stefanor: > On Mon, Dec 03, 2007 at 08:47:48PM -0600, David McBride wrote: > > I am still in the early stages learning haskell, which is my first foray > > into functional programming. Well there's no better way to learn than to > > write something, so I started writing a game. > > > > Mostly the thing looks good so far, far better than the C version did. > > However, my problem is that code like the following is showing up more > > often and it is becoming unwieldy. > > > > gameLoop :: World -> IO () > > gameLoop w = do > > drawScreen w > > > > action <- processInput > > > > let (result, w') = processAction action w > > > > case result of > > MoveOutOfBounds -> putStrLn "Sorry you can't move in that direction." > > MoveBadTerrain a -> case a of > > Wall -> putStrLn "You walk into a wall." > > Tree -> putStrLn "There is a tree in the way." > > otherwise -> putStrLn "You can't move there." > > otherwise -> return () > > > > let w'' = w' { window = updateWindowLocation (window w') (location $ > > player w')} > > > > unless (action == Quit) (gameLoop w'') > > > > Where world contains the entire game's state and so I end up with w's with > > multiple apostrophes at the end. But at the same time I can't really break > > these functions apart easily. This is error prone and seems pointless. > > > > I have been reading about control.monad.state and I have seen that I could > > run execstate over this and use modify but only if each function took a > > world and returned a world. That seems really limiting. I'm not even sure > > if this is what I should be looking at. > > > > I am probably just stuck in an imperative mindset, but I have no idea what > > to try to get rid of the mess and it is only going to get worse over time. > > Any suggestions on what I can do about it? > > I'd recommend using StateT World IO. You can always run other functions > using 'lift'; for instance lift can be :: IO () -> StateT World IO ().
The fact your passing state explicitly, which is error prone, pretty much demands a State monad., And the IO in the main loop seems needless -- the game is really just a function from :: World -> [Event] -> [(World',Action)] So strongly consider lifting the IO out of the main loop, and just have your game be a function from input events, to output game states, Which you draw as they're received. The game would run in an environment something like: newtype Game a = Game (StateT World IO) a deriving (Functor, Monad, MonadState World) The inner loop would be something like: game :: Event -> Game Action game Quit = exitWith ExitSuccess game Left = ... >> return MoveOK game Right = ... >> return MoveOK game Up = return MoveOutOfBounds game Down = return (MoveBadTerrain Tree) Running the game over the input events, producing a sequence of screens to print: runGame :: [Event] -> [(Board,Action)] runGame es = evalState (mapM game es) 0 Use show for the result action, to avoid ugly print statements, data Action = MoveOutOfBounds | MoveBadTerrain Object | MoveOK -- How to display results instance Show Action where show MoveOutOfBounds = "Sorry you can't move in that direction." show (MoveBadTerrain a) = case a of Wall -> "You walk into a wall." Tree -> "There is a tree in the way." otherwise -> "You can't move there." show MoveOk = "Good move." And at the top level, main = do events <- map processInput <$> getContents mapM_ print (runGame events) This isn't real code, just a sketch. -- Don _______________________________________________ Haskell-Cafe mailing list Haskell-Cafe@haskell.org http://www.haskell.org/mailman/listinfo/haskell-cafe