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path: root/src/Update/CloudUpdate.elm
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module Update.CloudUpdate
  ( cloudUpdate
  ) where

import List
import Random (..)

import Model.Vec2 (..)
import Model.Player (..)
import Model.Board (boardDiagonal)
import Model.Point (..)
import Model.Cloud (..)
import Model.Config (..)

import Utils.Geometry (..)
import Utils.Physics (getMove, getWaveMove)

cloudUpdate : Float -> Vec2 -> Seed -> Player -> Cloud -> (Cloud, Int, Seed)
cloudUpdate time boardSize seed player {points, spawn, lastSpawn} =
  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
              (newPoint2, seed'') = getNewPoint time boardSize seed'
          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 -> (Point, Seed)
getNewPoint time boardSize seed =
  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 = getMove (pointSpeed delta) (initDest `sub` initPos)
            in  initPos `add` move
        }
      , seed''
      )

pointInitPos : Vec2 -> Seed -> (Vec2, Seed)
pointInitPos boardSize seed =
  let (rand, seed') = generate floatGen seed
      angle = rand * (degrees 360)
      dist = (boardDiagonal boardSize) * 3 / 5
  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
      }