三个月后更新
我在下面使用 netwire-5.0.1
给出了答案+ sdl
, 在使用 Arrows 和 Kleisli Arrows for I/O 的函数式响应式(Reactive)编程的结构中。虽然太简单而不能称为“游戏”,但它应该是非常可组合和非常可扩展的。
原装
我只是在学习 Haskell,并试图用它制作一个小游戏。但是,我想看看小型(规范)文本游戏可以是什么结构。我也尽量保持代码的纯净。我现在正在努力理解如何实现:
State
,以及 http://www.gamedev.net/page/resources/_/technical/game-programming/haskell-game-object-design-or-how-functions-can-get-you-apples-r3204 中的内容,但尽管单个组件可能会在有限的步骤中工作和更新,但我不知道如何在无限循环中使用它。 如果可能的话,我想看一个最小的例子,它基本上是:
我没有任何可发布的代码,因为我无法获得非常基本的东西。我在网上找到的任何其他 Material /示例都使用了其他一些库,例如
SDL
或 GTK
驱动事件。我发现的唯一一个完全用 Haskell 编写的文件是 http://jpmoresmau.blogspot.com/2006/11/my-first-haskell-adventure-game.html ,但那个在主循环中看起来也不像尾递归(同样,我不知道这是否重要)。或者,可能 Haskell 不打算做这样的事情?或者我应该把
main
在 C?编辑 1
所以我在https://wiki.haskell.org/Simple_StateT_use中修改了一个小例子并使它更简单(它不符合我的标准):
module Main where
import Control.Monad.State
main = do
putStrLn "I'm thinking of a number between 1 and 100, can you guess it?"
guesses <- execStateT (guessSession answer) 0
putStrLn $ "Success in " ++ (show guesses) ++ " tries."
where
answer = 10
guessSession :: Int -> StateT Int IO ()
guessSession answer =
do gs <- lift getLine -- get guess from user
let g = read gs -- convert to number
modify (+1) -- increment number of guesses
case g of
10 -> do lift $ putStrLn "Right"
_ -> do lift $ putStrLn "Continue"
guessSession answer
但是,它最终会溢出内存。我测试过
bash prompt$ yes 1 | ./Test-Game
并且内存使用量开始线性增长。
编辑 2
好的,我找到了 Haskell recursion and memory usage并对“堆栈”有了一些了解......那么我的测试方法有什么问题吗?
最佳答案
前言
经过 3 个月的大量网站挖掘和一些小项目的尝试,我终于以一种非常非常不同的方式实现了一个简约的游戏(或者是吗?)。这个例子只是为了演示用 Haskell 编写的游戏的一种可能结构,应该很容易扩展以处理更复杂的逻辑和游戏玩法。
完整代码和教程可在 https://github.com/carldong/HMovePad-Tutorial 上获得
抽象的
这个小游戏只有一个矩形,玩家可以通过左右键左右移动,这就是整个“游戏”。
游戏使用 netwire-5.0.1
实现, 与 SDL
处理图形。如果我理解正确,该架构是功能齐全的响应式(Reactive)。几乎所有的东西都是由 Arrow 组合实现的,只有一个函数暴露在 IO
中.因此,我希望读者对 Haskell 的 Arrow 语法有基本的了解,因为它被广泛使用。
选择这个游戏的实现顺序是为了方便调试,选择实现本身是为了演示netwire
的不同用法。越多越好。
连续时间语义用于 I/O,但离散事件用于处理游戏逻辑中的游戏事件。
设置 SDL
第一步是确保 SDL 有效。来源很简单:
module Main where
import qualified Graphics.UI.SDL as SDL
main :: IO ()
main = do
SDL.init [SDL.InitEverything]
w <- SDL.setVideoMode 800 600 32 [SDL.SWSurface]
s <- SDL.createRGBSurfaceEndian [SDL.SWSurface] 800 600 32
SDL.fillRect s (Just testRect) (SDL.Pixel 0xFFFFFFFF)
SDL.blitSurface s (Nothing) w (Nothing)
SDL.flip w
testLoop
SDL.quit
where
testLoop = testLoop
testRect = SDL.Rect 350 500 100 50
如果一切正常,窗口底部应该会出现一个白色矩形。请注意,单击 x
不会关闭窗口。它必须通过Ctrl + C或kill关闭。设置输出线
由于我们不想一直执行到最后一步发现屏幕上什么也画不出来,所以我们先做输出部分。
我们需要箭头语法:
{-# LANGUAGE Arrows #-}
另外,我们需要导入一些东西:import Prelude hiding ((.), id)
import Control.Wire
import Control.Arrow
import Control.Monad
import Data.Monoid
import qualified Graphics.UI.SDL as SDL
我们需要了解如何构建 Kleisli Wires:Kleisli Arrow in Netwire 5? .以下示例显示了使用 Kleisli Wires 的交互式程序的基本结构:Console interactivity in Netwire? .用类型为 a -> m b
的任何东西构建 Kleisli Wire , 我们需要:mkKleisli :: (Monad m, Monoid e) => (a -> m b) -> Wire s e m a b
mkKleisli f = mkGen_ $ \a -> liftM Right $ f a
然后,由于我没有得到trace
要在 Arrow 进程下工作,需要使用调试线将对象打印到控制台:wDebug :: (Show a, Monoid e) => Wire s e IO a ()
wDebug = mkKleisli $ \a -> putStrLn $ show a
现在是时候编写一些要提升到电线中的函数了。对于输出,我们需要一个返回 SDL.Surface
的函数。在给定焊盘的 X 坐标的情况下绘制适当的矩形:padSurf :: SDL.Surface
-> Int
-> IO SDL.Surface
padSurf surf x' = do
let rect' = SDL.Rect x' 500 100 50
clipRect <- SDL.getClipRect surf
SDL.fillRect surf (Just clipRect) (SDL.Pixel 0x00000000)
SDL.fillRect surf (Just rect') (SDL.Pixel 0xFFFFFFFF)
return surf
请注意,此功能会进行破坏性更新。传入的表面稍后将被 blitted 到窗口表面上。现在我们有了表面。输出线是微不足道的:
wTestOutput :: SDL.Surface -> Wire s () IO () SDL.Surface
wTestOutput surf = mkKleisli $ \_ -> testPad
where
testPad = padSurf surf 350
然后,我们把电线放在一起,玩弄一下:gameWire :: SDL.Surface
-> Wire s () IO () SDL.Surface
gameWire w = proc _ -> do
finalSurf <- wTestOutput w -< ()
wDebug -< "Try a debug message"
returnA -< finalSurf
最后我们改main
并正确驱动电线:main :: IO ()
main = do
SDL.init [SDL.InitEverything]
w <- SDL.setVideoMode 800 600 32 [SDL.SWSurface]
s <- SDL.createRGBSurfaceEndian [SDL.SWSurface] 800 600 32
run w (countSession_ 1) $ gameWire w
SDL.quit
run ::SDL.Surface -> Session IO s -> Wire s () IO () SDL.Surface -> IO ()
run mainSurf s w = do
(ds, s') <- stepSession s
(eSrcSurf, w') <- stepWire w ds (Right ())
case eSrcSurf of
Right srcSurf -> do
SDL.blitSurface srcSurf (Nothing) mainSurf (Nothing)
SDL.flip mainSurf
SDL.delay 30
run mainSurf s' w'
_ -> return ()
请注意,如果您愿意,您也可以制作另一条线来处理主窗口表面(这比我目前的实现更容易和更好),但我太晚了,懒得添加它。查看我上面提到的交互式示例,了解如何简单 run
可以得到(如果在那个例子中使用抑制而不是 quitWire
,它会变得更简单)。当程序运行时,它的外观应该和以前一样。
这是完整的代码:
{-|
01-OutputWires.hs: This step, the output wires are constructed first for
easy debugging
-}
{-# LANGUAGE Arrows #-}
module Main where
import Prelude hiding ((.), id)
import Control.Wire
import Control.Arrow
import Control.Monad
import Data.Monoid
import qualified Graphics.UI.SDL as SDL
{- Wire Utilities -}
-- | Make a Kleisli wire
mkKleisli :: (Monad m, Monoid e) => (a -> m b) -> Wire s e m a b
mkKleisli f = mkGen_ $ \a -> liftM Right $ f a
-- | The debug wire
wDebug :: (Show a, Monoid e) => Wire s e IO a ()
wDebug = mkKleisli $ \a -> putStrLn $ show a
{- Functions to be lifted -}
padSurf :: SDL.Surface
-- ^ Previous state of surface
-> Int
-- ^ X'
-- | New state
-> IO SDL.Surface
padSurf surf x' = do
let rect' = SDL.Rect x' 500 100 50
clipRect <- SDL.getClipRect surf
SDL.fillRect surf (Just clipRect) (SDL.Pixel 0x00000000)
SDL.fillRect surf (Just rect') (SDL.Pixel 0xFFFFFFFF)
return surf
{- Wires -}
wTestOutput :: SDL.Surface -> Wire s () IO () SDL.Surface
wTestOutput surf = mkKleisli $ \_ -> testPad
where
testPad = padSurf surf 350
-- | This is the main game wire
gameWire :: SDL.Surface
-- ^ The main surface (i.e. the window)
-> Wire s () IO () SDL.Surface
gameWire w = proc _ -> do
finalSurf <- wTestOutput w -< ()
wDebug -< "Try a debug message"
returnA -< finalSurf
main :: IO ()
main = do
SDL.init [SDL.InitEverything]
w <- SDL.setVideoMode 800 600 32 [SDL.SWSurface]
s <- SDL.createRGBSurfaceEndian [SDL.SWSurface] 800 600 32
run w (countSession_ 1) $ gameWire w
SDL.quit
run ::SDL.Surface -> Session IO s -> Wire s () IO () SDL.Surface -> IO ()
run mainSurf s w = do
(ds, s') <- stepSession s
(eSrcSurf, w') <- stepWire w ds (Right ())
case eSrcSurf of
Right srcSurf -> do
SDL.blitSurface srcSurf (Nothing) mainSurf (Nothing)
SDL.flip mainSurf
SDL.delay 30
run mainSurf s' w'
_ -> return ()
输入线在本节中,我们将构建让玩家输入到程序中的连线。
由于我们将在逻辑部分使用离散事件,因此我们需要游戏事件的数据类型:
data GameEvent = MoveR
| MoveL
| NoEvent
deriving (Show, Eq)
-- | Make it Monoid so that game events can be combined
-- (Only applicable in this "game"!)
instance Monoid GameEvent where
mempty = NoEvent
-- | Simultaneously moving left and right is just nothing
MoveR `mappend` MoveL = NoEvent
MoveL `mappend` MoveR = NoEvent
-- | NoEvent is the identity
NoEvent `mappend` x = x
x `mappend` NoEvent = x
x `mappend` y
-- | Make sure identical events return same events
| x == y = x
-- | Otherwise, no event
| otherwise = NoEvent
正如评论所建议的,Monoid
instance 只适用于这个特定的游戏,因为它只有两个相反的操作:左和右。首先,我们将从 SDL 轮询事件:
pollEvents :: [SDL.Event] -> IO (Either () ([SDL.Event]))
pollEvents es = do
e <- SDL.pollEvent
case e of
SDL.NoEvent -> return $ Right es
SDL.Quit -> return $ Left ()
_ -> pollEvents $ e:es
很明显,这个函数从 SDL 轮询事件作为列表,并在 Quit
时禁止。事件被接收。接下来,我们需要检查一个事件是否是键盘事件:
isKeyEvent :: SDL.Event -> Bool
isKeyEvent (SDL.KeyDown k) = True
isKeyEvent (SDL.KeyUp k) = True
isKeyEvent _ = False
我们将有一个当前按下的键列表,它应该在发生键盘事件时更新。简而言之,当一个键按下时,将该键插入列表,反之亦然:keyStatus :: [SDL.Keysym] -> [SDL.Event] -> [SDL.Keysym]
keyStatus keysDown (e:es) =
case e of
-- | If a KeyDown is detected, add key to list
SDL.KeyDown k -> keyStatus (k:keysDown) es
-- | If a KeyUp is detected, remove key from list
SDL.KeyUp k -> keyStatus (filter (/= k) keysDown) es
_ -> keyStatus keysDown es
keyStatus keysDown [] = keysDown
接下来,我们编写一个函数将键盘事件转换为游戏事件:toGameEv :: SDL.Keysym -> GameEvent
toGameEv (SDL.Keysym SDL.SDLK_RIGHT _ _) = MoveR
toGameEv (SDL.Keysym SDL.SDLK_LEFT _ _) = MoveL
toGameEv _ = NoEvent
我们折叠游戏事件并获得一个事件(真的,真的,特定于游戏!):fireGameEv :: [SDL.Keysym] -> GameEvent
fireGameEv ks = foldl mappend NoEvent $ fmap toGameEv ks
现在我们可以开始制作电线了。首先,我们需要一条轮询事件的线路:
wPollEvents :: Wire s () IO () [SDL.Event]
wPollEvents = mkGen_ $ \_ -> pollEvents []
请注意 mkKleisli
制作不禁止的电线,但我们希望在这条电线中禁止,因为程序应该在它应该退出时退出。因此,我们使用 mkGen_
这里。然后,我们需要过滤事件。首先,制作一个辅助函数,制作连续时间过滤线:
mkFW_ :: (Monad m, Monoid e) => (a -> Bool) -> Wire s e m [a] [a]
mkFW_ f = mkSF_ $ filter f
使用 mkFW_
制作过滤器:wKeyEvents :: (Monad m, Monoid e) => Wire s e m [SDL.Event] [SDL.Event]
wKeyEvents = mkFW_ isKeyEvent
然后,我们需要另一个方便的函数来从 b -> a -> b
类型的有状态函数中创建有状态的连线。 :mkSW_ :: (Monad m, Monoid e) => b -> (b->a->b) -> Wire s e m a b
mkSW_ b0 f = mkSFN $ g b0
where
g b0 a = let b1 = f b0 a in
(b1, mkSW_ b1 f)
接下来,构建一个记住所有关键状态的有状态线路:wKeyStatus :: (Monad m, Monoid e) => Wire s e m [SDL.Event] [SDL.Keysym]
wKeyStatus = mkSW_ empty keyStatus
最后一段线段触发游戏事件:wFireGameEv :: (Monad m, Monoid e) => Wire s e m [SDL.Keysym] (GameEvent)
wFireGameEv = arr fireGameEv
要主动触发包含游戏事件的离散事件(netwire 事件),我们需要稍微修改 netwire(我认为它仍然很不完整),因为它没有提供始终触发事件的连线:always :: (Monad m, Monoid e) => Wire s e m a (Event a)
always = mkSFN $ \x -> (WE.Event x, always)
与 now
的实现相比,唯一的区别是 never
和 always
.最后,结合上面所有输入线的大线:
wGameInput :: Wire s () IO () (Event GameEvent)
wGameInput = proc _ -> do
ge <- wFireGameEv <<< wKeyStatus
<<< wKeyEvents <<< wPollEvents -< ()
e <- always -< ge
-- Debug!
case e of
WE.NoEvent -> wDebug -< "No Event?!!"
WE.Event g -> wDebug -< "Game Event: " ++ show g
-- End Debug
returnA -< e
此连线中还显示了一个调试示例。与主程序接口(interface),修改
gameWire
使用输入:gameWire w = proc _ -> do
ev <- wGameInput -< ()
finalSurf <- wTestOutput w -< ()
returnA -< finalSurf
没有什么需要改变的。嗯,很有趣,不是吗?程序运行时,控制台会提供大量输出,显示当前正在触发的游戏事件。尝试按左右键以及它们的组合,看看行为是否符合预期。当然,矩形不会移动。
这是一个巨大的代码块:
{-|
02-InputWires.hs: This step, input wires are constructed and
debugged by using wDebug
-}
{-# LANGUAGE Arrows #-}
module Main where
import Prelude hiding ((.), id)
import Control.Wire
import Control.Arrow
import Control.Monad
import Data.Monoid
import qualified Graphics.UI.SDL as SDL
import qualified Control.Wire.Unsafe.Event as WE
{- Data types -}
-- | The unified datatype of game events
data GameEvent = MoveR
| MoveL
| NoEvent
deriving (Show, Eq)
-- | Make it Monoid so that game events can be combined
-- (Only applicable in this "game"!)
instance Monoid GameEvent where
mempty = NoEvent
-- | Simultaneously moving left and right is just nothing
MoveR `mappend` MoveL = NoEvent
MoveL `mappend` MoveR = NoEvent
-- | NoEvent is the identity
NoEvent `mappend` x = x
x `mappend` NoEvent = x
x `mappend` y
-- | Make sure identical events return same events
| x == y = x
-- | Otherwise, no event
| otherwise = NoEvent
{- Wire Utilities -}
-- | Make a stateless filter wire
mkFW_ :: (Monad m, Monoid e) => (a -> Bool) -> Wire s e m [a] [a]
mkFW_ f = mkSF_ $ filter f
-- -- | Make a stateful wire from a chained stateful function and initial value
-- -- The function (a -> b -> a) takes in an old state /a/, and returns state
-- -- transition function (b -> a).
mkSW_ :: (Monad m, Monoid e) => b -> (b->a->b) -> Wire s e m a b
mkSW_ b0 f = mkSFN $ g b0
where
g b0 a = let b1 = f b0 a in
(b1, mkSW_ b1 f)
-- | Make a Kleisli wire
mkKleisli :: (Monad m, Monoid e) => (a -> m b) -> Wire s e m a b
mkKleisli f = mkGen_ $ \a -> liftM Right $ f a
-- | The debug wire
wDebug :: (Show a, Monoid e) => Wire s e IO a ()
wDebug = mkKleisli $ \a -> putStrLn $ show a
-- | The "always" wire
always :: (Monad m, Monoid e) => Wire s e m a (Event a)
always = mkSFN $ \x -> (WE.Event x, always)
{- Functions to be lifted -}
-- | This is the pad surface whose X coordinate can be updated
padSurf :: SDL.Surface
-- ^ Previous state of surface
-> Int
-- ^ X'
-- | New state
-> IO SDL.Surface
padSurf surf x' = do
let rect' = SDL.Rect x' 500 100 50
clipRect <- SDL.getClipRect surf
SDL.fillRect surf (Just clipRect) (SDL.Pixel 0x00000000)
SDL.fillRect surf (Just rect') (SDL.Pixel 0xFFFFFFFF)
return surf
-- | The function to poll events and add to a list of events
pollEvents :: [SDL.Event] -> IO (Either () ([SDL.Event]))
pollEvents es = do
e <- SDL.pollEvent
case e of
SDL.NoEvent -> return $ Right es
SDL.Quit -> return $ Left ()
_ -> pollEvents $ e:es
-- | Checks whether one SDL.Event is a keyboard event
isKeyEvent :: SDL.Event -> Bool
isKeyEvent (SDL.KeyDown k) = True
isKeyEvent (SDL.KeyUp k) = True
isKeyEvent _ = False
-- | The raw function to process key status from events
keyStatus :: [SDL.Keysym] -> [SDL.Event] -> [SDL.Keysym]
keyStatus keysDown (e:es) =
case e of
-- | If a KeyDown is detected, add key to list
SDL.KeyDown k -> keyStatus (k:keysDown) es
-- | If a KeyUp is detected, remove key from list
SDL.KeyUp k -> keyStatus (filter (/= k) keysDown) es
_ -> keyStatus keysDown es
-- | If all events are processed, return
keyStatus keysDown [] = keysDown
-- | Convert a SDL Keysym into "standard" game events
toGameEv :: SDL.Keysym -> GameEvent
toGameEv (SDL.Keysym SDL.SDLK_RIGHT _ _) = MoveR
toGameEv (SDL.Keysym SDL.SDLK_LEFT _ _) = MoveL
toGameEv _ = NoEvent
-- | Combine all game events to get one single firing
fireGameEv :: [SDL.Keysym] -> GameEvent
fireGameEv ks = foldl mappend NoEvent $ fmap toGameEv ks
{- Wires -}
-- | The Kleisli wire to poll events
wPollEvents :: Wire s () IO () [SDL.Event]
wPollEvents = mkGen_ $ \_ -> pollEvents []
-- | A stateless wire that filters out keyboard events
wKeyEvents :: (Monad m, Monoid e) => Wire s e m [SDL.Event] [SDL.Event]
wKeyEvents = mkFW_ isKeyEvent
-- | A stateful wire to keep track of key status
wKeyStatus :: (Monad m, Monoid e) => Wire s e m [SDL.Event] [SDL.Keysym]
wKeyStatus = mkSW_ empty keyStatus
-- | A wire to fire game events from SDL events
wFireGameEv :: (Monad m, Monoid e) => Wire s e m [SDL.Keysym] (GameEvent)
wFireGameEv = arr fireGameEv
-- | This is the connected wire for the entire game input
wGameInput :: Wire s () IO () (Event GameEvent)
wGameInput = proc _ -> do
ge <- wFireGameEv <<< wKeyStatus
<<< wKeyEvents <<< wPollEvents -< ()
e <- always -< ge
-- Debug!
case e of
WE.NoEvent -> wDebug -< "No Event?!!"
WE.Event g -> wDebug -< "Game Event: " ++ show g
-- End Debug
returnA -< e
-- | The wire to test output
wTestOutput :: SDL.Surface -> Wire s () IO () SDL.Surface
wTestOutput surf = mkKleisli $ \_ -> testPad
where
testPad = padSurf surf 350
-- | This is the main game wire
gameWire :: SDL.Surface
-- ^ The main surface (i.e. the window)
-> Wire s () IO () SDL.Surface
gameWire w = proc _ -> do
ev <- wGameInput -< ()
finalSurf <- wTestOutput w -< ()
returnA -< finalSurf
main :: IO ()
main = do
SDL.init [SDL.InitEverything]
w <- SDL.setVideoMode 800 600 32 [SDL.SWSurface]
s <- SDL.createRGBSurfaceEndian [SDL.SWSurface] 800 600 32
run w (countSession_ 1) $ gameWire w
SDL.quit
run ::SDL.Surface -> Session IO s -> Wire s () IO () SDL.Surface -> IO ()
run mainSurf s w = do
(ds, s') <- stepSession s
(eSrcSurf, w') <- stepWire w ds (Right ())
case eSrcSurf of
Right srcSurf -> do
SDL.blitSurface srcSurf (Nothing) mainSurf (Nothing)
SDL.flip mainSurf
SDL.delay 30
run mainSurf s' w'
_ -> return ()
“游戏”逻辑——终于把所有东西都放在一起了!首先,我们写一个焊盘X位置的积分函数:
padDX :: Int -> GameEvent -> Int
padDX x0 e
| x > 700 = 700
| x < 0 = 0
| otherwise = x
where
x = x0 + go e
go MoveR = dx
go MoveL = -dx
go _ = 0
dx = 15
我对所有内容都进行了硬编码,但对于这个极简示例而言,这些并不重要。它应该是直截了当的。然后,我们创建代表焊盘当前位置的连线:
wPadX :: (Monad m, Monoid e) => Wire s e m (Event GameEvent) Int
wPadX = accumE padDX 400 >>> hold
hold
保持离散事件流的最新值。接下来,我们将所有逻辑事物放在一个大逻辑线中:
wGameLogic :: Wire s () IO (Event GameEvent) Int
wGameLogic = proc ev -> do
x' <- wPadX -< ev
returnA -< x'
由于我们有一个关于 X 坐标的状态,我们需要修改输出线:wGameOutput :: SDL.Surface -> Wire s () IO Int SDL.Surface
wGameOutput surf = mkKleisli $ testPad
where
testPad = padSurf surf
最后,我们将 gameWire
中的所有内容链接起来。 :gameWire w = proc _ -> do
ev <- wGameInput -< ()
x <- wGameLogic -< ev
finalSurf <- wGameOutput w -< x
returnA -< finalSurf
在 main
中无需更改任何内容和 run
.哇!就是这样!运行它,你就可以左右移动矩形了!
一个巨大的代码块(我很好奇做同样事情的 C++ 程序需要多长时间):
{-|
03-GameLogic.hs: The final product!
-}
{-# LANGUAGE Arrows #-}
module Main where
import Prelude hiding ((.), id)
import Control.Wire
import Control.Arrow
import Control.Monad
import Data.Monoid
import qualified Graphics.UI.SDL as SDL
import qualified Control.Wire.Unsafe.Event as WE
{- Data types -}
-- | The unified datatype of game events
data GameEvent = MoveR
| MoveL
| NoEvent
deriving (Show, Eq)
-- | Make it Monoid so that game events can be combined
-- (Only applicable in this "game"!)
instance Monoid GameEvent where
mempty = NoEvent
-- | Simultaneously moving left and right is just nothing
MoveR `mappend` MoveL = NoEvent
MoveL `mappend` MoveR = NoEvent
-- | NoEvent is the identity
NoEvent `mappend` x = x
x `mappend` NoEvent = x
x `mappend` y
-- | Make sure identical events return same events
| x == y = x
-- | Otherwise, no event
| otherwise = NoEvent
{- Wire Utilities -}
-- | Make a stateless filter wire
mkFW_ :: (Monad m, Monoid e) => (a -> Bool) -> Wire s e m [a] [a]
mkFW_ f = mkSF_ $ filter f
-- -- | Make a stateful wire from a chained stateful function and initial value
-- -- The function (a -> b -> a) takes in an old state /a/, and returns state
-- -- transition function (b -> a).
mkSW_ :: (Monad m, Monoid e) => b -> (b->a->b) -> Wire s e m a b
mkSW_ b0 f = mkSFN $ g b0
where
g b0 a = let b1 = f b0 a in
(b1, mkSW_ b1 f)
-- | Make a Kleisli wire
mkKleisli :: (Monad m, Monoid e) => (a -> m b) -> Wire s e m a b
mkKleisli f = mkGen_ $ \a -> liftM Right $ f a
-- | The debug wire
wDebug :: (Show a, Monoid e) => Wire s e IO a ()
wDebug = mkKleisli $ \a -> putStrLn $ show a
-- | The "always" wire
always :: (Monad m, Monoid e) => Wire s e m a (Event a)
always = mkSFN $ \x -> (WE.Event x, always)
{- Functions to be lifted -}
-- | This is the pad surface whose X coordinate can be updated
padSurf :: SDL.Surface
-- ^ Previous state of surface
-> Int
-- ^ X'
-- | New state
-> IO SDL.Surface
padSurf surf x' = do
let rect' = SDL.Rect x' 500 100 50
clipRect <- SDL.getClipRect surf
SDL.fillRect surf (Just clipRect) (SDL.Pixel 0x00000000)
SDL.fillRect surf (Just rect') (SDL.Pixel 0xFFFFFFFF)
return surf
-- | The function to poll events and add to a list of events
pollEvents :: [SDL.Event] -> IO (Either () ([SDL.Event]))
pollEvents es = do
e <- SDL.pollEvent
case e of
SDL.NoEvent -> return $ Right es
SDL.Quit -> return $ Left ()
_ -> pollEvents $ e:es
-- | Checks whether one SDL.Event is a keyboard event
isKeyEvent :: SDL.Event -> Bool
isKeyEvent (SDL.KeyDown k) = True
isKeyEvent (SDL.KeyUp k) = True
isKeyEvent _ = False
-- | The raw function to process key status from events
keyStatus :: [SDL.Keysym] -> [SDL.Event] -> [SDL.Keysym]
keyStatus keysDown (e:es) =
case e of
-- | If a KeyDown is detected, add key to list
SDL.KeyDown k -> keyStatus (k:keysDown) es
-- | If a KeyUp is detected, remove key from list
SDL.KeyUp k -> keyStatus (filter (/= k) keysDown) es
_ -> keyStatus keysDown es
-- | If all events are processed, return
keyStatus keysDown [] = keysDown
-- | Convert a SDL Keysym into "standard" game events
toGameEv :: SDL.Keysym -> GameEvent
toGameEv (SDL.Keysym SDL.SDLK_RIGHT _ _) = MoveR
toGameEv (SDL.Keysym SDL.SDLK_LEFT _ _) = MoveL
toGameEv _ = NoEvent
-- | Combine all game events to get one single firing
fireGameEv :: [SDL.Keysym] -> GameEvent
fireGameEv ks = foldl mappend NoEvent $ fmap toGameEv ks
-- | The integrator of X position of pad
padDX :: Int -> GameEvent -> Int
padDX x0 e
| x > 700 = 700
| x < 0 = 0
| otherwise = x
where
x = x0 + go e
go MoveR = dx
go MoveL = -dx
go _ = 0
dx = 15
{- Wires -}
-- | The Kleisli wire to poll events
wPollEvents :: Wire s () IO () [SDL.Event]
wPollEvents = mkGen_ $ \_ -> pollEvents []
-- | A stateless wire that filters out keyboard events
wKeyEvents :: (Monad m, Monoid e) => Wire s e m [SDL.Event] [SDL.Event]
wKeyEvents = mkFW_ isKeyEvent
-- | A stateful wire to keep track of key status
wKeyStatus :: (Monad m, Monoid e) => Wire s e m [SDL.Event] [SDL.Keysym]
wKeyStatus = mkSW_ empty keyStatus
-- | A wire to fire game events from SDL events
wFireGameEv :: (Monad m, Monoid e) => Wire s e m [SDL.Keysym] (GameEvent)
wFireGameEv = arr fireGameEv
-- | This is the connected wire for the entire game input
wGameInput :: Wire s () IO () (Event GameEvent)
wGameInput = proc _ -> do
ge <- wFireGameEv <<< wKeyStatus
<<< wKeyEvents <<< wPollEvents -< ()
e <- always -< ge
returnA -< e
-- | The stateful wire of X position of pad
wPadX :: (Monad m, Monoid e) => Wire s e m (Event GameEvent) Int
wPadX = accumE padDX 400 >>> hold
-- | This is the connected wire for the entire game logic
wGameLogic :: Wire s () IO (Event GameEvent) Int
wGameLogic = proc ev -> do
x' <- wPadX -< ev
returnA -< x'
-- | The wire of output
wGameOutput :: SDL.Surface -> Wire s () IO Int SDL.Surface
wGameOutput surf = mkKleisli $ testPad
where
testPad = padSurf surf
-- | This is the main game wire
gameWire :: SDL.Surface
-- ^ The main surface (i.e. the window)
-> Wire s () IO () SDL.Surface
gameWire w = proc _ -> do
ev <- wGameInput -< ()
x <- wGameLogic -< ev
finalSurf <- wGameOutput w -< x
returnA -< finalSurf
main :: IO ()
main = do
SDL.init [SDL.InitEverything]
w <- SDL.setVideoMode 800 600 32 [SDL.SWSurface]
s <- SDL.createRGBSurfaceEndian [SDL.SWSurface] 800 600 32
run w (countSession_ 1) $ gameWire w
SDL.quit
run ::SDL.Surface -> Session IO s -> Wire s () IO () SDL.Surface -> IO ()
run mainSurf s w = do
(ds, s') <- stepSession s
(eSrcSurf, w') <- stepWire w ds (Right ())
case eSrcSurf of
Right srcSurf -> do
SDL.blitSurface srcSurf (Nothing) mainSurf (Nothing)
SDL.flip mainSurf
SDL.delay 30
run mainSurf s' w'
_ -> return ()
关于haskell - 用 Haskell 编写的游戏的最小示例是什么?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/30905930/