diff options
Diffstat (limited to 'src/Step.elm')
-rw-r--r-- | src/Step.elm | 32 |
1 files changed, 24 insertions, 8 deletions
diff --git a/src/Step.elm b/src/Step.elm index 7894e45..b88740a 100644 --- a/src/Step.elm +++ b/src/Step.elm @@ -11,20 +11,23 @@ import Physics (getNewPosAndSpeed, getMove) import Board (boardSize, boardDiagonal) import Geometry (..) import RandomValues (RandomValues) +import Target(..) step : Input -> Game -> Game -step {dir, delta, randomValues} {time, player, enemyState, bestTime} = +step {dir, delta, randomValues} {time, player, target, enemyState, bestScore} = if(playerEnemiesCollision time player enemyState.enemies) then - let newBestTime = if(time > bestTime) then time else bestTime - in initialGame player.pos newBestTime + let newBestScore = if(target.score > bestScore) then target.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 in { time = newTime , player = newPlayer + , target = newTarget , enemyState = newEnemyState - , bestTime = bestTime + , bestScore = bestScore } playerStep : Float -> Vec2 -> Player -> Player @@ -34,6 +37,15 @@ playerStep dt dir player = , 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 @@ -65,8 +77,12 @@ enemyInitPos randomValues = enemyDestination : RandomValues -> Vec2 enemyDestination randomValues = - let destWidth = boardSize.x - destHeight = boardSize.y - in { x = destWidth * randomValues.enemyX - destWidth / 2 - , y = destHeight * randomValues.enemyY - destHeight / 2 + 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 } |