Re: [Haskell-cafe] Observer pattern in haskell FRP

2012-12-19 Thread Nathan Hüsken
On 12/18/2012 10:52 PM, Heinrich Apfelmus wrote: Nathan Hüsken wrote: On 12/08/2012 10:32 AM, Heinrich Apfelmus wrote: Fair enough, but I don't see how this can be fitted into a general pattern. If the animation state is coupled tightly to the game logic state, then the question whether the

Re: [Haskell-cafe] Observer pattern in haskell FRP

2012-12-19 Thread serialhex
hey all, i've been lurking in this thread for a bit i just found this interesting article from chris granger (yeah, the light table guy). he just completed the node knockout they had recently decided to make a game. he did it all in clojurescript he discusses some aspects of programming a

Re: [Haskell-cafe] Observer pattern in haskell FRP

2012-12-18 Thread Heinrich Apfelmus
Nathan Hüsken wrote: On 12/08/2012 10:32 AM, Heinrich Apfelmus wrote: Fair enough, but I don't see how this can be fitted into a general pattern. If the animation state is coupled tightly to the game logic state, then the question whether the animation is part of the game logic or not does not

Re: [Haskell-cafe] Observer pattern in haskell FRP

2012-12-12 Thread Nathan Hüsken
On 12/12/2012 01:26 AM, Ertugrul Söylemez wrote: Nathan Hüsken nathan.hues...@posteo.de wrote: Actually it is very scalable, as the same map is passed to every object. It can even live in the underlying monad, which means that you could even use a mutable vector, if you wish; however, I

Re: [Haskell-cafe] Observer pattern in haskell FRP

2012-12-11 Thread Nathan Hüsken
Am 10.12.2012 16:56, schrieb Ertugrul Söylemez: Nathan Hüsken nathan.hues...@posteo.de wrote: I put a pseudo C++ example below the mail. I use the terms model and view for the game logic and rendering respectively. The example is a little different. Asteroids explode when they collide. The

Re: [Haskell-cafe] Observer pattern in haskell FRP

2012-12-11 Thread Ertugrul Söylemez
Nathan Hüsken nathan.hues...@posteo.de wrote: Actually it is very scalable, as the same map is passed to every object. It can even live in the underlying monad, which means that you could even use a mutable vector, if you wish; however, I don't recommend that. Remember that a map is

Re: [Haskell-cafe] Observer pattern in haskell FRP

2012-12-10 Thread Nathan Hüsken
On 12/08/2012 10:32 AM, Heinrich Apfelmus wrote: Nathan Hüsken wrote: Heinrich Apfelmus wrote: In that light, the separation seems straightforward to me. Given the time-varying values that represent game objects, bSpaceShipPosition :: Behavior Position bAsteroidPositions :: Behavior

Re: [Haskell-cafe] Observer pattern in haskell FRP

2012-12-10 Thread Ertugrul Söylemez
Nathan Hüsken nathan.hues...@posteo.de wrote: I put a pseudo C++ example below the mail. I use the terms model and view for the game logic and rendering respectively. The example is a little different. Asteroids explode when they collide. The moment asteroids explode, they are removed from

Re: [Haskell-cafe] Observer pattern in haskell FRP

2012-12-08 Thread Heinrich Apfelmus
Nathan Hüsken wrote: Heinrich Apfelmus wrote: In that light, the separation seems straightforward to me. Given the time-varying values that represent game objects, bSpaceShipPosition :: Behavior Position bAsteroidPositions :: Behavior [Position] bTime :: Behavior Time

Re: [Haskell-cafe] Observer pattern in haskell FRP

2012-12-06 Thread Nathan Hüsken
Sorry for the late reply, I somehow missed this eMail ... On 11/29/2012 06:28 PM, Heinrich Apfelmus wrote: If I take for example the breakout game from here [1]. It outputs an object scene of type Picture. But this picture is calculated from the objects ballPos and paddlePos. So first a game

Re: [Haskell-cafe] Observer pattern in haskell FRP

2012-11-29 Thread Heinrich Apfelmus
Nathan Hüsken wrote: Heinrich Apfelmus wrote: Personally, I would recommend is a complete change in perspective. The main idea of FRP is that it is a method to describe the evolution of values in time. What is a game? It's just a picture that evolves in time. The user can exert influence on

Re: [Haskell-cafe] Observer pattern in haskell FRP

2012-11-27 Thread Nathan Hüsken
On 11/27/2012 07:12 AM, Ertugrul Söylemez wrote: Nathan Hüsken nathan.hues...@posteo.de wrote: When writing games in other (imperative) languages, I like to separate the game logic from the rendering. For this I use something similar to the observer pattern. [...] So I am wondering: Is

Re: [Haskell-cafe] Observer pattern in haskell FRP

2012-11-27 Thread Ertugrul Söylemez
Nathan Hüsken nathan.hues...@posteo.de wrote: In fact it could be a (free) monad: myApp :: MyWire a (GameDelta ()) someDelta :: GameDelta () someDelta = do randomPos - liftA2 (,) getRandom getRandom replicateM_ 4 (addCreature randomPos)

Re: [Haskell-cafe] Observer pattern in haskell FRP

2012-11-27 Thread Heinrich Apfelmus
Nathan Hüsken wrote: Hey, When writing games in other (imperative) languages, I like to separate the game logic from the rendering. For this I use something similar to the observer pattern. With rendering I mean anything only related to how objects are drawn to the screen. Animation state for

Re: [Haskell-cafe] Observer pattern in haskell FRP

2012-11-27 Thread Nathan Hüsken
On 11/27/2012 04:18 PM, Heinrich Apfelmus wrote: Nathan Hüsken wrote: Hey, When writing games in other (imperative) languages, I like to separate the game logic from the rendering. For this I use something similar to the observer pattern. With rendering I mean anything only related to how

Re: [Haskell-cafe] Observer pattern in haskell FRP

2012-11-26 Thread Тимур Амиров
Not sure, but maybe you can define a Drawable class with a method in converting inner state to something draw func could use, so it would be like this: draw :: Drawable a = a - IO () вторник, 27 ноября 2012 г. пользователь Nathan Hüsken писал: Hey, When writing games in other (imperative)