diff options
-rw-r--r-- | src/Model/Board.elm | 10 | ||||
-rw-r--r-- | src/Model/Game.elm | 3 | ||||
-rw-r--r-- | src/Model/Point.elm | 8 | ||||
-rw-r--r-- | src/Update/CloudUpdate.elm | 44 | ||||
-rw-r--r-- | src/Update/Update.elm | 11 | ||||
-rw-r--r-- | src/Utils/Geometry.elm | 5 | ||||
-rw-r--r-- | src/View/Game.elm | 15 |
7 files changed, 48 insertions, 48 deletions
diff --git a/src/Model/Board.elm b/src/Model/Board.elm index 1361cfb..05fd036 100644 --- a/src/Model/Board.elm +++ b/src/Model/Board.elm @@ -1,17 +1,17 @@ module Model.Board - ( boardSize + ( initBoardSize , boardDiagonal ) where import Model.Vec2 (Vec2) -boardSize : Vec2 -boardSize = +initBoardSize : Vec2 +initBoardSize = { x = 500 , y = 500 } -boardDiagonal : Float -boardDiagonal = +boardDiagonal : Vec2 -> Float +boardDiagonal boardSize = boardSize.x ^ 2 + boardSize.y ^ 2 |> sqrt diff --git a/src/Model/Game.elm b/src/Model/Game.elm index 6a9020f..9133ba0 100644 --- a/src/Model/Game.elm +++ b/src/Model/Game.elm @@ -11,9 +11,11 @@ import Model.Cloud (..) import Model.Vec2 (Vec2) import Model.Config (..) import Model.Round (Round) +import Model.Board (initBoardSize) type alias Game = { time : Float + , boardSize : Vec2 , keysDown : List KeyCode , currentScore : Int , player : Player @@ -25,6 +27,7 @@ type alias Game = initialGame : Seed -> Game initialGame seed = { time = 0 + , boardSize = initBoardSize , keysDown = [] , currentScore = 0 , player = initPlayer diff --git a/src/Model/Point.elm b/src/Model/Point.elm index 41967b6..40043a5 100644 --- a/src/Model/Point.elm +++ b/src/Model/Point.elm @@ -27,8 +27,8 @@ pointSize = 10 pointSpeed : Float -> Float pointSpeed dt = dt / 20 -pointSpawnDist : Float -pointSpawnDist = boardDiagonal * 3 / 5 +pointSpawnDist : Vec2 -> Float +pointSpawnDist boardSize = (boardDiagonal boardSize) * 3 / 5 -pointAwayDist : Float -pointAwayDist = boardDiagonal * 3 / 4 +pointAwayDist : Vec2 -> Float +pointAwayDist boardSize = (boardDiagonal boardSize) * 3 / 4 diff --git a/src/Update/CloudUpdate.elm b/src/Update/CloudUpdate.elm index ce45beb..9863650 100644 --- a/src/Update/CloudUpdate.elm +++ b/src/Update/CloudUpdate.elm @@ -7,7 +7,7 @@ import Random (..) import Model.Vec2 (..) import Model.Player (..) -import Model.Board (boardSize, boardDiagonal) +import Model.Board (boardDiagonal) import Model.Point (..) import Model.Cloud (..) import Model.Config (..) @@ -15,16 +15,16 @@ import Model.Config (..) import Utils.Geometry (..) import Utils.Physics (getMove, getWaveMove) -cloudUpdate : Float -> Seed -> Player -> Cloud -> (Cloud, Int, Seed) -cloudUpdate time seed player {points, spawn, lastSpawn} = - let pointsToCatch = presentPoints time (points player.config) +cloudUpdate : Float -> Vec2 -> Seed -> Player -> Cloud -> (Cloud, Int, Seed) +cloudUpdate time boardSize seed player {points, spawn, lastSpawn} = + let pointsToCatch = presentPoints time boardSize (points player.config) presentAndNotCaughtPoints = List.filter (not << (playerPointCollision time player)) pointsToCatch addScore = (List.length pointsToCatch) - (List.length presentAndNotCaughtPoints) - presentOtherPoints = presentPoints time (points (otherConfig player.config)) + presentOtherPoints = presentPoints time boardSize (points (otherConfig player.config)) (newCloud, seed''') = if time > lastSpawn + spawn then - let (newPoint1, seed') = getNewPoint time seed - (newPoint2, seed'') = getNewPoint time seed' + let (newPoint1, seed') = getNewPoint time boardSize seed + (newPoint2, seed'') = getNewPoint time boardSize seed' in ( { points config = if(config == player.config) then @@ -49,16 +49,16 @@ cloudUpdate time seed player {points, spawn, lastSpawn} = ) in (newCloud, addScore, seed''') -presentPoints : Float -> List Point -> List Point -presentPoints time points = - let isPresent point = (distance (pointMove point time) originVec) < pointAwayDist +presentPoints : Float -> Vec2 -> List Point -> List Point +presentPoints time boardSize points = + let isPresent point = (distance (pointMove point time) originVec) < (pointAwayDist boardSize) in List.filter isPresent points -getNewPoint : Float -> Seed -> (Point, Seed) -getNewPoint time seed = - let (initPos, seed') = pointInitPos seed - (initDest, seed'') = pointDestination seed' +getNewPoint : Float -> Vec2 -> Seed -> (Point, Seed) +getNewPoint time boardSize seed = + let (initPos, seed') = pointInitPos boardSize seed + (initDest, seed'') = pointDestination boardSize seed' in ( { initTime = time , initPos = initPos , initDest = initDest @@ -70,17 +70,17 @@ getNewPoint time seed = , seed'' ) -pointInitPos : Seed -> (Vec2, Seed) -pointInitPos seed = +pointInitPos : Vec2 -> Seed -> (Vec2, Seed) +pointInitPos boardSize seed = let (rand, seed') = generate floatGen seed angle = rand * (degrees 360) - dist = boardDiagonal * 3 / 5 + dist = (boardDiagonal boardSize) * 3 / 5 in (polarToCartesian angle dist, seed') -pointDestination : Seed -> (Vec2, Seed) -pointDestination seed = +pointDestination : Vec2 -> Seed -> (Vec2, Seed) +pointDestination boardSize seed = let ([r1, r2, r3, r4], seed') = generateMany 4 floatGen seed - in ( randomBoardPosition (r1, r2) (r3, r4) + in ( randomBoardPosition boardSize (r1, r2) (r3, r4) , seed' ) @@ -97,8 +97,8 @@ generateMany count gen seed = floatGen : Generator Float floatGen = float 0 1 -randomBoardPosition : (Float, Float) -> (Float, Float) -> Vec2 -randomBoardPosition (randomX, randomY) (percentX, percentY) = +randomBoardPosition : Vec2 -> (Float, Float) -> (Float, Float) -> Vec2 +randomBoardPosition boardSize (randomX, randomY) (percentX, percentY) = let width = boardSize.x * percentX height = boardSize.y * percentY in { x = width * randomX - width / 2 diff --git a/src/Update/Update.elm b/src/Update/Update.elm index ab68d2e..2183d97 100644 --- a/src/Update/Update.elm +++ b/src/Update/Update.elm @@ -8,7 +8,6 @@ import Char (fromCode, toCode) import Maybe import Model.Player (..) -import Model.Point (pointSpeed, pointMove, pointAwayDist) import Model.Vec2 (..) import Model.Config (otherConfig) import Model.Cloud (..) @@ -35,8 +34,8 @@ update input game = } else let newTime = game.time + input.delta - newPlayer = playerStep input.delta input.dir (newKeyCode game.keysDown input.inputKeysDown) game.player - (newCloud, addScore, newSeed) = cloudUpdate game.time game.seed newPlayer game.cloud + newPlayer = playerStep input.delta game.boardSize input.dir (newKeyCode game.keysDown input.inputKeysDown) game.player + (newCloud, addScore, newSeed) = cloudUpdate game.time game.boardSize game.seed newPlayer game.cloud in { game | time <- newTime @@ -47,11 +46,11 @@ update input game = , seed <- newSeed } -playerStep : Float -> Vec2 -> (KeyCode -> Bool) -> Player -> Player -playerStep dt dir newKey player = +playerStep : Float -> Vec2 -> Vec2 -> (KeyCode -> Bool) -> Player -> Player +playerStep dt boardSize dir newKey player = let (pos, speed) = getNewPosAndSpeed dt dir playerSpeed (player.pos, player.speed) newConfig = if (newKey 69) then otherConfig player.config else player.config - in { pos = inBoard playerSize pos + in { pos = inBoard boardSize playerSize pos , speed = speed , config = newConfig } diff --git a/src/Utils/Geometry.elm b/src/Utils/Geometry.elm index 085026f..323422b 100644 --- a/src/Utils/Geometry.elm +++ b/src/Utils/Geometry.elm @@ -5,7 +5,6 @@ module Utils.Geometry ) where import Model.Vec2 (..) -import Model.Board (boardSize) polarToCartesian : Float -> Float -> Vec2 polarToCartesian angle dist = @@ -16,8 +15,8 @@ polarToCartesian angle dist = distance : Vec2 -> Vec2 -> Float distance v1 v2 = sqrt((v2.x - v1.x)^2 + (v2.y - v1.y)^2) -inBoard : Float -> Vec2 -> Vec2 -inBoard size pos = +inBoard : Vec2 -> Float -> Vec2 -> Vec2 +inBoard boardSize size pos = let leftX = -boardSize.x / 2 + size rightX = boardSize.x / 2 - size bottomY = -boardSize.y / 2 + size diff --git a/src/View/Game.elm b/src/View/Game.elm index 0bbea00..c9c58ff 100644 --- a/src/View/Game.elm +++ b/src/View/Game.elm @@ -14,7 +14,6 @@ import Model.Vec2 (Vec2) import Model.Player (..) import Model.Game (Game) import Model.Point (..) -import Model.Board (boardSize) import Model.Config (..) gameView : Game -> Element @@ -22,15 +21,15 @@ gameView game = let whitePointForms = List.map (pointForm game.time (configColor White)) (game.cloud.points White) blackPointForms = List.map (pointForm game.time (configColor Black)) (game.cloud.points Black) forms = - boardForms + boardForms game.boardSize ++ playerForms game.player ++ whitePointForms ++ blackPointForms - ++ scoreForms game.currentScore - in collage (truncate boardSize.x) (truncate boardSize.y) forms + ++ scoreForms game.boardSize game.currentScore + in collage (truncate game.boardSize.x) (truncate game.boardSize.y) forms -boardForms : List Form -boardForms = [filled boardColor (rect boardSize.x boardSize.y)] +boardForms : Vec2 -> List Form +boardForms boardSize = [filled boardColor (rect boardSize.x boardSize.y)] boardColor : Color boardColor = rgb 103 123 244 @@ -66,8 +65,8 @@ circleForm pos size color = outlineColor : Color outlineColor = rgb 34 34 34 -scoreForms : Int -> List Form -scoreForms score = +scoreForms : Vec2 -> Int -> List Form +scoreForms boardSize score = let text = (toString score) scorePos = { x = 0.0, y = boardSize.y / 2 - 35 } in [textForm text scorePos centered] |