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authorJoris Guyonvarch2014-10-05 23:10:18 +0200
committerJoris Guyonvarch2014-10-05 23:10:32 +0200
commit4521cdf1bb5725c9d497e5fb0c03943ad03a052f (patch)
tree8b7247e9b1b2c950c7bec39548bfe860965c5126
parentc2583cf7ff8684d1194c61ab132e23d7ccebcd51 (diff)
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Adding multiple moving points to catch
-rw-r--r--README.md2
-rw-r--r--src/Cloud.elm31
-rw-r--r--src/CloudStep.elm68
-rw-r--r--src/Display.elm33
-rw-r--r--src/Enemy.elm27
-rw-r--r--src/EnemyState.elm29
-rw-r--r--src/Game.elm12
-rw-r--r--src/Input.elm23
-rw-r--r--src/Main.elm2
-rw-r--r--src/Point.elm27
-rw-r--r--src/RandomValues.elm13
-rw-r--r--src/Step.elm76
-rw-r--r--src/Target.elm24
13 files changed, 183 insertions, 184 deletions
diff --git a/README.md b/README.md
index 808baf0..a845588 100644
--- a/README.md
+++ b/README.md
@@ -1,6 +1,6 @@
Avoid
=====
-Avoid red enemies and catch the most green targets as possible.
+Avoid red points and catch the most green points as possible.
You can play at [http://guyonvarch.github.io/avoid](http://guyonvarch.github.io/avoid).
diff --git a/src/Cloud.elm b/src/Cloud.elm
new file mode 100644
index 0000000..081862c
--- /dev/null
+++ b/src/Cloud.elm
@@ -0,0 +1,31 @@
+module Cloud where
+
+import Point (..)
+import Player (..)
+import Geometry (distance)
+
+type Cloud =
+ { greenPoints : [Point]
+ , redPoints : [Point]
+ , spawn : Float
+ , lastSpawn : Float
+ }
+
+initCloud : Cloud
+initCloud =
+ let spawn = 200
+ in { greenPoints = []
+ , redPoints = []
+ , spawn = spawn
+ , lastSpawn = -spawn
+ }
+
+playerPointsCollision : Float -> Player -> [Point] -> Bool
+playerPointsCollision time player points =
+ let collision = playerPointCollision time player
+ in length (filter collision points) > 0
+
+playerPointCollision : Float -> Player -> Point -> Bool
+playerPointCollision time player point =
+ let pointPos = pointMove point time
+ in (distance pointPos player.pos) < pointSize + playerSize
diff --git a/src/CloudStep.elm b/src/CloudStep.elm
new file mode 100644
index 0000000..e33d573
--- /dev/null
+++ b/src/CloudStep.elm
@@ -0,0 +1,68 @@
+module CloudStep where
+
+import Vec2 (..)
+import Geometry (..)
+import Player (..)
+import Board (boardSize, boardDiagonal)
+import Point (..)
+import RandomValues (..)
+import Physics (getMove)
+import Cloud (..)
+
+cloudStep : Float -> RandomValues -> Player -> Cloud -> (Cloud, Int)
+cloudStep time {greenPoint, redPoint} player {greenPoints, redPoints, spawn, lastSpawn} =
+ let insideGreenPoints = presentPoints time greenPoints
+ insideNotCaughtGreenPoints = filter (not . (playerPointCollision time player)) insideGreenPoints
+ addScore = (length insideGreenPoints) - (length insideNotCaughtGreenPoints)
+ presentRedPoints = presentPoints time redPoints
+ newCloud =
+ if time > lastSpawn + spawn then
+ let newGreenPoint = newPoint time greenPoint
+ newRedPoint = newPoint time redPoint
+ in
+ { greenPoints = newGreenPoint :: insideNotCaughtGreenPoints
+ , redPoints = newRedPoint :: presentRedPoints
+ , spawn = spawn - sqrt(spawn) / 50
+ , lastSpawn = time
+ }
+ else
+ { greenPoints = insideNotCaughtGreenPoints
+ , redPoints = presentRedPoints
+ , spawn = spawn
+ , lastSpawn = lastSpawn
+ }
+ in (newCloud, addScore)
+
+presentPoints : Float -> [Point] -> [Point]
+presentPoints time points =
+ let isPresent point = (distance (pointMove point time) originVec) < pointAwayDist
+ in filter isPresent points
+
+newPoint : Float -> PointRandomValues -> Point
+newPoint time pointRandomValues =
+ { initTime = time
+ , initPos = pointInitPos pointRandomValues.angle
+ , initDest = pointDestination pointRandomValues.x pointRandomValues.y
+ , move initTime initPos initDest time =
+ let delta = time - initTime
+ move = getMove (pointSpeed delta) (initDest `sub` initPos)
+ in initPos `add` move
+ }
+
+pointInitPos : Float -> Vec2
+pointInitPos randomAngle =
+ let angle = randomAngle * (degrees 360)
+ dist = boardDiagonal * 3 / 5
+ in polarToCartesian angle dist
+
+pointDestination : Float -> Float -> Vec2
+pointDestination randomX randomY =
+ randomBoardPosition (randomX, randomY) (1, 1)
+
+randomBoardPosition : (Float, Float) -> (Float, Float) -> Vec2
+randomBoardPosition (randomX, randomY) (percentX, percentY) =
+ let width = boardSize.x * percentX
+ height = boardSize.y * percentY
+ in { x = width * randomX - width / 2
+ , y = height * randomY - height / 2
+ }
diff --git a/src/Display.elm b/src/Display.elm
index b586129..aa4ed51 100644
--- a/src/Display.elm
+++ b/src/Display.elm
@@ -3,18 +3,18 @@ module Display where
import Vec2 (..)
import Player (..)
import Game (Game)
-import Enemy (..)
+import Point (..)
import Board (boardSize)
-import Target (..)
display : Game -> Element
-display {time, player, target, enemyState, bestScore} =
- let enemyForms = map (enemyForm time) enemyState.enemies
+display {time, score, player, cloud, bestScore} =
+ let greenPointForms = map (pointForm time greenPointColor) cloud.greenPoints
+ redPointForms = map (pointForm time redPointColor) cloud.redPoints
forms = boardForms
++ playerForms player
- ++ targetForms target.pos
- ++ enemyForms
- ++ scoreForms target.score
+ ++ greenPointForms
+ ++ redPointForms
+ ++ scoreForms score
++ bestScoreForms bestScore
in collage (truncate boardSize.x) (truncate boardSize.y) forms
@@ -30,19 +30,16 @@ playerForms player = [circleForm player.pos playerSize playerColor]
playerColor : Color
playerColor = rgb 224 224 224
-targetForms : Vec2 -> [Form]
-targetForms pos = [circleForm pos targetSize targetColor]
+pointForm : Float -> Color -> Point -> Form
+pointForm time color point =
+ let pos = pointMove point time
+ in circleForm pos pointSize color
-targetColor : Color
-targetColor = rgb 34 85 34
+greenPointColor : Color
+greenPointColor = rgb 34 85 34
-enemyForm : Float -> Enemy -> Form
-enemyForm time enemy =
- let pos = enemyMove enemy time
- in circleForm pos enemySize enemyColor
-
-enemyColor : Color
-enemyColor = rgb 170 0 0
+redPointColor : Color
+redPointColor = rgb 170 0 0
circleForm : Vec2 -> Float -> Color -> Form
circleForm pos size color =
diff --git a/src/Enemy.elm b/src/Enemy.elm
deleted file mode 100644
index 0f986aa..0000000
--- a/src/Enemy.elm
+++ /dev/null
@@ -1,27 +0,0 @@
-module Enemy where
-
-import Vec2 (..)
-import Board (boardDiagonal)
-
-type Enemy =
- { initTime : Float
- , initPos : Vec2
- , initDest : Vec2
- , move : Float -> Vec2 -> Vec2 -> Float -> Vec2
- }
-
-enemyMove : Enemy -> Float -> Vec2
-enemyMove enemy time =
- enemy.move enemy.initTime enemy.initPos enemy.initDest time
-
-enemySize : Float
-enemySize = 5
-
-enemySpeed : Float -> Float
-enemySpeed dt = dt / 25
-
-enemySpawnDist : Float
-enemySpawnDist = boardDiagonal * 3 / 5
-
-enemyAwayDist : Float
-enemyAwayDist = boardDiagonal
diff --git a/src/EnemyState.elm b/src/EnemyState.elm
deleted file mode 100644
index fed2981..0000000
--- a/src/EnemyState.elm
+++ /dev/null
@@ -1,29 +0,0 @@
-module EnemyState where
-
-import Enemy (..)
-import Player (..)
-import Geometry (distance)
-
-type EnemyState =
- { enemies : [Enemy]
- , spawn : Float
- , lastSpawn : Float
- }
-
-initEnemyState : EnemyState
-initEnemyState =
- let spawn = 200
- in { enemies = []
- , spawn = spawn
- , lastSpawn = -spawn
- }
-
-playerEnemiesCollision : Float -> Player -> [Enemy] -> Bool
-playerEnemiesCollision time player enemies =
- let collision = playerEnemyCollision time player
- in length (filter collision enemies) > 0
-
-playerEnemyCollision : Float -> Player -> Enemy -> Bool
-playerEnemyCollision time player enemy =
- let enemyPos = enemyMove enemy time
- in (distance enemyPos player.pos) < enemySize + playerSize
diff --git a/src/Game.elm b/src/Game.elm
index 8de0c40..83d8baa 100644
--- a/src/Game.elm
+++ b/src/Game.elm
@@ -1,16 +1,14 @@
module Game where
import Player (..)
-import Enemy (..)
-import EnemyState (..)
-import Target(..)
+import Cloud (..)
import Vec2 (Vec2)
type Game =
{ time : Float
+ , score : Int
, player : Player
- , target : Target
- , enemyState : EnemyState
+ , cloud : Cloud
, bestScore : Int
}
@@ -22,8 +20,8 @@ initialGame playerPos bestScore =
}
in
{ time = 0
+ , score = 0
, player = initPlayer
- , target = initTarget
- , enemyState = initEnemyState
+ , cloud = initCloud
, bestScore = bestScore
}
diff --git a/src/Input.elm b/src/Input.elm
index 69e7503..1015302 100644
--- a/src/Input.elm
+++ b/src/Input.elm
@@ -16,7 +16,7 @@ getInput : Signal Input
getInput =
let dtSignal = delta
dirSignal = lift recordIntToVec2 Keyboard.arrows
- randomFloatsSignal = Random.floatList (lift (\_ -> 5) dtSignal)
+ randomFloatsSignal = Random.floatList (lift (\_ -> 6) dtSignal)
randomValuesSignal = lift floatsToRandomValues randomFloatsSignal
in sampleOn dtSignal <| Input <~ dirSignal
~ dtSignal
@@ -32,10 +32,17 @@ recordIntToVec2 {x, y} =
}
floatsToRandomValues : [Float] -> RandomValues
-floatsToRandomValues [enemyAngle, enemyX, enemyY, targetX, targetY] =
- { enemyAngle = enemyAngle
- , enemyX = enemyX
- , enemyY = enemyY
- , targetX = targetX
- , targetY = targetY
- }
+floatsToRandomValues [angle1, x1, y1, angle2, x2, y2] =
+ let greenPoint =
+ { angle = angle1
+ , x = x1
+ , y = y1
+ }
+ redPoint =
+ { angle = angle2
+ , x = x2
+ , y = y2
+ }
+ in { greenPoint = greenPoint
+ , redPoint = redPoint
+ }
diff --git a/src/Main.elm b/src/Main.elm
index c51ddc8..267bb8c 100644
--- a/src/Main.elm
+++ b/src/Main.elm
@@ -7,4 +7,4 @@ import Input (getInput)
import Vec2 (originVec)
main : Signal Element
-main = lift display (foldp step (initialGame { x = -50, y = 0 } 0) getInput)
+main = lift display (foldp step (initialGame originVec 0) getInput)
diff --git a/src/Point.elm b/src/Point.elm
new file mode 100644
index 0000000..90c61c3
--- /dev/null
+++ b/src/Point.elm
@@ -0,0 +1,27 @@
+module Point where
+
+import Vec2 (..)
+import Board (boardDiagonal)
+
+type Point =
+ { initTime : Float
+ , initPos : Vec2
+ , initDest : Vec2
+ , move : Float -> Vec2 -> Vec2 -> Float -> Vec2
+ }
+
+pointMove : Point -> Float -> Vec2
+pointMove {initTime, initPos, initDest, move} time =
+ move initTime initPos initDest time
+
+pointSize : Float
+pointSize = 5
+
+pointSpeed : Float -> Float
+pointSpeed dt = dt / 25
+
+pointSpawnDist : Float
+pointSpawnDist = boardDiagonal * 3 / 5
+
+pointAwayDist : Float
+pointAwayDist = boardDiagonal * 3 / 4
diff --git a/src/RandomValues.elm b/src/RandomValues.elm
index 3d389f3..5d45b15 100644
--- a/src/RandomValues.elm
+++ b/src/RandomValues.elm
@@ -1,9 +1,12 @@
module RandomValues where
type RandomValues =
- { enemyAngle : Float
- , enemyX : Float
- , enemyY : Float
- , targetX : Float
- , targetY : Float
+ { greenPoint : PointRandomValues
+ , redPoint : PointRandomValues
+ }
+
+type PointRandomValues =
+ { angle : Float
+ , x : Float
+ , y : Float
}
diff --git a/src/Step.elm b/src/Step.elm
index b88740a..72d3ae1 100644
--- a/src/Step.elm
+++ b/src/Step.elm
@@ -3,30 +3,28 @@ module Step where
import Vec2 (..)
import Game (..)
import Player (..)
-import EnemyState (..)
+import Cloud (..)
+import Geometry (..)
import Player (playerSpeed)
-import Enemy (enemySpeed, enemyMove, enemyAwayDist)
+import Point (pointSpeed, pointMove, pointAwayDist)
import Input (Input)
-import Physics (getNewPosAndSpeed, getMove)
-import Board (boardSize, boardDiagonal)
-import Geometry (..)
-import RandomValues (RandomValues)
-import Target(..)
+import Physics (getNewPosAndSpeed)
+import RandomValues (..)
+import CloudStep (cloudStep)
step : Input -> Game -> Game
-step {dir, delta, randomValues} {time, player, target, enemyState, bestScore} =
- if(playerEnemiesCollision time player enemyState.enemies) then
- let newBestScore = if(target.score > bestScore) then target.score else bestScore
+step {dir, delta, randomValues} {time, score, player, cloud, bestScore} =
+ if(playerPointsCollision time player cloud.redPoints) then
+ let newBestScore = if(score > bestScore) then score else bestScore
in initialGame player.pos newBestScore
else
let newTime = time + delta
newPlayer = playerStep delta dir player
- newTarget = targetStep player randomValues target
- newEnemyState = enemyStep time randomValues enemyState
+ (newCloud, addScore) = cloudStep time randomValues player cloud
in { time = newTime
+ , score = score + addScore
, player = newPlayer
- , target = newTarget
- , enemyState = newEnemyState
+ , cloud = newCloud
, bestScore = bestScore
}
@@ -36,53 +34,3 @@ playerStep dt dir player =
in { pos = inBoard playerSize pos
, speed = speed
}
-
-targetStep : Player -> RandomValues -> Target -> Target
-targetStep player randomValues target =
- if(targetCollision player target) then
- { score = target.score + 1
- , pos = randomBoardPosition (randomValues.targetX, randomValues.targetY) (0.8, 0.8)
- }
- else
- target
-
-enemyStep : Float -> RandomValues -> EnemyState -> EnemyState
-enemyStep time randomValues {enemies, spawn, lastSpawn} =
- let isPresent enemy = (distance (enemyMove enemy time) originVec) < enemyAwayDist
- presentEnemies = filter isPresent enemies
- in if time > lastSpawn + spawn then
- let newEnemy =
- { initTime = time
- , initPos = enemyInitPos randomValues
- , initDest = enemyDestination randomValues
- , move initTime initPos initDest time =
- let delta = time - initTime
- move = getMove (enemySpeed delta) (initDest `sub` initPos)
- in initPos `add` move
- }
- in { enemies = newEnemy :: presentEnemies
- , spawn = spawn - sqrt(spawn) / 50
- , lastSpawn = time
- }
- else { enemies = presentEnemies
- , spawn = spawn
- , lastSpawn = lastSpawn
- }
-
-enemyInitPos : RandomValues -> Vec2
-enemyInitPos randomValues =
- let angle = randomValues.enemyAngle * (degrees 360)
- dist = boardDiagonal * 3 / 5
- in polarToCartesian angle dist
-
-enemyDestination : RandomValues -> Vec2
-enemyDestination randomValues =
- randomBoardPosition (randomValues.enemyX, randomValues.enemyY) (1, 1)
-
-randomBoardPosition : (Float, Float) -> (Float, Float) -> Vec2
-randomBoardPosition (randomX, randomY) (percentX, percentY) =
- let width = boardSize.x * percentX
- height = boardSize.y * percentY
- in { x = width * randomX - width / 2
- , y = height * randomY - height / 2
- }
diff --git a/src/Target.elm b/src/Target.elm
deleted file mode 100644
index 92ab4c2..0000000
--- a/src/Target.elm
+++ /dev/null
@@ -1,24 +0,0 @@
-module Target where
-
-import Board (boardSize)
-import Geometry (distance)
-import Vec2 (Vec2)
-import Player (..)
-
-type Target =
- { score : Int
- , pos : Vec2
- }
-
-targetSize : Float
-targetSize = 20
-
-targetCollision : Player -> Target -> Bool
-targetCollision player target =
- (distance player.pos target.pos) < playerSize + targetSize
-
-initTarget : Target
-initTarget =
- { score = 0
- , pos = { x = 50, y = 0 }
- }