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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)

import Debug

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 = Debug.log "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)