在光泽中结合`animation`和`play`功能

时间:2017-10-29 13:14:43

标签: haskell gloss

我正在使用Haskell with Gloss实现一个简单的Simon游戏。我希望,此刻,例如,在前4秒,一些矩形会改变它们的颜色(或者简单地换句话说显示一些动画),然后使用特定的键盘键输入来改变颜色。

这是代码,使用animate表示动画:

window :: Display
window = InWindow "Simon" (width, height) (offset, offset)

background :: Color
background = black

data SimonGame = Game {
    rectangleGreen::Picture, 
    rectangleRed::Picture,
    rectangleBlue::Picture,
    rectangleYellow::Picture
} deriving Show

initialState :: SimonGame
initialState = Game
  { rectangleGreen = translate (-100) (0) $ color green $ rectangleSolid 60 60,
    rectangleRed = translate (100) (0) $ color red $ rectangleSolid 60 60,
    rectangleBlue = translate (0) (100)  $  color blue $ rectangleSolid 60 60,
    rectangleYellow = translate (0) (-100)  $  color yellow $ rectangleSolid 60 60
  }

render :: SimonGame -> Picture 
render game = pictures
              [ rectangleGreen game,
                rectangleRed game,
                rectangleBlue game,
                rectangleYellow game
              ]

updateBoard :: Int-> SimonGame -> SimonGame
updateBoard seconds game
  | sec_value == 1 = game {
                              rectangleGreen = translate (-100) (0) $ color white  $ rectangleSolid 60 60,
                              rectangleRed = translate (100) (0) $ color red $ rectangleSolid 60 60,
                              rectangleBlue = translate (0) (100)  $  color blue $ rectangleSolid 60 60,
                              rectangleYellow = translate (0) (-100)  $  color yellow $ rectangleSolid 60 60
                          }
  | sec_value == 2 = game {
                              rectangleGreen = translate (-100) (0) $ color green  $ rectangleSolid 60 60,
                              rectangleRed = translate (100) (0) $ color white $ rectangleSolid 60 60,
                              rectangleBlue = translate (0) (100)  $  color blue $ rectangleSolid 60 60,
                              rectangleYellow = translate (0) (-100)  $  color yellow $ rectangleSolid 60 60
                          }
  | sec_value == 3 = game {
                              rectangleGreen = translate (-100) (0) $ color green  $ rectangleSolid 60 60,
                              rectangleRed = translate (100) (0) $ color red $ rectangleSolid 60 60,
                              rectangleBlue = translate (0) (100)  $  color white $ rectangleSolid 60 60,
                              rectangleYellow = translate (0) (-100)  $  color yellow $ rectangleSolid 60 60
                          }
  | sec_value == 0 = game {
                              rectangleGreen = translate (-100) (0) $ color green  $ rectangleSolid 60 60,
                              rectangleRed = translate (100) (0) $ color red $ rectangleSolid 60 60,
                              rectangleBlue = translate (0) (100)  $  color blue $ rectangleSolid 60 60,
                              rectangleYellow = translate (0) (-100)  $  color white $ rectangleSolid 60 60
                          }
  | otherwise = game
  where
    sec_value = (seconds `mod` 4)


main :: IO ()
main = animate window background frame
  where
    frame :: Float -> Picture
    frame seconds = render $ updateBoard (ceiling seconds) initialState

我知道使用函数play我可以以某种方式实现一个逻辑,即使用我实现的handleKeys函数,它接受用户输入并改变游戏状态。

handleKeys :: Event -> SimonGame -> SimonGame
handleKeys (EventKey (Char 'a') _ _ _) game = game { rectangleGreen = translate (-100) (0) $ color white  $ rectangleSolid 60 60 }
handleKeys (EventKey (Char 's') _ _ _) game = game { rectangleRed = translate (100) (0) $ color white $ rectangleSolid 60 60 }
handleKeys (EventKey (Char 'd') _ _ _) game = game { rectangleBlue = translate (0) (100)  $  color white $ rectangleSolid 60 60 }
handleKeys (EventKey (Char 'f') _ _ _) game = game { rectangleYellow = translate (0) (-100)  $  color white $ rectangleSolid 60 60 }
handleKeys _ game = game

有没有办法将函数play与函数animate结合起来,这样我的程序会显示一个简短的动画,然后然后等待输入并采取相应的行动?

1 个答案:

答案 0 :(得分:1)

比较animateplay(以及simulate)的类型。   docs/Graphics-Glossanimateplay的简化版本,您可以忽略任何输入,并忽略动画的任何先前状态。因此,让您的输入处理程序检查您是否在前4秒内完成,并让您的步骤功能执行相同操作。