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authorJoris Guyonvarch2015-03-04 23:27:59 +0100
committerJoris Guyonvarch2015-03-05 00:27:32 +0100
commit4d007f6802246c6411a2838e68e957c2b4d56d3d (patch)
tree70519a5a2d6825bf2b64f6a8950a003b2ff4f150 /src/CloudStep.elm
parentd37a301ed39bac823e0f2223b8d229b417e128c7 (diff)
Adapt the game to elm version 0.14.1
Diffstat (limited to 'src/CloudStep.elm')
-rw-r--r--src/CloudStep.elm114
1 files changed, 71 insertions, 43 deletions
diff --git a/src/CloudStep.elm b/src/CloudStep.elm
index 65609cb..033c3c5 100644
--- a/src/CloudStep.elm
+++ b/src/CloudStep.elm
@@ -1,70 +1,98 @@
module CloudStep where
+import List
+import Random (..)
+
import Vec2 (..)
import Geometry (..)
import Player (..)
import Board (boardSize, boardDiagonal)
import Point (..)
-import RandomValues (..)
import Physics (getMove)
import Cloud (..)
import Config (..)
-cloudStep : Float -> RandomValues -> Player -> Cloud -> (Cloud, Int)
-cloudStep time randomValues player {points, spawn, lastSpawn} =
+cloudStep : Float -> Seed -> Player -> Cloud -> (Cloud, Int, Seed)
+cloudStep time seed player {points, spawn, lastSpawn} =
let pointsToCatch = presentPoints time (points player.config)
- presentAndNotCaughtPoints = filter (not . (playerPointCollision time player)) pointsToCatch
- addScore = (length pointsToCatch) - (length presentAndNotCaughtPoints)
+ presentAndNotCaughtPoints = List.filter (not << (playerPointCollision time player)) pointsToCatch
+ addScore = (List.length pointsToCatch) - (List.length presentAndNotCaughtPoints)
presentOtherPoints = presentPoints time (points (otherConfig player.config))
- newCloud =
+ (newCloud, seed''') =
if time > lastSpawn + spawn then
- let newPoint1 = newPoint time randomValues.point1
- newPoint2 = newPoint time randomValues.point2
- in
- { points config =
+ let (newPoint1, seed') = getNewPoint time seed
+ (newPoint2, seed'') = getNewPoint time seed'
+ in ( { points config =
+ if(config == player.config)
+ then
+ newPoint1 :: presentAndNotCaughtPoints
+ else
+ newPoint2 :: presentOtherPoints
+ , spawn = spawn - sqrt(spawn) / 50
+ , lastSpawn = time
+ }
+ , seed''
+ )
+ else
+ ( { points config =
if(config == player.config) then
- newPoint1 :: presentAndNotCaughtPoints
+ presentAndNotCaughtPoints
else
- newPoint2 :: presentOtherPoints
- , spawn = spawn - sqrt(spawn) / 50
- , lastSpawn = time
+ presentOtherPoints
+ , spawn = spawn
+ , lastSpawn = lastSpawn
}
- else
- { points config =
- if(config == player.config) then
- presentAndNotCaughtPoints
- else
- presentOtherPoints
- , spawn = spawn
- , lastSpawn = lastSpawn
- }
- in (newCloud, addScore)
+ , seed
+ )
+ in (newCloud, addScore, seed''')
-presentPoints : Float -> [Point] -> [Point]
+presentPoints : Float -> List Point -> List Point
presentPoints time points =
let isPresent point = (distance (pointMove point time) originVec) < pointAwayDist
- in filter isPresent points
+ in List.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)
+getNewPoint : Float -> Seed -> (Point, Seed)
+getNewPoint time seed =
+ let (initPos, seed') = pointInitPos seed
+ (initDest, seed'') = pointDestination seed'
+ in ( { initTime = time
+ , initPos = initPos
+ , initDest = initDest
+ , move initTime initPos initDest time =
+ let delta = time - initTime
+ move = getMove (pointSpeed delta) (initDest `sub` initPos)
+ in initPos `add` move
+ }
+ , seed''
+ )
+
+pointInitPos : Seed -> (Vec2, Seed)
+pointInitPos seed =
+ let (rand, seed') = generate floatGen seed
+ angle = rand * (degrees 360)
dist = boardDiagonal * 3 / 5
- in polarToCartesian angle dist
+ in (polarToCartesian angle dist, seed')
+
+pointDestination : Seed -> (Vec2, Seed)
+pointDestination seed =
+ let ([r1, r2, r3, r4], seed') = generateMany 4 floatGen seed
+ in ( randomBoardPosition (r1, r2) (r3, r4)
+ , seed'
+ )
+
+generateMany : Int -> Generator a -> Seed -> (List a, Seed)
+generateMany count gen seed =
+ if count == 0
+ then
+ ([], seed)
+ else
+ let (rand, seed') = generate gen seed
+ (randList, seed'') = generateMany (count - 1) gen seed'
+ in (rand :: randList, seed'')
-pointDestination : Float -> Float -> Vec2
-pointDestination randomX randomY =
- randomBoardPosition (randomX, randomY) (1, 1)
+floatGen : Generator Float
+floatGen = float 0 1
randomBoardPosition : (Float, Float) -> (Float, Float) -> Vec2
randomBoardPosition (randomX, randomY) (percentX, percentY) =