在 gloss 中结合“动画”和“播放”功能

Combining `animation` and `play` functions in gloss

我正在使用 Haskell 和 Gloss 实现一个简单的 Simon 游戏。我希望,例如,在最初的 4 秒内,一些矩形会改变它们的颜色(或者换句话说,只是显示一些动画),然后允许使用特定的键盘键输入改变颜色。

这是代码,使用 animate 制作动画:

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,即使用我实现的函数 handleKeys,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,这样我的程序就会显示一个简短的动画,然后 然后 等待输入和采取相应行动?

比较animateplay(还有simulate)的类型。 docs/Graphics-Glossanimateplay 的简化版本,您可以在其中忽略任何输入,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,并让您的步进函数执行相同的操作。