Scene renders better now
- Enabled BackCulling - Wrote shadow-mapping-functions - temp. changed to flat-shading for better distinction - defined Tiles CCW for BackCulling
This commit is contained in:
parent
e1cad5786e
commit
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@ -10,7 +10,7 @@ executable Pioneers
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build-depends:
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base >= 4,
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gtk,
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OpenGL >=2.8.0 && <2.9,
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OpenGL >=2.9,
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gtkglext >=0.12,
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containers >=0.5 && <0.6,
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array >=0.4.0 && <0.5,
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@ -19,7 +19,6 @@ executable Pioneers
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text >=0.11.3 && <0.12,
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stm >=2.4.2 && <2.5,
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transformers >=0.3.0 && <0.4,
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List >=0.5.1 && <0.6,
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List >=0.5.1 && <0.6
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ghc-options: -Wall
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other-modules:
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275
src/Main.hs
275
src/Main.hs
@ -1,29 +1,31 @@
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{-# LANGUAGE BangPatterns #-}
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module Main where
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import qualified Graphics.UI.Gtk as Gtk
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import Graphics.UI.Gtk (AttrOp((:=)))
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import qualified Graphics.UI.Gtk.OpenGL as GtkGL
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import Graphics.UI.Gtk (AttrOp ((:=)))
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import qualified Graphics.UI.Gtk as Gtk
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import qualified Graphics.UI.Gtk.OpenGL as GtkGL
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import Graphics.Rendering.OpenGL as GL
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import qualified Data.Array.IArray as A
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import Graphics.Rendering.OpenGL as GL
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import qualified Graphics.UI.Gtk.Gdk.EventM as Event
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import qualified Data.Array.IArray as A
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import Map.Coordinates
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import Map.Map
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import Map.Coordinates
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import Map.Map
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import Data.Maybe (fromMaybe)
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import Debug.Trace
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import Data.IntSet as IS
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import Data.IORef
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import Data.IntSet as IS
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import Data.IORef
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import Data.Maybe (fromMaybe)
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import Debug.Trace
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import Prelude as P
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import Control.Monad
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import Control.Concurrent
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import Control.Concurrent.STM
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import System.IO.Unsafe (unsafePerformIO)
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import GHC.Conc.Sync (unsafeIOToSTM)
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import Control.Monad.IO.Class (liftIO)
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import Control.Concurrent
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import Control.Concurrent.STM
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import Control.Monad
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import Control.Monad.IO.Class (liftIO)
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import Foreign.Ptr (nullPtr)
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import GHC.Conc.Sync (unsafeIOToSTM)
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import Prelude as P
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import System.IO.Unsafe (unsafePerformIO)
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import Foreign.Marshal.Array (allocaArray)
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data ProgramState = PS { keysPressed :: IntSet
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, px :: GLfloat
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@ -38,61 +40,103 @@ data ProgramState = PS { keysPressed :: IntSet
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, dpitch :: GLfloat }
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deriving (Show)
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type RenderObject = (Vector3 GLfloat, Color3 GLfloat, [Vertex3 GLfloat])
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(Vertex4 a b c d) .+ (Vertex4 w x y z) = Vertex4 (a+w) (b+x) (c+y) (d+z)
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(Vertex4 a b c d) .* e = Vertex4 (a*e) (b*e) (c*e) (d*e)
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animationWaitTime = 3 :: Int
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canvasWidth = 1024 :: Int
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canvasHeight = 768 :: Int
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deltaV = 0.10
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deltaH = 0.5
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deltaP = 0.15
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black = Color3 0 0 0 :: Color3 GLfloat
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shadowMapSize :: TextureSize2D
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shadowMapSize = TextureSize2D 256 256
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-- TODO: Put render-stuff in render-module
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up :: Vector3 GLdouble
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up = Vector3 0 1 0
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origin :: Vertex3 GLdouble
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origin = Vertex3 0 0 0
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sun = Light 0
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-- TODO: Put render-stuff in render-modul
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--gets Sun position in given format
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getSunPos :: (GLdouble -> GLdouble -> GLdouble -> a) -> IO a
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getSunPos f = do
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Vertex4 x y z _ <- get (position sun)
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return $ f (realToFrac x) (realToFrac y) (realToFrac z)
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glTexCoord2f (x,y) = texCoord (TexCoord2 x y :: TexCoord2 GLfloat)
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glVertex3f (x,y,z) = vertex (Vertex3 x y z :: Vertex3 GLfloat)
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glNormal3f (x,y,z) = normal (Normal3 x y z :: Normal3 GLfloat)
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prepareRenderTile :: PlayMap -> ((Int,Int),MapEntry) -> (Vector3 GLfloat, Color3 GLfloat, [Vertex3 GLfloat])
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prepareRenderTile m (c@(cx,cz),(_,t)) =
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prepareRenderTile m (c@(cx,cz),(_,t)) =
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(
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if even cx then
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Vector3 (1.5*(fromIntegral cx)) 0.0 (2*(fromIntegral cz))
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else
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Vector3 (1.5*(fromIntegral cx)) 0.0 (2*(fromIntegral cz)-1)
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Vector3 (1.5 * fromIntegral cx) 0.0
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(if even cx then 2 * fromIntegral cz else
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2 * fromIntegral cz - 1)
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,
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case t of
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Water -> Color3 0.5 0.5 1 :: Color3 GLfloat
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Grass -> Color3 0.3 0.9 0.1 :: Color3 GLfloat
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Sand -> Color3 0.9 0.85 0.7 :: Color3 GLfloat
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Mountain -> Color3 0.5 0.5 0.5 :: Color3 GLfloat
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Water -> Color3 0.5 0.5 1 :: Color3 GLfloat
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Grass -> Color3 0.3 0.9 0.1 :: Color3 GLfloat
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Sand -> Color3 0.9 0.85 0.7 :: Color3 GLfloat
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Mountain -> Color3 0.5 0.5 0.5 :: Color3 GLfloat
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,getTileVertices m c)
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renderTile :: (Vector3 GLfloat, Color3 GLfloat, [Vertex3 GLfloat]) -> IO ()
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renderTile :: RenderObject -> IO ()
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renderTile (coord,c,ts) =
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preservingMatrix $ do
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color c
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translate coord
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_ <- renderPrimitive Polygon $ do
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{-color black
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lineWidth $= 4.0
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lineSmooth $= Enabled
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_ <- renderPrimitive LineLoop $ do
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glNormal3f(0.0,0.0,1.0)
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mapM vertex ts-}
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color c
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_ <- renderPrimitive Polygon $ do
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glNormal3f(0.0,1.0,0.0)
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mapM vertex ts
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return ()
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drawSphere = do
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renderQuadric (QuadricStyle
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(Just Smooth)
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GenerateTextureCoordinates
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Outside
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FillStyle)
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(Sphere 1.0 48 48)
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drawSphere :: IO ()
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drawSphere = renderQuadric
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(QuadricStyle (Just Smooth) GenerateTextureCoordinates Outside
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FillStyle)
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(Sphere 2.0 48 48)
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drawObjects :: [RenderObject] -> [RenderObject] -> Bool -> IO ()
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drawObjects map ent shadowRender = do
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textureOn <- get (texture Texture2D) --are textures enabled?
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when shadowRender $
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texture Texture2D $= Disabled --disable textures if we render shadows.
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--draw objects
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preservingMatrix $ do
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translate (Vector3 15.0 15.0 25.0 :: Vector3 GLfloat)
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drawSphere
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mapM_ renderTile map
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when (shadowRender && textureOn == Enabled) $ --reset texture-rendering
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texture Texture2D $= Enabled
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-- OpenGL polygon-function for drawing stuff.
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display :: MVar ProgramState -> PlayMap -> IO ()
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display state t =
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let
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let
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-- Todo: have tiles static somewhere .. dont calculate every frame
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tiles = P.map (prepareRenderTile t) (A.assocs t)
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in
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do
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ps@PS {
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ps@PS {
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px = px
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, py = py
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, pz = pz
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@ -104,11 +148,12 @@ display state t =
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GL.rotate heading (Vector3 0.0 1.0 0.0 :: Vector3 GLfloat)
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translate (Vector3 (-px) (-py) (-pz)::Vector3 GLfloat)
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position (Light 0) $= Vertex4 0.0 0.0 (20.0) 1.0
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generateShadowMap tiles [] True
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generateTextureMatrix
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clear [ ColorBuffer, DepthBuffer ]
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preservingMatrix $ do
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drawObjects tiles [] False
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-- Instead of glBegin ... glEnd there is renderPrimitive.
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--trace (show tiles) $
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mapM_ renderTile tiles
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return ()
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updateCamera :: MVar ProgramState -> IO ()
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@ -125,20 +170,20 @@ updateCamera state = do
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, dheading = dheading }
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<- takeMVar state
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d@((dx,dy,dz),(heading',pitch')) <-
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d@((dx,dy,dz),(heading',pitch')) <-
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if any (/= 0.0) [dx,dy,dz,dpitch,dheading] then
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preservingMatrix $ do
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-- putStrLn $ unwords $ P.map show [dx,dy,dz,dpitch,dheading]
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loadIdentity
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-- in direction of current heading and pitch
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rotate (-heading) (Vector3 0.0 1.0 0.0 :: Vector3 GLfloat)
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rotate (-pitch) (Vector3 1.0 0.0 0.0 :: Vector3 GLfloat)
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-- perform motion
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translate (Vector3 (-dx) (-dy) (-dz))
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-- get changes in location components
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mat <- get (matrix Nothing) :: IO (GLmatrix GLfloat)
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comps <- getMatrixComponents ColumnMajor mat
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@ -155,17 +200,85 @@ updateCamera state = do
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, heading = heading'
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}
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-- Note: preservingViewport is not exception safe, but it doesn't matter here
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preservingViewport :: IO a -> IO a
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preservingViewport act = do
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v <- get viewport
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x <- act
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viewport $= v
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return x
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generateTextureMatrix :: IO ()
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generateTextureMatrix = do
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-- Set up projective texture matrix. We use the Modelview matrix stack and
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-- OpenGL matrix commands to make the matrix.
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m <- preservingMatrix $ do
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loadIdentity
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-- resolve overloading, not needed in "real" programs
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let translatef = translate :: Vector3 GLfloat -> IO ()
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scalef = scale :: GLfloat -> GLfloat -> GLfloat -> IO ()
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translatef (Vector3 0.5 0.5 0.0)
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scalef 0.5 0.5 1.0
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perspective 60 1 1 1000
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lightPos' <- getSunPos Vertex3
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lookAt lightPos' origin up
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get (matrix (Just (Modelview 0)))
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[ sx, sy, sz, sw,
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tx, ty, tz, tw,
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rx, ry, rz, rw,
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qx, qy, qz, qw ] <- getMatrixComponents RowMajor (m :: GLmatrix GLdouble)
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textureGenMode S $= Just (ObjectLinear (Plane sx sy sz sw))
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textureGenMode T $= Just (ObjectLinear (Plane tx ty tz tw))
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textureGenMode R $= Just (ObjectLinear (Plane rx ry rz rw))
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textureGenMode Q $= Just (ObjectLinear (Plane qx qy qz qw))
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generateShadowMap :: [RenderObject] -> [RenderObject] -> Bool -> IO ()
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generateShadowMap tiles obj showShadow' = do
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lightPos' <- getSunPos Vertex3
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let (TextureSize2D shadowMapWidth shadowMapHeight) = shadowMapSize
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shadowMapSize' = Size shadowMapWidth shadowMapHeight
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preservingViewport $ do
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viewport $= (Position 0 0, shadowMapSize')
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clear [ ColorBuffer, DepthBuffer ]
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matrixMode $= Projection
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preservingMatrix $ do
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loadIdentity
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perspective 80 1 10 1000
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matrixMode $= Modelview 0
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preservingMatrix $ do
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loadIdentity
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lookAt lightPos' origin up
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drawObjects tiles obj True
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matrixMode $= Projection
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matrixMode $= Modelview 0
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copyTexImage2D Texture2D 0 DepthComponent' (Position 0 0) shadowMapSize 0
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when showShadow' $ do
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let numShadowMapPixels = fromIntegral (shadowMapWidth * shadowMapHeight)
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allocaArray numShadowMapPixels $ \depthImage -> do
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let pixelData fmt = PixelData fmt Float depthImage :: PixelData GLfloat
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readPixels (Position 0 0) shadowMapSize' (pixelData DepthComponent)
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(_, Size viewPortWidth _) <- get viewport
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windowPos (Vertex2 (fromIntegral viewPortWidth / 2 :: GLfloat) 0)
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drawPixels shadowMapSize' (pixelData Luminance)
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--Adjust size to given dimensions
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reconfigure :: Int -> Int -> IO (Int, Int)
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reconfigure w h = do
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-- maintain aspect ratio
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let aspectRatio = (fromIntegral canvasWidth) / (fromIntegral canvasHeight)
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(w1, h1) = (fromIntegral w, (fromIntegral w) / aspectRatio)
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(w2, h2) = ((fromIntegral h) * aspectRatio, fromIntegral h)
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let aspectRatio = fromIntegral canvasWidth / fromIntegral canvasHeight
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(w1, h1) = (fromIntegral w, fromIntegral w / aspectRatio)
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(w2, h2) = (fromIntegral h * aspectRatio, fromIntegral h)
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(w', h') = if h1 <= fromIntegral h
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then (floor w1, floor h1)
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else (floor w2, floor h2)
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reshape $ Just (w', h')
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reshape $ Just (w', h')
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return (w', h')
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-- Called by reconfigure to fix the OpenGL viewport according to the
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@ -205,15 +318,16 @@ keyEvent state press = do
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-- Only process the key event if it is not a repeat
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(ps',ret) <- if (fromIntegral code `member` kp && not press) ||
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(fromIntegral code `notMember` kp && press)
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then let
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then let
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accept a = return (a, True)
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deny a = return (a, False)
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in do
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-- keep list of pressed keys up2date
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ps <- if not press
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then return ps { keysPressed = fromIntegral code `IS.delete` kp }
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else return ps { keysPressed = fromIntegral code `IS.insert` kp }
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-- putStrLn $ unwords [name , show val, show code, show ps] -- trace (unwords [name , show val]) -- debugging
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ps <- return (if not press then
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(ps{keysPressed = fromIntegral code `delete` kp})
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else
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(ps{keysPressed = fromIntegral code `insert` kp}))
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putStrLn $ unwords [name , show val, show code, show ps] -- trace (unwords [name , show val]) -- debugging
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-- process keys
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case press of
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-- on PRESS only
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@ -247,7 +361,7 @@ main :: IO ()
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main = do
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! terrain <- testmap
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-- create TVar using unsafePerformIO -> currently no other thread -> OK
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state <- newMVar $ PS { keysPressed = IS.empty
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state <- newMVar PS { keysPressed = IS.empty
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, px = 7.5
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, py = 20
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, pz = 15
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@ -279,27 +393,48 @@ main = do
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-- we are using wouldn't heve been setup yet)
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Gtk.onRealize canvas $ GtkGL.withGLDrawingArea canvas $ \_ -> do
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reconfigure canvasWidth canvasHeight
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--set up shadow-map
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texImage2D Texture2D NoProxy 0 DepthComponent' shadowMapSize 0
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(PixelData DepthComponent UnsignedByte nullPtr)
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materialAmbient Front $= Color4 0.4 0.4 0.4 1.0
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materialDiffuse Front $= Color4 0.4 0.4 0.4 1.0
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materialSpecular Front $= Color4 0.8 0.8 0.8 1.0
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materialShininess Front $= 25.0
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ambient (Light 0) $= Color4 0.3 0.3 0.3 1.0
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diffuse (Light 0) $= Color4 1.0 1.0 1.0 1.0
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specular (Light 0) $= Color4 0.8 0.8 0.8 1.0
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ambient sun $= Color4 0.3 0.3 0.3 1.0
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diffuse sun $= Color4 1.0 1.0 1.0 1.0
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specular sun $= Color4 0.8 0.8 0.8 1.0
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lightModelAmbient $= Color4 0.2 0.2 0.2 1.0
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position sun $= (Vertex4 2.0 1.0 1.3 1.0 :: Vertex4 GLfloat) .* 5
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spotDirection sun $= (Normal3 (-2.0) (-1.0) (-1.3) :: Normal3 GLfloat)
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--spotExponent sun $= 1.0
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--attenuation sun $= (1.0, 0.0, 0.0)
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lighting $= Enabled
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light (Light 0) $= Enabled
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lighting $= Enabled
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light sun $= Enabled
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depthFunc $= Just Less
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shadeModel $= Smooth
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--lightModelLocalViewer $= Enabled
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--vertexProgramTwoSide $= Enabled
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clearColor $= Color4 0.0 0.0 0.0 0.0
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drawBuffer $= BackBuffers
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colorMaterial $= Just (Front, Diffuse)
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frontFace $= CCW
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cullFace $= Just Back
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texture Texture2D $= Enabled
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shadeModel $= Smooth
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shadeModel $= Flat
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fog $= Enabled
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fogMode $= Linear 45.0 50.0
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fogColor $= Color4 0.5 0.5 0.5 1.0
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fogDistanceMode $= EyeRadial
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return ()
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{-clearColor $= (Color4 0.0 0.0 0.0 0.0)
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matrixMode $= Projection
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@ -307,7 +442,7 @@ main = do
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ortho 0.0 1.0 0.0 1.0 (-1.0) 1.0
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depthFunc $= Just Less
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drawBuffer $= BackBuffers-}
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-- Set the repaint handler
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Gtk.onExpose canvas $ \_ -> do
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GtkGL.withGLDrawingArea canvas $ \glwindow -> do
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@ -315,14 +450,14 @@ main = do
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display state terrain
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GtkGL.glDrawableSwapBuffers glwindow
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return True
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-- Setup the animation
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Gtk.timeoutAddFull (do
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updateCamera state
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Gtk.widgetQueueDraw canvas
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return True)
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Gtk.priorityDefaultIdle animationWaitTime
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--------------------------------
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-- Setup the rest of the GUI:
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--
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@ -347,7 +482,7 @@ main = do
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Gtk.onDestroy window Gtk.mainQuit
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Gtk.on window Gtk.keyPressEvent $ keyEvent state True
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Gtk.on window Gtk.keyReleaseEvent $ keyEvent state False
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-- "reshape" event handler
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@ -63,17 +63,18 @@ data TileVertex =
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deriving (Show, Eq, Ord)
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--Culling is done with GL_CCW
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getTileVertices :: PlayMap -> Tile -> [Vertex3 GLfloat]
|
||||
getTileVertices heights t = let p = (listArray (0,5) hexagon)
|
||||
::Array Int (Float,Float) in
|
||||
P.map floatToVertex $
|
||||
[
|
||||
(fst $ p ! 0, getHeight heights VertexNW t, snd $ p ! 0),
|
||||
(fst $ p ! 1, getHeight heights VertexNE t, snd $ p ! 1),
|
||||
(fst $ p ! 2, getHeight heights VertexE t, snd $ p ! 2),
|
||||
(fst $ p ! 3, getHeight heights VertexSE t, snd $ p ! 3),
|
||||
(fst $ p ! 5, getHeight heights VertexW t, snd $ p ! 5),
|
||||
(fst $ p ! 4, getHeight heights VertexSW t, snd $ p ! 4),
|
||||
(fst $ p ! 5, getHeight heights VertexW t, snd $ p ! 5)
|
||||
(fst $ p ! 3, getHeight heights VertexSE t, snd $ p ! 3),
|
||||
(fst $ p ! 2, getHeight heights VertexE t, snd $ p ! 2),
|
||||
(fst $ p ! 1, getHeight heights VertexNE t, snd $ p ! 1),
|
||||
(fst $ p ! 0, getHeight heights VertexNW t, snd $ p ! 0)
|
||||
]
|
||||
|
||||
getHeight :: PlayMap -> TileVertex -> Tile -> Float
|
||||
|
@ -26,23 +26,33 @@ type PlayMap = Array (Int, Int) MapEntry
|
||||
-- row-minor -> row-major
|
||||
testMapTemplate :: [Text]
|
||||
testMapTemplate = T.transpose [
|
||||
"~~~~~~~~~~",
|
||||
"~~SSSSSS~~",
|
||||
"~SSGGGGS~~",
|
||||
"~SSGGMMS~~",
|
||||
"~SGGMMS~~~",
|
||||
"~SGMMMS~~~",
|
||||
"~GGGGGGS~~",
|
||||
"~SGGGGGS~~",
|
||||
"~~SSSS~~~~",
|
||||
"~~~~~~~~~~"
|
||||
"~~~~~~~~~~~~~~~~~~~~",
|
||||
"~~SSSSSSSSSSSSSS~~~~",
|
||||
"~SSGGGGGGGSGSGGS~~~~",
|
||||
"~SSGGGGGGMSGSGMS~~~~",
|
||||
"~SGGGGGGMMMGGGS~~~S~",
|
||||
"~SGGGMGMMMMMGGS~~~SS",
|
||||
"~GGGGGGGGGGGGGGS~~~~",
|
||||
"~SGGGGGGGGGGGGGS~~~~",
|
||||
"~~SSSSGGGSSSSS~~~~~~",
|
||||
"~~~~~SGGGGS~~~~~~~~~",
|
||||
"~~~~SSGGGGSS~~~~~~~~",
|
||||
"~~SSSGGGGGGSSSSS~~~~",
|
||||
"~SSGSGSGGGSGSGGS~~~~",
|
||||
"~SSGSGSGGMSGSGMS~~~~",
|
||||
"~SGGMMMMGGGGGGS~~~~~",
|
||||
"~SGMMMMMGGGGSSS~~~~~",
|
||||
"~GGMMMMMGGGSSSSS~~~~",
|
||||
"~SGGGGGGGSSSSSSS~~~~",
|
||||
"~~SSSSSSSSSSSS~~~~~~",
|
||||
"~~~~~~~~~~~~~~~~~~~~"
|
||||
]
|
||||
|
||||
testmap :: IO PlayMap
|
||||
testmap = do
|
||||
g <- getStdGen
|
||||
rawMap <- return $ parseTemplate (randoms g) (T.concat testMapTemplate)
|
||||
return $ listArray ((0,0),(9,9)) rawMap
|
||||
return $ listArray ((0,0),(19,19)) rawMap
|
||||
|
||||
|
||||
parseTemplate :: [Int] -> Text -> [MapEntry]
|
||||
|
Loading…
Reference in New Issue
Block a user