Changelog of @hackage/ansi-terminal-game 1.9.1.3

1.9.1.3

  • Bump hsped
  • dom 14 mag 2023, 14:58:31

1.9.1.2

  • Bump ansi-terminal, fix hspec bounds.
  • Minor documentation fixes.
  • Released dom 14 mag 2023, 12:13:07.

1.9.1.1

1.9.1.0

  • This version of ansi-terminal-game introduces new ways to describe colours: RGB and xterm colours. You can find a description of the API in the “Non-standard colors” section of Haddock. The new functions and types are are data Colour a rgbColor, paletteColor, sRGB24, sRGB, sRGB24read -- RGB xterm6LevelRGB, xterm24LevelGray, xtermSystem, -- xterm Enticing as they are, they are supported only by a minority of terminals/multiplexers, so use them only when you are sure of the terminal you are targetting. This change was proposed /and/ implemented by José Rafael Vieira, whom I thank.
  • Fixed a bug on balls example (thanks Andread Abel).
  • The haskell tiny game competition is over https://github.com/haskell-game/tiny-games-hs a number of games were made with ansi-terminal-game.
  • Released mer 1 mar 2023, 06:34:52

1.9.0.0

tl;dr and migration guide:

  • This version of ansi-terminal-games has a new signature for logic function: gLogicFunction :: GEnv -> s -> Event -> Either r s
  • Notice the Either r s: Left means “game is over”; Rightmeans “game continues”.
  • To migrate a project to 1.9.0.0 you should:
    • Adjust logic function to incorporate those changes.
    • Get rid of your quitFunction in your Game.
    • Modify every Game s to Game s ().

Breaking changes:

  • This version changes the logic function from gLogicFunction :: GEnv -> s -> Event -> s to gLogicFunction :: GEnv -> s -> Event -> Either r s Either r s is a way to explicitly state whether the game is over not not. If you return Left $ … then the game will stop, if you return Right $ … your game will continue.
  • the r stands for result and is present in the type constructor too: Game s r -- A game with state s which will, -- upon exit, return a result r.
  • Usually r is () (as simple games do not care about end results, they just quit to terminal). But there are cases (games embedded in a larger program, a set of minigames, high scores) where you want to return something and this is the way to do it.
  • Many other functions have had a slight change of signature to accomodate this change playGame :: Game s r -> IO r narrateGame :: Game s r -> GRec -> IO () testGame :: Game s -> GRec -> Either s r I will spend some second on the test function. A game tested in a pure environment will end in two ways: a) by reaching Left (proper end game) b) by exhausting the input stream. In case b) we cannot return a result r, but just a half-baked ingame state. This is very useful for testing purposes. A trick that I do is this: record events with recordGame and then press Ctrl-C midgame. This way the stream is cut and I will get a Right state when running testGame. I can then analyse the resulting state.
  • Functions have been deleted too playGame :: Game s -> IO s is no more
  • And new functions were introduced: playGame_ :: Game s r -> IO () -- discard result
  • The change was suggested by Gergő Érdi, whom I thank. The rationale was to improve ergonomics for the game-makes, I welcome feedback from you.
  • Released mar 28 feb 2023, 20:23:02

Other changes:

  • Clarified KeyPress and Tick behaviour. tl;dr: all keypresses are recorded and fed to your game-logic function. If your played manages to type the Divine Comedy in the space of a Tick, all those characters are recorded, not just one. If your game is running faster when keys are pressed, that probably means you are updating some world variables on KeyPress events too, while you should do that only on Tick events.

1.8.1.0

  • Fixed hcat, vcat, stringPlane, stringPlane documentation to match behaviour (i.e. they do not error on empty strong/list).
  • Now subPlane too does not throw an exception when called with inconsistent coordinates, but returns a transparent 1×1 plane.
  • Introduced MalformedGRec exception for when readRecord fails.
  • Provided instructions for hot-reloading a game running in normal (interactive) mode with various means (tmux, urxvt, etc.). Check example/MainHotReload.hs.
  • Introduced RGB and term colours (patch by José Rafael Vieira).
  • Added AUTHORS.

1.8.0.0

  • Fixed testing facilities recordGame, testGame, narrateGame and similar functions. testGame in particular is able to precisely emulate recorded environment (so if your game has a bug only at a specific size, testGame will now catch it). Check cabal run -f alone-playback examples to see a replay in action and test/Terminal/Game/Layer/ImperativeSpec.hs for pure test ideas.
  • Added information on how to have an hot-reload mode, albeit only for non-interactive game replays. Check example/MainHotReload.hs if interested.
  • Added a new exception, DisplayTooSmall, which expands gracefully to a “please resize your terminal” message to the player if uncaught. Nothing changes if you do not already use asserTermDims.
  • assertTermDims is now curries (Width -> Height -> IO () instead of Dimensions -> IO ()) to better fit the rest of the API.
  • Modified behaviour of functions vcat, hcat, stringPlane, stringPlaneTrans. They will not error on empty list, rather return a transparent, 1×1 plane.
  • Changed licence and changes files to COPYING and NEWS.

1.7.0.0

  • After some feedback from library users, I decided to eliminate simpleGame from the API. To reiterate hte migration guide, if your type was:

    Game 80 24 13 initState logicFun drawFun quitFun -- or -- simpleGame (80, 24) 13 initState logicFun drawFun quitFun

    You just need to modify it like this:

    Game 13 initState (const logicFun) (\e s -> centerFull e $ drawFun s) quitFun -- notice how we lost 80 24. You can still have a screen size -- check with assertTermDims, as described below.

  • Added blankPlaneFull and centerFull convenience functions (to work with GEnv terminal dimensions).

  • Added assertTermDims, a quick way to check your user terminal is big enough at the start of the game.

  • minimal blitting optimisation (you should be able to see a 1–2 FPS improvement).

  • improved documentation on various functions.

1.6.0.2

  • lun 15 nov 2021, 02:21:08
  • more doc tweaking

1.6.0.1

  • released lun 15 nov 2021, 00:35:41
  • minor documentation / spelling fixes

1.6.0.0

Summary and tl;dr migration guide:

  • This version introduces a breaking changes in the main way to make a Game. I will detail the changes below, but first a three-lines migration guide: the only thing you should have to do is to replace your Game data constructor with simpleGame smart constructor, and substitute the first to c r arguments (col/row) with a (c, r) tuple. And of course, if you are interested in displaying FPS and adapt to screen size modifications at game-time (“liquid” layout), read along!

Changes:

  • This version introduces GEnv, a structure that exposes current frame rate (in FPS) and current terminal size (in Width, Height).
  • GEnv is added as a parameter to logic and draw functions, which now have these signatures: gLogicFunction :: GEnv -> s -> Event -> slightly gDrawFunction :: GEnv -> s -> plane
  • If you do not want to dabble with GEnv, you can still use simpleGame smart constructor, which mimicks the old Game. simpleGame has some nice defaults:
    • if the terminal is too small it will ask the player to resize it (even in the middle of the game), blocking any input;
    • if the terminal is bigger, it will paste Plane in the middle of the screen.
  • For this reason, DisplayTooSmall exception exists no more.
  • the new Game does not have those defaults, but allows you to get creative with screen resizes, e.g. accomodating as much gameworld as possible etc. Check cabal run -f examples balls and resize the screen to see it in action.
  • Minor change: I have introduced a Dimensions alias for (Width, Height).

Future work:

  • these changes lay the path for an even more general Game type, adding effects like reading form a game configuration, writing to it etc. I would like to have these wrapped in a pure interface (maybe à la Response/Request? Maybe callbacks?) and for sure want them to be composable with current test scaffolding (testGame, narrateGame, etc.). It will not be easy to design; if are reading this and have any suggestion, please write to me.

Released dom 14 nov 2021, 20:25:19

1.5.0.0

  • timers-tick has released a new version: all timers function (creaTimer, creaBoolTimer, creaTimerLoop, creaBoolTimerLoop, creaAnimation, creaLoopAnimation, ticks) are slightly more robust now (will error on nonsenical arguments, e.g. frame duration <1). This should not impact any of your current projects, it just makes catching bugs easier.
  • Removed getFrames from Animation interface.
  • Updated Random interface to fit the new random. This is a breaking change but it should be easy to fix by updating your Random constraints to UniformRange. Be mindful that recordGame could play slightly differently, as the update function for the StdGen in random has changed.
  • Removed getRandomList from Random interface.
  • Added pickRandom to Random interface.
  • Removed unuseful creaStaticAnimation from Animation interface.
  • Released mar 9 nov 2021, 15:56:14.

1.4.0.0

  • Fixed an annoying bug that made a game run slower than expected on low TPS. Now if you select 5 ticks per second, you can rest assured that after 50 ticks, 5 seconds have elapsed.
  • Renamed FPS to TPS (ticks per second); highlight logic speed is constant timewise on all machines, while FPS might be different on differently efficient terminals. This will allow in future releases to provide a function to easily calculate actual FPS of the game.
  • Added alternative origin combinators %^>, %.<, %.>; they are useful when you want to — e.g. — «paste a plane one row from bottom-right corner».

1.3.0.0

  • displaySize and playGame/playGameS now throw an exception (of type ATGException) instead of erroring. These exeptions are CannotGetDisplaySize and DisplayTooSmall; they are synchronous, for easier catching. (requested by sm)
  • Released sab 16 ott 2021, 21:09:22

1.2.1.0

  • Fixed textBox, textBoxHyphen bug (boxes were not transparent, contrary to what stated in docs) (reported by sm).
  • Released lun 11 ott 2021, 22:29:40

1.2.0.0

  • Added textBoxHyphen and textBoxHyphenLiquid and a handful of Hypenators. This will allow you to have autohyphenation in textboxes. Compare: (normal textbox) (hyphenated textbox) Rimasi un po’ a meditare nel buio Rimasi un po’ a meditare nel buio velato appena dal barlume azzurrino velato appena dal barlume azzurrino del fornello a gas, su cui del fornello a gas, su cui sobbol- sobbollliva quieta la pentola. liva quieta la pentola.
  • Switched Width, Height, Row, Col from Integer to Int. This is unfortunate, but will make playing with base simpler. I will switch it back once Prelude handles both integers appropriately or exports the relevant function. (request by sm)
  • Changed signature for box, textBox and textBoxLiquid. Now width/height parameters come before the character/string. E.g.: textBoxLiquid :: String -> Width -> Plane -- this was before textBoxLiquid :: Width -> String -> Plane -- this is now This felt more ergonomic while writing games.
  • paperPlane is now planePaper (to respect SVO order)

1.1.1.0

  • Added (***) (centre blit) (request by sm)
  • Released gio 30 set 2021, 12:29:22

1.1.0.0

  • Added Plane justapoxition functions (===, |||, vcat, hcat).
  • Added word and and textBoxLiquid drawing functions.
  • Added subPlane, displaySize Plane functions.
  • Removed unused trimPlane.
  • Sanitized non-ASCII chars on Win32 console.
  • Wed 03 Feb 2021 18:41:20 CET

1.0.0.0

  • Milestone release.
  • Beefed up documentation.
  • Released Sun 08 Dec 2019 04:19:33 CET

0.7.2.0

  • Fixed 0.7.1.0 unbumped dependency.
  • Released Fri 22 Nov 2019 16:51:25 CET

0.7.1.0

  • Fixed 0.7.0.0 (deprecated) interface.
  • Released Fri 22 Nov 2019 14:51:40 CET

0.7.0.0

  • Simplified Animation interface (breaking changes).
  • Added creaLoopAnimation and creaStaticAnimation.
  • Released Fri 22 Nov 2019 14:40:44 CET

0.6.1.0

  • Reworked Timers/Animations interface and documentation.
  • Added lapse (for Timers/Animations).
  • Released Fri 22 Nov 2019 01:03:37 CET

0.6.0.1

  • Add public repo (requested by sm).
  • Released Tue 19 Nov 2019 22:38:34 CET

0.6.0.0

  • Add random generation functions.
  • Released Sun 10 Nov 2019 13:44:32 CET

0.5.0.0

  • Add setupGame to setup games before playtesting (skip menus, etc.).
  • Fixed screen corruption on Windows.
  • Released Fri 08 Nov 2019 13:52:39 CET

0.4.0.0

  • Exposed new functions in API.
  • Greatly improved haddock documentation.
  • Released Tue 25 Jun 2019 16:08:53 CEST

0.2.1.0

  • Improved haddock documentation a bit.
  • Cleanup runs regardless of exception.
  • Released on Sun 18 Mar 2018 03:04:07 CET.

0.2.0.0

  • Added dependencies constraints.
  • Removed internal module.
  • Fixed changelog.
  • Released on Fri 16 Mar 2018 00:42:41 CET.

0.1.0.0

  • Initial release.
  • Released on Fri 16 Mar 2018 00:33:18 CET.