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 -> Float -> Cloud -> Int -> (Cloud, Int, Seed) cloudUpdate elapsedTime boardSize seed player playerSize {points, spawn, lastSpawn} currentScore = let pointsToCatch = presentPoints elapsedTime boardSize (points player.config) presentAndNotCaughtPoints = List.filter (not << (playerPointCollision elapsedTime player playerSize)) pointsToCatch addScore = (List.length pointsToCatch) - (List.length presentAndNotCaughtPoints) presentOtherPoints = presentPoints elapsedTime boardSize (points (otherConfig player.config)) (newCloud, seed') = if elapsedTime > lastSpawn + spawn then let (newPoint1, seed') = getNewPoint elapsedTime boardSize seed currentScore (newPoint2, seed'') = getNewPoint elapsedTime boardSize seed' currentScore in ( { points = \config -> if(config == player.config) then newPoint1 :: presentAndNotCaughtPoints else newPoint2 :: presentOtherPoints , spawn = spawn - sqrt(spawn) / 50 , lastSpawn = elapsedTime } , 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 elapsedTime boardSize points = let isPresent point = (distance (pointMove point elapsedTime) originVec) < (pointAwayDist boardSize) in List.filter isPresent points getNewPoint : Float -> Vec2 -> Seed -> Int -> (Point, Seed) getNewPoint elapsedTime boardSize seed currentScore = let (initPos, seed') = pointInitPos boardSize seed (initDest, seed'') = pointDestination boardSize seed' in ( { initTime = elapsedTime , initPos = initPos , initDest = initDest , move = \initTime initPos initDest elapsedTime -> let delta = elapsedTime - 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 = case generateMany 4 floatGen seed of ([r1, r2, r3, r4], seed') -> ( randomBoardPosition boardSize (r1, r2) (r3, r4) , seed' ) _ -> ( randomBoardPosition boardSize (0, 0) (0, 0) , 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 }