spago install game
To test one of the examples, run npm run example-<Name>
, replacing <Name>
with the name of the example or test you want to run. This will create a
server that auto-rebuilds every time you make a change to its source, and open a
browser window. The examples are located in /test/Test/<Name>
.
Open the REPL using npm run repl
(npx spago -x dev.dhall repl
).
Module reference is published on Pursuit.
Reducer
is for describing a reduction of a Run
effect row. Its first
argument extra
contains the effects that will be removed, and its second
argument req
contains the effects that must be present in the row to perform
the reduction. So, having a Reducer extra req
means that you can interpret all
the effects in extra
either purely or in terms of any of the effects in req
.
mkReducer
is a function you can use to construct a reducer, where you provide
a function Run (Anything + extra_req) ~> Run (Anything + req)
where
extra_req
is the union of extra
and req
. See the top-level docs in
Run.Unsafe
for a more in-depth explanation of Anything
.
There is provided an identityReducer
, which is a reducer that doesn't reduce
any effects, useful for when your extra
is an empty row. There is also
composeReducer
(infix version (>->)
), which composes two reducers left to
right.
GameUpdate
is a type constructor that takes four arguments: extra ∷ # Type
,
req ∷ # Type
, execOut ∷ # Type
and a ∷ Type
. It's a newtype around
Reducer extra req → Run execOut a
. In essence, it's a Run
action that can
run effects from extra
, provided all effects in req
are present.
If you want to make a template function to construct a GameUpdate
, you can
structure it like this:
- Have
update
be the union ofexecIn
andextra
, and have the caller supply aRun update a
that you convert to aRun execIn a
using the reducer. - Turn
Run execIn a
intoRun execOut a
, reducing the specific effects for your update template into the more general effects supported globally in theGame
. execIn
will in most cases be a superset ofexecOut
Note that it is usually recommended to make your own row type like this:
type MyUpdateExecIn r =
( {- your execIn effects go in here, looking like `name ∷ EFFECT_NAME` -}
| r)`
Where you omit the Union
constraint and the update
type variable, and use
MyUpdateExecIn extra
instead of update
. You can find an explanation to why
this may be needed here.
A Game
is simply an Array
of GameUpdate
s.
The function mkRunGame
lets you create a function that will run the game. It
takes two functions as input:
interpret ∷ Run execOut a → Run interpreted b
This function decides how all the updates will get interpreted individually.parallelize ∷ Array (Run interpreted b) → Run interpreted b
This function decides how all the updates will be combined together. It is calledparallelize
internally because it will usually run all the updates in parallel. This is whatmkAffGame
does.
After calling mkRunGame
with these two functions, you will have a Reducer extra req → Game extra req execOut a → Run interpreted b
. You can then pass in
a Reducer
and a Game
, and it will be run in Run
with the interpreted
row
of effects.
TemplateAffGame
is how AffGame
relates to Game
. This is how it's defined:
type ExecOut e s a =
( stateRef ∷ READER (Ref s)
, env ∷ READER e
, end ∷ EXCEPT a
, effect ∷ EFFECT
, aff ∷ AFF
)
type Req = (effect ∷ EFFECT, aff ∷ AFF)
type AffGameUpdate extra e s a =
GameUpdate extra Req (ExecOut e s a) Unit
type TemplateAffGame extra e s a =
{ init ∷ Run (effect ∷ EFFECT, aff ∷ AFF) { env ∷ e, initState ∷ s }
, updates ∷ Array (AffGameUpdate extra e s a)
}
So TemplateAffGame
can be seen as an extension of Game
, where req
is
EFFECT
and AFF
, and execOut
is those two effects in addition to these:
env ∷ READER e
, which can read a custom environment that is set in aTemplateAffGame
's initialization.end ∷ EXCEPT a
, which when used will terminate theTemplateAffGame
, resolving with the provided valuestateRef ∷ READER (Ref s)
, which can read aRef
containing the state of theTemplateAffGame
.
In addition to specifying req
and execOut
, TemplateAffGame
also has an
initalization that runs before the updates, and all updates must return Unit
.
When using AffGame
, you'll typically be structuring things in a
TemplateAffGame
, using mkAffGame
to make an AffGame
from it, and then
running that using either launchGame_
or runGameAff
.
An AffGame extra a
is simply Reducer extra Req → Aff a
. This way, it's easy
to run a TemplateAffGame
in it, while also making it easy to provide lots of
useful primitives and building blocks. It has all the instances you'd expect and
probably some more on top of that.
For examples on how to use AffGame
, see the tests, or the
cookbook example