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|
module Update.CloudUpdate exposing
( cloudUpdate
)
import List
import List.Nonempty as NE exposing (Nonempty(..), (:::))
import Random.Pcg as Random exposing (Seed, Generator)
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'
(randomMove, seed''') = Random.step (nonemptySample << .moves <| currentLevel currentScore) seed''
in ( { initTime = elapsedTime
, initPos = initPos
, initDest = initDest
, move = \initTime initPos initDest elapsedTime ->
let delta = elapsedTime - initTime
move = randomMove initPos initDest delta
in initPos `add` move
}
, seed'''
)
nonemptySample : Nonempty a -> Random.Generator a
nonemptySample nonempty =
Random.int 0 (NE.length nonempty - 1)
|> Random.map (\i -> NE.get i nonempty)
pointInitPos : Vec2 -> Seed -> (Vec2, Seed)
pointInitPos boardSize seed =
let (rand, seed') = Random.step (Random.float 0 1) seed
angle = rand * (degrees 360)
dist = pointSpawnDist boardSize
in (polarToCartesian angle dist, seed')
pointDestination : Vec2 -> Seed -> (Vec2, Seed)
pointDestination boardSize seed =
case Random.step (Random.list 4 (Random.float 0 1)) seed of
([r1, r2, r3, r4], seed') ->
( randomBoardPosition boardSize (r1, r2) (r3, r4)
, seed'
)
_ ->
( randomBoardPosition boardSize (0, 0) (0, 0)
, seed
)
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
}
|