module Update.CloudUpdate ( cloudUpdate ) where import List import Random exposing (..) import Model.Vec2 exposing (..) import Model.Player exposing (..) import Model.Board exposing (boardDiagonal) import Model.Point exposing (..) import Model.Cloud exposing (..) import Model.Config exposing (..) import Model.Level exposing (..) import Utils.Geometry exposing (..) cloudUpdate : Float -> Vec2 -> Seed -> Player -> Cloud -> Int -> (Cloud, Int, Seed) cloudUpdate time boardSize seed player {points, spawn, lastSpawn} currentScore = 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 boardSize (points (otherConfig player.config)) (newCloud, seed') = if time > lastSpawn + spawn then let (newPoint1, seed') = getNewPoint time boardSize seed currentScore (newPoint2, seed'') = getNewPoint time boardSize seed' currentScore 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 presentAndNotCaughtPoints else presentOtherPoints , spawn = spawn , lastSpawn = lastSpawn } , seed ) in (newCloud, addScore, seed') 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 -> Vec2 -> Seed -> Int -> (Point, Seed) getNewPoint time boardSize seed currentScore = let (initPos, seed') = pointInitPos boardSize seed (initDest, seed'') = pointDestination boardSize seed' in ( { initTime = time , initPos = initPos , initDest = initDest , move initTime initPos initDest time = let delta = time - initTime move = (currentLevel currentScore).move initPos initDest delta in initPos `add` move } , seed'' ) pointInitPos : Vec2 -> Seed -> (Vec2, Seed) pointInitPos boardSize seed = let (rand, seed') = generate floatGen seed angle = rand * (degrees 360) dist = pointSpawnDist boardSize in (polarToCartesian angle dist, seed') pointDestination : Vec2 -> Seed -> (Vec2, Seed) pointDestination boardSize seed = let ([r1, r2, r3, r4], seed') = generateMany 4 floatGen seed in ( randomBoardPosition boardSize (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'') floatGen : Generator Float floatGen = float 0 1 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 , y = height * randomY - height / 2 }