如何在纯 Haskell 中编写一个简单的实时游戏循环?
How can I write a simple real-time game loop in pure Haskell?
我刚开始使用 Haskell,想制作一个简单的实时游戏而不安装额外的库。我需要编写一个循环来扫描键盘输入,但如果没有输入,游戏也必须 运行。我该怎么做?
这个答案正在更新,因为我找到了新的解决方案
经过几个小时的学习,我想出了以下代码:
{- Simple game loop example. -}
import System.IO
import System.Timeout
inputTimeout = 50000 -- in microseconds
initialGameState = 100
type GameState = Int -- change to your own gamestate type here
nextGameState :: GameState -> Char -> GameState
nextGameState previousGameState inputChar =
-- REPLACE THIS FUNCTION WITH YOUR GAME
case inputChar of
's' -> previousGameState + 1
'a' -> previousGameState - 1
_ -> previousGameState
loop :: GameState -> IO () -- game loop
loop gameState =
do
putStrLn (show gameState)
hFlush stdout
c <- timeout inputTimeout getChar -- wait for input, with timeout
case c of
-- no input given
Nothing -> do loop gameState
-- quit on 'q'
Just 'q' -> do putStrLn "quitting"
-- input was given
Just input -> do loop (nextGameState gameState input)
main =
do
hSetBuffering stdin NoBuffering -- to read char without [enter]
hSetBuffering stdout (BlockBuffering (Just 80000)) -- to reduce flickering, you can change the constant
hSetEcho stdout False -- turn off writing to console with keyboard
loop initialGameState
一些注意事项:
- 这个(不是真的)游戏只是写出世界状态,这里只是一个数字,increments/decrements它用's'或'a'。 'q' 退出程序。
- 显然这是一个非常简单的解决方案,不适用于更严肃的游戏。缺点是:
- 代码不扫描键盘状态但读取标准输入,这限制了输入处理。您将无法读取同时按下的按键,并且会有重复延迟。您可以通过用另一种语言编写脚本来解决此问题,该脚本将以更复杂的方式处理键盘输入并通过管道将其传递给您的程序。在类 Unix 系统上,您还可以从 /dev/...
中的文件中读取键盘状态
- 您可以预计每一帧大约需要
inputTimeout
微秒,但不完全是。非常快的输入理论上可以降低这一点,计算延迟会增加这一点。
- 我是一个 Haskell 初学者,所以随时可以在此和 post 上进行改进。我正在更新这个答案。
更新代码
在之前的代码中,如果游戏 nextGameState
函数花费大量时间来计算,输入的字符将堆积在标准输入中,程序的反应将被延迟。以下代码通过始终从输入中读取所有字符并仅获取最后一个字符来解决此问题。
{- Simple game loop example, v 2.0. -}
import System.IO
import Control.Concurrent
frameDelay = 10000 -- in microseconds
initialGameState = 100
type GameState = Int -- change to your own gamestate type here
nextGameState :: GameState -> Char -> GameState
nextGameState previousGameState inputChar =
-- REPLACE THIS FUNCTION WITH YOUR GAME
case inputChar of
's' -> previousGameState + 1
'a' -> previousGameState - 1
_ -> previousGameState
getLastChar :: IO Char
getLastChar =
do
isInput <- hWaitForInput stdin 1 -- wait for char for 1 ms
if isInput
then
do
c1 <- getChar
c2 <- getLastChar
if c2 == ' '
then return c1
else return c2
else
do
return ' '
gameLoop :: GameState -> IO () -- game loop
gameLoop gameState =
do
threadDelay frameDelay
putStrLn (show gameState)
hFlush stdout
c <- getLastChar
case c of
'x' -> do putStrLn "quitting"
_ -> do gameLoop (nextGameState gameState c)
main =
do
hSetBuffering stdin NoBuffering -- to read char without [enter]
hSetBuffering stdout (BlockBuffering (Just 80000)) -- to reduce flickering, you can change the constant
hSetEcho stdout False -- turn off writing to console with keyboard
gameLoop initialGameState
我刚开始使用 Haskell,想制作一个简单的实时游戏而不安装额外的库。我需要编写一个循环来扫描键盘输入,但如果没有输入,游戏也必须 运行。我该怎么做?
这个答案正在更新,因为我找到了新的解决方案
经过几个小时的学习,我想出了以下代码:
{- Simple game loop example. -}
import System.IO
import System.Timeout
inputTimeout = 50000 -- in microseconds
initialGameState = 100
type GameState = Int -- change to your own gamestate type here
nextGameState :: GameState -> Char -> GameState
nextGameState previousGameState inputChar =
-- REPLACE THIS FUNCTION WITH YOUR GAME
case inputChar of
's' -> previousGameState + 1
'a' -> previousGameState - 1
_ -> previousGameState
loop :: GameState -> IO () -- game loop
loop gameState =
do
putStrLn (show gameState)
hFlush stdout
c <- timeout inputTimeout getChar -- wait for input, with timeout
case c of
-- no input given
Nothing -> do loop gameState
-- quit on 'q'
Just 'q' -> do putStrLn "quitting"
-- input was given
Just input -> do loop (nextGameState gameState input)
main =
do
hSetBuffering stdin NoBuffering -- to read char without [enter]
hSetBuffering stdout (BlockBuffering (Just 80000)) -- to reduce flickering, you can change the constant
hSetEcho stdout False -- turn off writing to console with keyboard
loop initialGameState
一些注意事项:
- 这个(不是真的)游戏只是写出世界状态,这里只是一个数字,increments/decrements它用's'或'a'。 'q' 退出程序。
- 显然这是一个非常简单的解决方案,不适用于更严肃的游戏。缺点是:
- 代码不扫描键盘状态但读取标准输入,这限制了输入处理。您将无法读取同时按下的按键,并且会有重复延迟。您可以通过用另一种语言编写脚本来解决此问题,该脚本将以更复杂的方式处理键盘输入并通过管道将其传递给您的程序。在类 Unix 系统上,您还可以从 /dev/... 中的文件中读取键盘状态
- 您可以预计每一帧大约需要
inputTimeout
微秒,但不完全是。非常快的输入理论上可以降低这一点,计算延迟会增加这一点。
- 我是一个 Haskell 初学者,所以随时可以在此和 post 上进行改进。我正在更新这个答案。
更新代码
在之前的代码中,如果游戏 nextGameState
函数花费大量时间来计算,输入的字符将堆积在标准输入中,程序的反应将被延迟。以下代码通过始终从输入中读取所有字符并仅获取最后一个字符来解决此问题。
{- Simple game loop example, v 2.0. -}
import System.IO
import Control.Concurrent
frameDelay = 10000 -- in microseconds
initialGameState = 100
type GameState = Int -- change to your own gamestate type here
nextGameState :: GameState -> Char -> GameState
nextGameState previousGameState inputChar =
-- REPLACE THIS FUNCTION WITH YOUR GAME
case inputChar of
's' -> previousGameState + 1
'a' -> previousGameState - 1
_ -> previousGameState
getLastChar :: IO Char
getLastChar =
do
isInput <- hWaitForInput stdin 1 -- wait for char for 1 ms
if isInput
then
do
c1 <- getChar
c2 <- getLastChar
if c2 == ' '
then return c1
else return c2
else
do
return ' '
gameLoop :: GameState -> IO () -- game loop
gameLoop gameState =
do
threadDelay frameDelay
putStrLn (show gameState)
hFlush stdout
c <- getLastChar
case c of
'x' -> do putStrLn "quitting"
_ -> do gameLoop (nextGameState gameState c)
main =
do
hSetBuffering stdin NoBuffering -- to read char without [enter]
hSetBuffering stdout (BlockBuffering (Just 80000)) -- to reduce flickering, you can change the constant
hSetEcho stdout False -- turn off writing to console with keyboard
gameLoop initialGameState