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Part3-2.elm
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Part3-2.elm
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import Graphics.Element exposing (..)
import Time
import Window
import Color exposing (..)
import Graphics.Collage exposing (..)
import Graphics.Element exposing (..)
import Keyboard
import Text exposing (monospace, fromString)
import Time exposing (..)
import Window
import Signal exposing ((<~), (~), foldp, sampleOn)
import Debug exposing (log)
type H = H
-- Exercise 3.2
-- Adapt the function `display` from Part 2 by:
-- 1. making it work with any `Object`
-- 2. abstracting common code into `displayObj`
-- Hints: "de-structuring" can be useful for getting hold of data from `game`
displayObj : Object a -> Shape -> Form
displayObj obj shape =
H
display : (Int,Int) -> Game -> Element
display (w,h) game =
container w h middle <|
collage gameWidth gameHeight
[ filled pongGreen (rect gameWidth gameHeight),
H
]
main = display <~ Window.dimensions ~ gameState
--
-- At this point, try moving the paddles around :)
--
--
-- Supporting functions and data structures from previous exercises
--
type alias Object a = { a | x:Float, y:Float, vx:Float, vy:Float }
type alias Score = Int
type alias Player = Object {}
type alias Ball = Object {}
player : Float -> Player
player x = { x=x, y=0, vx=0, vy=0 }
defaultBall : Ball
defaultBall = { x=0, y=0, vx=200, vy=200 }
type alias Game = { player1:Player, player2:Player, ball: Ball }
defaultGame : Game
defaultGame =
{ player1 = player (20-halfWidth),
player2 = player (halfWidth-20),
ball = defaultBall
}
-- generic function that moves objects
stepObj : Time -> Object a -> Object a
stepObj t ({x,y,vx,vy} as obj) =
{ obj | x <- x + vx * t
, y <- y + vy * t }
-- step a player forward, making sure it does not fly off the court
stepPlyr : Time -> Direction -> Player -> Player
stepPlyr t dir player =
let dir' = dirToInt dir
player' = stepObj t { player | vy <- toFloat dir' * 200 }
y' = clamp (22-halfHeight) (halfHeight-22) player'.y -- explain clamp
in
{ player' | y <- y'}
stepGame : Input -> Game -> Game
stepGame {paddle1,paddle2,delta}
({player1,player2} as game) =
let paddle1' = dirToInt paddle1
paddle2' = dirToInt paddle2
player1' = stepPlyr delta paddle1 player1
player2' = stepPlyr delta paddle2 player2
in
{ game | player1 <- player1'
, player2 <- player2' }
gameState : Signal Game
gameState = foldp stepGame defaultGame input
(gameWidth,gameHeight) = (600,400)
(halfWidth,halfHeight) = (300,200)
pongGreen = rgb 60 100 60
textGreen = rgb 160 200 160
type Direction = Up | Stopped | Down
type alias Input = {paddle1:Direction, paddle2:Direction, delta:Time }
-- <~ same as map
delta : Signal Time
delta = inSeconds <~ fps 35
dirToInt : Direction -> Int
dirToInt dir =
case dir of
Up -> 1
Stopped -> 0
Down -> -1
intToDir : Int -> Direction
intToDir x =
if | x == 1 -> Up
| x == (-1) -> Down
| otherwise -> Stopped
-- <~ signal ~ signal -- same as map2. Think of it as mapN
input : Signal Input
input = sampleOn delta <| Input <~ Signal.map (intToDir << .y) Keyboard.wasd
~ Signal.map (intToDir << .y) Keyboard.arrows
~ delta