePlayerHp(potion),
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[inventoryContains(sword)] decreaseHp(m1, sword),
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[] decreaseHp(m1, dagger),
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[inventoryContains(sword)] decreaseHp(devil, sword),
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[] decreaseHp(devil, dagger),
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[] leave()
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}
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}
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134
levels/level4.txt
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134
levels/level4.txt
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@ -0,0 +1,134 @@
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player: {
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hp: 50,
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inventory: [
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{
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id: "dagger",
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x: 0,
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y: 0,
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name: "Dolk",
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description: "Basis schade tegen monsters",
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useTimes: infinite,
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value: 10,
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actions: {}
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}
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]
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}
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levels: [
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{
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layout: {
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| * * * * * *
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| * s . . e *
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| * * * * * *
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},
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items: [],
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entities: []
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},
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{
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layout: {
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| * * *
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| * e *
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| * . *
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| * . *
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| * . *
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| * . *
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| * s *
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| * * *
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},
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items: [
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{
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id: "key",
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x: 0,
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y: 1,
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name: "Sleutel",
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description: "Deze sleutel kan een deur openen",
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useTimes: 1,
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value: 0,
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actions: {
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[not(inventoryFull())] retrieveItem(key),
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[] leave()
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}
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}
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],
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entities: [
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{
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id: "door",
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x: 0,
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y: 3,
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name: "Deur",
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description: "Deze deur kan geopend worden met een sleutel",
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direction: up,
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actions: {
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[inventoryContains(key)] useItem(key),
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[] leave()
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}
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}
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]
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},
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{
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layout: {
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| * * * * * * * *
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| * . . . . . . *
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| * s . . . . . *
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| * . . . . . e *
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| * . . . . . . *
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| * * * * * * * *
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},
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items: [
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{
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id: "sword",
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x: 2,
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y: 3,
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name: "Zwaard",
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description: "Meer schade tegen monsters",
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useTimes: infinite,
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value: 25,
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actions: {
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[not(inventoryFull())] retrieveItem(sword),
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[] leave()
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}
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},
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{
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id: "potion",
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x: 3,
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y: 1,
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name: "Levensbrouwsel",
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description: "Geeft een aantal levenspunten terug",
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useTimes: 1,
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value: 50,
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actions: {
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[not(inventoryFull())] retrieveItem(potion),
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[] leave()
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}
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}
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],
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entities: [
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{
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id: "devil",
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x: 4,
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y: 3,
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name: "Duivel",
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description: "Een monster uit de hel",
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hp: 50,
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value: 5,
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actions: {
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[inventoryContains(potion)] increasePlayerHp(potion),
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[inventoryContains(sword)] decreaseHp(devil, sword),
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[] decreaseHp(devil, dagger),
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[] leave()
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}
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}
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]
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}
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]
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138
levels/level_more_levels.txt
Normal file
138
levels/level_more_levels.txt
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@ -0,0 +1,138 @@
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# Dit gehele bestand is een Block
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# Dit is een entry: key + value
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player: { # Value is hier een block
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hp: 50,
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inventory: [ # BlockList
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{
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id: "dagger",
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x: 0,
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y: 0,
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name: "Dolk",
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description: "Basis schade tegen monsters",
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useTimes: infinite,
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value: 10,
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actions: {}
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}
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]
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}
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# Dit is een entry
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levels: [
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{
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layout: {
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| * * * * * *
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| * s . . e *
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| * * * * * *
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},
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items: [],
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entities: []
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},
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{
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layout: {
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| * * *
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| * e *
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| * . *
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| * . *
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| * . *
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| * . *
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| * s *
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| * * *
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},
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items: [
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{
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id: "key",
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x: 1,
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y: 2,
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name: "Sleutel",
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description: "Deze sleutel kan een deur openen",
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useTimes: 1,
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value: 0,
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actions: {
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[not(inventoryFull())] retrieveItem(key),
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[] leave()
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}
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}
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],
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entities: [
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{
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id: "door",
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x: 1,
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y: 4,
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name: "Deur",
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description: "Deze deur kan geopend worden met een sleutel",
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direction: up,
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actions: {
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[inventoryContains(key)] useItem(key),
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[] leave()
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}
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}
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]
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},
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{
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layout: {
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| * * * * * * * *
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| * . . . . . . *
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| * s . . . . . *
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| * . . . . . e *
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| * . . . . . . *
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| * * * * * * * *
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},
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items: [
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{
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id: "sword",
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x: 2,
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y: 3,
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name: "Zwaard",
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description: "Meer schade tegen monsters",
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useTimes: infinite,
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value: 25,
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actions: {
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[not(inventoryFull())] retrieveItem(sword),
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[] leave()
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}
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},
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{
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id: "potion",
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x: 3,
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y: 1,
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name: "Levensbrouwsel",
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description: "Geeft een aantal levenspunten terug",
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useTimes: 1,
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value: 50,
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actions: {
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[not(inventoryFull())] retrieveItem(potion),
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[] leave()
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}
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}
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],
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entities: [
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{
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id: "devil",
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x: 4,
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y: 3,
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name: "Duivel",
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description: "Een monster uit de hel",
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hp: 50,
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value: 5,
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actions: {
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[inventoryContains(potion)] increasePlayerHp(potion),
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[inventoryContains(sword)] decreaseHp(m1, sword),
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[] decreaseHp(m1, dagger),
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[] leave()
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}
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}
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]
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}
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]
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@ -48,6 +48,7 @@ instance Living Player where
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-- Current state of the game.
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data State = Menu
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| LvlSelect
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| Playing
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| Pause
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| Win
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@ -14,7 +14,7 @@ import RPGEngine.Data
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-- Get the next state based on the current state
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nextState :: State -> State
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nextState Menu = Playing
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nextState Menu = LvlSelect
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nextState Playing = Pause
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nextState Pause = Playing
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nextState _ = Menu
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@ -15,8 +15,9 @@ import Graphics.Gloss.Interface.IO.Game
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-- Handle all input for RPG-Engine
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handleAllInput :: InputHandler Game
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handleAllInput ev g@Game{ state = Playing } = handlePlayInputs ev g
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handleAllInput ev g = handleAnyKey setNextState ev g
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handleAllInput ev g@Game{ state = Playing } = handlePlayInputs ev g
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handleAllInput ev g@Game{ state = LvlSelect } = handleLvlSelectInput ev g
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handleAllInput ev g = handleAnyKey setNextState ev g
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----------------------------------------------------------------------
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@ -38,6 +39,10 @@ handlePlayInputs = composeInputHandlers [
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handleKey (Char 'a') $ movePlayer West
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]
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-- Input for selection a level to load
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handleLvlSelectInput :: InputHandler Game
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handleLvlSelectInput = composeInputHandlers []
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-- Go to the next stage of the Game
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setNextState :: Game -> Game
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setNextState game = game{ state = newState }
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12
lib/RPGEngine/Input/LvlSelect.hs
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12
lib/RPGEngine/Input/LvlSelect.hs
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module RPGEngine.Input.LvlSelect
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( getLvlList
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) where
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import GHC.IO (unsafePerformIO)
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import System.Directory (getDirectoryContents)
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lvlFolder :: FilePath
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lvlFolder = "levels"
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getLvlList :: [FilePath]
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getLvlList = unsafePerformIO $ getDirectoryContents lvlFolder
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@ -9,14 +9,24 @@ module RPGEngine.Render
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import RPGEngine.Data
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( State(..),
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Game(..) )
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import RPGEngine.Render.Level
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Game(..), Player (..) )
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import RPGEngine.Render.Level
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( renderLevel )
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import Graphics.Gloss
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( white, pictures, text, Display(InWindow), Color, Picture )
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import RPGEngine.Render.Player (renderPlayer)
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( white,
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pictures,
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text,
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Display(InWindow),
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Color,
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Picture,
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scale,
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translate )
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import RPGEngine.Render.Player (renderPlayer, focusPlayer)
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import RPGEngine.Render.GUI (renderGUI)
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import Graphics.Gloss.Data.Picture (color)
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import RPGEngine.Render.Core (overlay)
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import RPGEngine.Input.LvlSelect (getLvlList)
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import RPGEngine.Render.LvlSelect (renderLvlList)
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----------------------------- Constants ------------------------------
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@ -32,11 +42,12 @@ initWindow = InWindow
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-- Render the game
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render :: Game -> Picture
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render g@Game{ state = Menu } = renderMenu g
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render g@Game{ state = Playing } = renderPlaying g
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render g@Game{ state = Pause } = renderPause g
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render g@Game{ state = Win } = renderWin g
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render g@Game{ state = Lose } = renderLose g
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render g@Game{ state = Menu } = renderMenu g
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render g@Game{ state = LvlSelect } = renderLevelSelection g
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render g@Game{ state = Playing } = renderPlaying g
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render g@Game{ state = Pause } = renderPause g
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render g@Game{ state = Win } = renderWin g
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render g@Game{ state = Lose } = renderLose g
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----------------------------------------------------------------------
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@ -44,6 +55,10 @@ render g@Game{ state = Lose } = renderLose g
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renderMenu :: Game -> Picture
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renderMenu _ = text "[Press any key to start]"
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-- TODO
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renderLevelSelection :: Game -> Picture
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renderLevelSelection _ = renderLvlList getLvlList
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renderPlaying :: Game -> Picture
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renderPlaying g@Game{ playing = lvl, player = player } = pictures [
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renderLevel lvl,
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@ -51,9 +66,12 @@ renderPlaying g@Game{ playing = lvl, player = player } = pictures [
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renderGUI g
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]
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-- TODO
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renderPause :: Game -> Picture
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renderPause _ = text "[Press any key to continue]"
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renderPause g = pictures [renderPlaying g, pause]
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where pause = pictures [
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overlay,
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color white $ scale 0.5 0.5 $ text "[Press any key to continue]"
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]
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-- TODO
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renderWin :: Game -> Picture
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@ -1,6 +1,6 @@
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module RPGEngine.Render.Core where
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import Graphics.Gloss ( Picture, translate )
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import Graphics.Gloss ( Picture, translate, pictures )
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import GHC.IO (unsafePerformIO)
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import Graphics.Gloss.Juicy (loadJuicyPNG)
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import Data.Maybe (fromJust)
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@ -21,7 +21,7 @@ assetsFolder :: FilePath
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assetsFolder = "assets/"
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unknownImage :: FilePath
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unknownImage = "unkown.png"
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unknownImage = "unknown.png"
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allEntities :: [(String, FilePath)]
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allEntities = [
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|
@ -32,6 +32,7 @@ allEntities = [
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allEnvironment :: [(String, FilePath)]
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allEnvironment = [
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("void", "void.png"),
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("overlay", "overlay.png"),
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("tile", "tile.png"),
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("wall", "wall.png"),
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("entrance", "entrance.png"),
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@ -47,7 +48,7 @@ allItems = [
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-- Map of all renders
|
||||
library :: [(String, Picture)]
|
||||
library = unknown:entities ++ environment ++ gui ++ items
|
||||
where unknown = ("unkown", renderPNG (assetsFolder ++ unknownImage))
|
||||
where unknown = ("unknown", renderPNG (assetsFolder ++ unknownImage))
|
||||
entities = map (\(f, s) -> (f, renderPNG (assetsFolder ++ "entities/" ++ s))) allEntities
|
||||
environment = map (\(f, s) -> (f, renderPNG (assetsFolder ++ "environment/" ++ s))) allEnvironment
|
||||
gui = []
|
||||
|
@ -71,4 +72,14 @@ getRender id = get filtered
|
|||
setRenderPos :: Int -> Int -> Picture -> Picture
|
||||
setRenderPos x y = translate floatX floatY
|
||||
where floatX = fromIntegral x * zoom * resolution
|
||||
floatY = fromIntegral y * zoom * resolution
|
||||
floatY = fromIntegral y * zoom * resolution
|
||||
|
||||
overlay :: Picture
|
||||
overlay = setRenderPos offX offY $ pictures voids
|
||||
where voids = [setRenderPos x y void | x <- [0 .. width], y <- [0 .. height]]
|
||||
void = getRender "overlay"
|
||||
intZoom = round zoom :: Int
|
||||
height = round $ 4320 / resolution / zoom
|
||||
width = round $ 7680 / resolution / zoom
|
||||
offX = negate (width `div` 2)
|
||||
offY = negate (height `div` 2)
|
15
lib/RPGEngine/Render/LvlSelect.hs
Normal file
15
lib/RPGEngine/Render/LvlSelect.hs
Normal file
|
@ -0,0 +1,15 @@
|
|||
module RPGEngine.Render.LvlSelect
|
||||
( renderLvlList
|
||||
) where
|
||||
|
||||
import Graphics.Gloss ( Picture, pictures, translate, scale )
|
||||
import Graphics.Gloss.Data.Picture (blank, text)
|
||||
import RPGEngine.Render.Core (resolution, zoom)
|
||||
|
||||
-- Render all level names, under each other.
|
||||
renderLvlList :: [FilePath] -> Picture
|
||||
renderLvlList list = pictures $ map render entries
|
||||
where entries = zip [0::Int .. ] list
|
||||
render (i, path) = scale zoomed zoomed $ translate 0 (offset i) $ text path
|
||||
zoomed = 0.1 * zoom
|
||||
offset i = negate (2 * resolution * zoom * fromIntegral i)
|
|
@ -1,11 +1,17 @@
|
|||
module RPGEngine.Render.Player
|
||||
( renderPlayer
|
||||
, focusPlayer
|
||||
) where
|
||||
|
||||
import RPGEngine.Data (Player(..))
|
||||
|
||||
import RPGEngine.Data (Player(..), Game(..))
|
||||
import Graphics.Gloss (Picture, text)
|
||||
import RPGEngine.Render.Core (getRender, setRenderPos)
|
||||
import RPGEngine.Render.Core (getRender, setRenderPos, zoom, resolution)
|
||||
import Graphics.Gloss.Data.Picture (translate)
|
||||
|
||||
renderPlayer :: Player -> Picture
|
||||
renderPlayer Player{ position = (x, y) } = setRenderPos x y $ getRender "player"
|
||||
renderPlayer Player{ position = (x, y) } = setRenderPos x y $ getRender "player"
|
||||
|
||||
focusPlayer :: Game -> Picture -> Picture
|
||||
focusPlayer Game{ player = Player{ position = (x, y)}} = translate centerX centerY
|
||||
where centerX = resolution * zoom * fromIntegral (negate x)
|
||||
centerY = resolution * zoom * fromIntegral (negate y)
|
|
@ -8,6 +8,7 @@ library
|
|||
hs-source-dirs: lib
|
||||
build-depends:
|
||||
base >= 4.7 && <5,
|
||||
directory >= 1.3.6.0,
|
||||
gloss >= 1.11 && < 1.14, gloss-juicy >= 0.2.3,
|
||||
parsec >= 3.1.15.1
|
||||
exposed-modules:
|
||||
|
@ -20,6 +21,7 @@ library
|
|||
RPGEngine.Input
|
||||
RPGEngine.Input.Core
|
||||
RPGEngine.Input.Level
|
||||
RPGEngine.Input.LvlSelect
|
||||
RPGEngine.Input.Player
|
||||
|
||||
RPGEngine.Parse
|
||||
|
@ -31,6 +33,7 @@ library
|
|||
RPGEngine.Render.Core
|
||||
RPGEngine.Render.GUI
|
||||
RPGEngine.Render.Level
|
||||
RPGEngine.Render.LvlSelect
|
||||
RPGEngine.Render.Player
|
||||
|
||||
executable rpg-engine
|
||||
|
|
BIN
verslag.pdf
BIN
verslag.pdf
Binary file not shown.
Reference in a new issue