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Timeline for BrickBreaker Spinoff in Haskell

Current License: CC BY-SA 3.0

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Nov 8, 2012 at 23:11 history edited ErikR CC BY-SA 3.0
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Nov 8, 2012 at 22:35 comment added cdk okay, but i already have the entire drawing/user input part of the game worked out in a separate module. I'll add the main update loop to the question.
Nov 8, 2012 at 21:47 comment added ErikR You can run SDL.getMouseState as part of the getEvent function. getEvent is an IO Event so it can call SDL.getMouseState.
Nov 8, 2012 at 21:29 comment added cdk The SDL code that actually draws the game is in a seperate module. It has simlar functions to the ones you've mentioned. My rationale for keeping the paddle out of the GameState is that the paddle is controlled by the user (ie. it has to be updated in the IO monad), whereas the current GameState can be used with complete purity. Specifically, the paddle is moved by updating the padX field with the X co-ord of SDL.getMouseState
Nov 8, 2012 at 20:22 history answered ErikR CC BY-SA 3.0