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module Update.Update
( update
) where
import List
import Char exposing (fromCode, toCode, KeyCode)
import Maybe
import Set
import Set exposing (Set)
import Model.Player exposing (..)
import Model.Vec2 exposing (..)
import Model.Config exposing (otherConfig)
import Model.Cloud exposing (..)
import Model.Game exposing (..)
import Model.Round exposing (Round)
import Utils.Geometry exposing (..)
import Utils.Physics exposing (getNewPosAndSpeed)
import Update.CloudUpdate exposing (cloudUpdate)
import Input exposing (Input)
update : Input -> Game -> Game
update input game =
let hostilePoints = game.cloud.points (otherConfig game.player.config)
in if(playerPointsCollision game.elapsedTime game.player (getPlayerSize game.currentScore) hostilePoints)
then
{ game
| elapsedTime = 0
, currentScore = 0
, cloud = initCloud
, rounds = (Round game.elapsedTime game.currentScore) :: game.rounds
}
else
let newPlayer = playerStep input.delta game.boardSize input.dir (newKeyCode game.keysDown input.inputKeysDown) game.player (getPlayerSize game.currentScore)
(newCloud, addScore, newSeed) = cloudUpdate game.elapsedTime game.boardSize game.seed newPlayer (getPlayerSize game.currentScore) game.cloud game.currentScore
in
{ game
| elapsedTime = game.elapsedTime + input.delta
, keysDown = input.inputKeysDown
, currentScore = game.currentScore + addScore
, player = newPlayer
, cloud = newCloud
, seed = newSeed
}
playerStep : Float -> Vec2 -> Vec2 -> (KeyCode -> Bool) -> Player -> Float -> Player
playerStep dt boardSize dir newKey player playerSize =
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 boardSize playerSize pos
, speed = speed
, config = newConfig
}
newKeyCode : Set KeyCode -> Set KeyCode -> KeyCode -> Bool
newKeyCode lastKeyCodes newKeyCodes keyCode =
let contains = not << List.isEmpty << List.filter (\kc -> kc == keyCode) << Set.toList
in not (contains lastKeyCodes) && (contains newKeyCodes)
|