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Hi,
I've been looking at a simple game loop in F#, more to try the language out than anything else.. I've got it working both with and without a state monad.
The thing is I can see *why* I'd use the Monadic version, its a lot of boilerplate with an apparent gain. Just wondered if anyone here had an opinion either way.
Anyhow here's the code, thoughts would be welcome...
thanks
open System open System.Diagnostics open System.Threading // State Monad type State<'s,'a> = State of ('s -> 'a * 's) type StateBuilder<'s>() = member x.Return v : State<'s,_> = State(fun s -> v,s) member x.Bind(State v, f) : State<'s,_> = State(fun s -> let (a,s) = v s let (State v') = f a v' s) let withState<'s> = StateBuilder<'s>() let getState = State(fun s -> s,s) let putState v = State(fun _ -> (),v) let runState (State f) init = f init // /State Monad // Types type Position = { x:int ; y:int } type Delta = { dx:int ; dy:int } type World = { ball:(Position * Delta); user:Position} let _ = let updatePosition (delta:Delta) = withState { let! oldPosition = getState let newPosition = { Position.x = oldPosition.x + delta.dx; Position.y = oldPosition.y + delta.dy } do! putState newPosition return "pos updated" } let DetermineDelta (x:ConsoleKeyInfo) = match x.Key with | ConsoleKey.UpArrow -> { Delta.dx = 0 ; Delta.dy = -1} | ConsoleKey.DownArrow -> { Delta.dx = 0 ; Delta.dy = 1} | ConsoleKey.LeftArrow -> { Delta.dx = -1 ; Delta.dy = 0} | ConsoleKey.RightArrow -> { Delta.dx = 1 ; Delta.dy = 0} | _ -> { Delta.dx = 0 ; Delta.dy = 0} let updateUserPosition user key = let delta = DetermineDelta key // let newPosition = snd (runState (updatePosition delta) user) // moanad let newPosition = { x = user.x + delta.dx; y = user.y + delta.dy } // non-moanad newPosition let updateBallPosition (positionDelta:Position*Delta) = let position = fst positionDelta let delta = snd positionDelta // let newPosition = snd (runState (updatePosition delta) position) // moanad let newPosition = { x = position.x + delta.dx; y = position.y + delta.dy } // non-moanad // Bounds check X if newPosition.x = Console.WindowWidth || newPosition.x = 0 then let newDelta = { Delta.dx = -1 * delta.dx; Delta.dy = delta.dy } // let correctedPosition = snd (runState (updatePosition newDelta) position) // moanad let correctedPosition = { x = position.x + newDelta.dx; y = position.y + newDelta.dy } // non-moanad (correctedPosition,newDelta) else // Bounds check Y if newPosition.y = Console.WindowHeight || newPosition.y = 0 then let newDelta = { Delta.dx = delta.dx; Delta.dy = -1 * delta.dy } // let correctedPosition = snd (runState (updatePosition newDelta) position) // moanad let correctedPosition = { x = position.x + newDelta.dx; y = position.y + newDelta.dy } // non-moanad (correctedPosition,newDelta) else (newPosition,delta) let world = { user = { Position.x = 10 ; Position.y = 10 }; ball = ({ Position.x = 15; Position.y = 15}, { Delta.dx = 1; Delta.dy = 1})} let drawBall (old:Position*Delta) (nu:Position*Delta) = let oldPosition = fst old let newPosition = fst nu Console.SetCursorPosition(oldPosition.x, oldPosition.y) Console.Write " " Console.SetCursorPosition(newPosition.x, newPosition.y) Console.Write "*" let drawUser (strPos:Option<ConsoleKeyInfo>*Position) = let key = fst strPos let pos = snd strPos if key.IsSome then Console.SetCursorPosition(pos.x, pos.y) Console.Write (Option.get key).KeyChar let rec gameLoop (world:World) (pollForKey:(unit -> Option<ConsoleKeyInfo>)) = // poll keyboard // event ? no event // event: handle exit, user move & drop, move ball, c/det // no event: move ball, c/det Thread.Sleep 100 let theKey = pollForKey() if Option.isSome theKey && theKey.Value.Key = ConsoleKey.Escape then Console.WriteLine "bye bye..." () else let updatedBall = updateBallPosition world.ball let newWorld = match theKey with | None -> { user = world.user; ball = updatedBall } | Some(key) -> { user = (updateUserPosition world.user key); ball = updatedBall } drawBall world.ball newWorld.ball drawUser (theKey, newWorld.user) gameLoop newWorld pollForKey (gameLoop world Input.pollKeys)