Haskell中典型的游戏框架是什么? [英] What would be a typical game skeleton in Haskell
问题描述
Haskell游戏的典型游戏骨架是什么?比如说简单的射击游戏?
我对数据结构特别感兴趣,并且关于 immutability 问题如何管理全球所有元素的更新。
只是说
new_world = update_world(全球)
有点简单。例如,如何处理可能发生在世界元素(碰撞,对玩家的反应等)之间的多重互动,尤其是当您有很多独立元素受到影响时。
主要关心的是世界的不可变性,这使得基于世界的另一个子集很难更新世界的小部分。
我爱 gloss
(
p>一个非常简单的例子
import Graphics.Gloss
import Graphics.Gloss.Interface.Pure.Game
- 您的应用数据
data App = App {mouseX :: Float
,mouseY :: Float
}
- 绘制世界使用你的应用数据
- 这里关于*绘制*你的世界的事情(例如,如果radiu s> MAX then red else blue)
drawWorld(App mousex mousey)= color white $ circle mousex
- 处理输入事件并更新您的应用程序数据
- 此处关于用户交互的东西(例如)当前的视口鼠标坐标
(App _ _)= App xy
handleEvent ew = w
- 如果没有输入事件,您可以按时间更新您的世界
- 这里是关于时间的事情(例如,如果跳跃使用`t`来计算新位置)
句柄tw = w
runApp =
播放
(InWindowTest(300,300)(0,0)) - 全屏或窗口
黑色 - 背景颜色
每秒20帧 -
(应用程序0 0) - 您的初始世界
drawWorld - 如何绘制世界?
handleEvent - IO事件时如何更新应用程序数据?
handleTime - 应用程序数据如何随时间更新?
- 享受!
main = runApp
修改某些数据结构的简单示例(圆半径列表)沿着三个事件处理程序(绘图,输入和时间)
import Graphics.Gloss
import Graphics.Gloss.Interface .Pure.Game
import System.IO.Unsafe
data App = App {mouseX :: Float
,mouseY :: Float
,circleList :: [Float ]
,lastTime :: Float
,currTime :: Float
}
drawWorld app =
color white $ pictures $ map circle $ circleList app
handleEvent
(EventMotion(x,y)) - 当前视口鼠标坐标
app = app {mouseX = x,mouseY = y,
- 半径> mouse ** MOVED ** position
circleList = filter(<(abs x))$ circleList app}
handleEvent e app = app
handleTime t app =
app {currTime = currTime',lastTime = lastTime',circleList = circleList'}
其中currTime'= currTime app + t
- 每1秒创建一个新的循环
createNew = currTime' - lastTime应用程序> 1
lastTime'= if createNew then currTime'else lastTime app
- 每一步,增加所有圆半径
circleList'=(如果createNew then [0] else [])++ map (+0.5)(circleList app)
runApp =
play
(InWindowTest(300,300)(0,0))
black
20
(App 0 0 [] 0 0)
drawWorld
handleEvent
handleTime
$ b $ main = runApp
结果
What would be the typical game skeleton for a Haskell game, let's say a simple shoot them up for instance? I am particularly interested on the data structure, and how to manage the update of all the elements in the world, in regards of immutability issue. Just saying that
new_world=update_world(world)
is a little bit simplistic. For instance, how to deal with multiple interaction that can occurs between element of the world (collisions, reaction to player, etc....) especially when you have a lot of 'independent' elements impacted.
The main concern is about immutability of the world, which makes very difficult to update a "small" part of the world based on another subset of the world.
I love gloss
(gloss 2D library. it's very closed to your needs (I think)
A very simple example
import Graphics.Gloss
import Graphics.Gloss.Interface.Pure.Game
-- Your app data
data App = App { mouseX :: Float
, mouseY :: Float
}
-- Draw world using your app data
-- Here thing about *draw* your world (e.g. if radius > MAX then red else blue)
drawWorld (App mousex mousey) = color white $ circle mousex
-- Handle input events and update your app data
-- Here thing about user interaction (e.g. when press button start jump!)
handleEvent
(EventMotion (x, y)) -- current viewport mouse coordinates
(App _ _) = App x y
handleEvent e w = w
-- Without input events you can update your world by time
-- Here thing about time (e.g. if jumping use `t` to compute new position)
handleTime t w = w
runApp =
play
( InWindow "Test" (300, 300) (0, 0) ) -- full screen or in window
black -- background color
20 -- frames per second
( App 0 0 ) -- your initial world
drawWorld -- how to draw the world?
handleEvent -- how app data is updated when IO events?
handleTime -- how app data is updated along the time?
-- enjoy!
main = runApp
One simple example modifying some data structure (a list of circle radius) along the three event handlers (draw, input and time)
import Graphics.Gloss
import Graphics.Gloss.Interface.Pure.Game
import System.IO.Unsafe
data App = App { mouseX :: Float
, mouseY :: Float
, circleList :: [Float]
, lastTime :: Float
, currTime :: Float
}
drawWorld app =
color white $ pictures $ map circle $ circleList app
handleEvent
(EventMotion (x, y)) -- current viewport mouse coordinates
app = app { mouseX = x, mouseY = y,
-- drop circles with radius > mouse **MOVED** position
circleList = filter (<(abs x)) $ circleList app }
handleEvent e app = app
handleTime t app =
app { currTime = currTime', lastTime = lastTime', circleList = circleList' }
where currTime' = currTime app + t
-- create new circle each 1 second
createNew = currTime' - lastTime app > 1
lastTime' = if createNew then currTime' else lastTime app
-- each step, increase all circle radius
circleList' = (if createNew then [0] else []) ++ map (+0.5) (circleList app)
runApp =
play
( InWindow "Test" (300, 300) (0, 0) )
black
20
( App 0 0 [] 0 0 )
drawWorld
handleEvent
handleTime
main = runApp
with result
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