module Step where import List import Keyboard (KeyCode) import Char (fromCode, toCode) import Vec2 (..) import Game (..) import Player (..) import Cloud (..) import Geometry (..) import Player (playerSpeed) import Point (pointSpeed, pointMove, pointAwayDist) import Physics (getNewPosAndSpeed) import CloudStep (cloudStep) import Config (otherConfig) import Input (Input) step : Input -> Game -> Game step {dir, inputKeysDown, delta} {time, keysDown, score, player, cloud, bestScore, seed} = let hostilePoints = cloud.points (otherConfig player.config) in if(playerPointsCollision time player hostilePoints) then let newBestScore = if(score > bestScore) then score else bestScore in initialGame seed player.pos newBestScore else let newTime = time + delta newPlayer = playerStep delta dir (newKeyCode keysDown inputKeysDown) player (newCloud, addScore, newSeed) = cloudStep time seed newPlayer cloud in { time = newTime , keysDown = inputKeysDown , score = score + addScore , player = newPlayer , cloud = newCloud , bestScore = bestScore , seed = newSeed } playerStep : Float -> Vec2 -> (KeyCode -> Bool) -> Player -> Player playerStep dt 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 , speed = speed , config = newConfig } newKeyCode : List KeyCode -> List KeyCode -> KeyCode -> Bool newKeyCode lastKeyCodes newKeyCodes keyCode = let contains = not << List.isEmpty << List.filter (\kc -> kc == keyCode) in not (contains lastKeyCodes) && (contains newKeyCodes)