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Main.elm
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Main.elm
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import Keyboard
import Random
import String
-- TYPES
type Point = { x : Float, y : Float }
type Size = { w : Int, h : Int }
type GameState = { sprites : [Sprite],
timeUntilNextBomb : Float,
isGameOver : Bool,
score : Int,
gameTimeLeft : Float }
-- NOTE: The 'timeToLive' field only applies to explosion-typed sprites.
-- Unfortunately the current code structure isn't well suited to
-- having extra fields for only certain sprites.
type Sprite = { position : Point, stype : SpriteType, timeToLive : Float }
type SpriteType = { imagePath : String, size : Size, velocity : Point }
type Input = { timeSinceLastFrame : Float,
arrows : { x : Int, y : Int },
randomBombX : Float,
enter : Bool,
space : Bool }
-- CONSTANTS
canvasSize : Size
canvasSize = { w = 640, h = 480 }
-- Target FPS. Browsers seem to give 25fps max.
desiredFps = 25
playerSpeed = 400 / 1000 -- px/ms
bombSpeed = 100 / 1000 -- px/ms
shotSpeed = 300 / 1000 -- px/ms
timeBetweenBombs = 1000 -- ms
immortalTimeToLive = -1
explosionInitialTimeToLive = 300 -- ms
playerSpriteType = { imagePath = "assets/turret.png",
size = { w = 56, h = 68 },
velocity = { x = 0, y = 0 } }
bombSpriteType = { imagePath = "assets/bomb.png",
size = { w = 22, h = 44 },
velocity = { x = 0, y = -bombSpeed } }
shotSpriteType = { imagePath = "assets/shot.png",
size = { w = 12, h = 20 },
velocity = { x = 0, y = shotSpeed } }
explosionSpriteType =
{ imagePath = "assets/explosion.png",
size = { w = 85, h = 85 },
velocity = { x = 0, y = 0 } }
logoSpriteType = { imagePath = "assets/logo.png",
size = { w = 440, h = 84 },
velocity = { x = 0, y = 0 } }
backgroundSpriteType =
{ imagePath = "assets/background.png",
size = { w = 639, h = 480 },
velocity = { x = 0, y = 0 } }
initialGameState : GameState
initialGameState =
let
playerSprite = { position = { x = div2 (canvasSize.w - playerSpriteType.size.w),
y = 0 },
stype = playerSpriteType,
timeToLive = immortalTimeToLive }
in
{ sprites = [ playerSprite ],
timeUntilNextBomb = 0,
isGameOver = True,
score = 0,
gameTimeLeft = timePerGame }
instructions =
"Press Enter to begin.\n" ++
"\n" ++
"Arrow keys move the player.\n" ++
"The space and up keys fire shots.\n" ++
"Objective: Destroy bombs.\n" ++
""
costToFireShot = 1
rewardToKillBomb = 10
timePerGame = 2 * 60 * 1000 -- ms
-- MAIN
main : Signal Element
main = let
gameStateS = foldp updateGame initialGameState inputS
in
lift renderGame gameStateS
-- RENDER
renderGame : GameState -> Element
renderGame gameState =
let
backgroundForm =
move (0, 0)
(toForm
(image backgroundSpriteType.size.w
backgroundSpriteType.size.h
backgroundSpriteType.imagePath))
simpleBackgroundForm = filled blue (
rect (toFloat canvasSize.w) (toFloat canvasSize.h))
scoreForm =
move (0, div2 canvasSize.h - 15 - 20) (toForm
(text
(Text.color black
(toText ("Score: " ++ (show gameState.score))))))
timeLeftForm =
let
secondsLeft = ceiling (gameState.gameTimeLeft / 1000)
mm = show (div secondsLeft 60)
ss = String.padLeft 2 '0' (show (rem secondsLeft 60))
in
move (0, div2 canvasSize.h - 15) (toForm
(text
(Text.color black
(toText ("Time: " ++ mm ++ ":" ++ ss)))))
forms =
[backgroundForm] ++ (map render gameState.sprites) ++ [scoreForm, timeLeftForm]
forms' =
if | gameState.isGameOver ->
let
logoForm =
moveY 60 (toForm
(image logoSpriteType.size.w
logoSpriteType.size.h
logoSpriteType.imagePath))
instructionsForm =
moveY -50 (toForm
(centered
(Text.bold
(Text.color orange
(toText instructions)))))
in
forms ++ [logoForm, instructionsForm]
| otherwise ->
forms
in
collage canvasSize.w canvasSize.h forms'
render : Sprite -> Form
render s = let
sz = s.stype.size
pos = s.position
offsetFromCenter = { x = pos.x - (div2 canvasSize.w) + (div2 sz.w),
y = pos.y - (div2 canvasSize.h) + (div2 sz.h) }
offsetFromCenter' = (offsetFromCenter.x, offsetFromCenter.y)
opacity = if | s.timeToLive == immortalTimeToLive
-> 1.0
| otherwise
-- HACK: The only type of non-immortal sprite
-- is currently the explosion, so just
-- hardcode its maximum TTL here.
-> (s.timeToLive / explosionInitialTimeToLive)
in
alpha opacity (move offsetFromCenter' (toForm (image sz.w sz.h s.stype.imagePath)))
-- INPUT
inputS : Signal Input
inputS =
let
timeSinceLastFrameS = fps desiredFps
arrowsS =
let
mergeArrows a1 a2 =
{ x = if | a1.x /= 0 -> a1.x
| otherwise -> a2.x,
y = if | a1.y /= 0 -> a1.y
| otherwise -> a2.y }
in
lift2 mergeArrows Keyboard.arrows Keyboard.wasd
randomBombXS =
let
maxBombX = canvasSize.w - bombSpriteType.size.w
in
-- NOTE: Using Random.float instead of Random.range because
-- Random.float gives a runtime error.
lift toFloat (Random.range 0 maxBombX timeSinceLastFrameS)
enterS = Keyboard.enter
spaceS = Keyboard.space
liveInputS = lift5 (\dt a rbx e s ->
{ timeSinceLastFrame = dt,
arrows = a,
randomBombX = rbx,
enter = e,
space = s })
timeSinceLastFrameS arrowsS randomBombXS enterS spaceS
in
sampleOn timeSinceLastFrameS liveInputS
-- UPDATE
updateGame : Input -> GameState -> GameState
updateGame input lastGameState =
-- NOTE: Hanging paren needed to disambiguate the "otherwise" clauses
if | lastGameState.isGameOver -> (
if | input.enter ->
-- Reset game state
{ initialGameState | isGameOver <- False }
| otherwise ->
lastGameState )
| otherwise ->
updateRunningGame input lastGameState
updateRunningGame : Input -> GameState -> GameState
updateRunningGame input lastGameState =
let
afterExplosionsAge =
let
prevState = lastGameState
ageOrKillSprite : Sprite -> Maybe Sprite
ageOrKillSprite s =
if | (s.timeToLive == immortalTimeToLive) -> Just s
| (s.timeToLive >= input.timeSinceLastFrame) -> Just { s | timeToLive <- s.timeToLive - input.timeSinceLastFrame }
| otherwise -> Nothing
in
{ prevState | sprites <- filterJust (map ageOrKillSprite prevState.sprites) }
afterSpritesMoved =
let
prevState = afterExplosionsAge
in
{ prevState | sprites <- map (updateSprite input) prevState.sprites }
afterCollisions =
let
prevState = afterSpritesMoved
spriteShouldDie s1 =
any (\s2 -> spritesCollide s1 s2 &&
spritesHaveTypes shotSpriteType bombSpriteType s1 s2
) prevState.sprites
spriteShouldLive s = not (spriteShouldDie s)
newExplosions =
let
makeExplosionIfDead s =
if | spriteShouldDie s && s.stype == bombSpriteType
-> Just (makeExplosionForBomb s)
| otherwise -> Nothing
in
filterJust (map makeExplosionIfDead prevState.sprites)
spritesHaveTypes t1 t2 s1 s2 =
(s1.stype == t1 && s2.stype == t2) ||
(s1.stype == t2 && s2.stype == t1)
spritesCollide s1 s2 =
rectsCollide (spriteRect s1) (spriteRect s2)
spriteRect s =
{ x1 = s.position.x,
y1 = s.position.y,
x2 = s.position.x + (toFloat s.stype.size.w),
y2 = s.position.y + (toFloat s.stype.size.h) }
rectsCollide r1 r2 =
rectIsValid (rectIntersection r1 r2)
rectIntersection r1 r2 =
{ x1 = max r1.x1 r2.x1,
x2 = min r1.x2 r2.x2,
y1 = max r1.y1 r2.y1,
y2 = min r1.y2 r2.y2 }
rectIsValid r =
(r.x1 <= r.x2) && (r.y1 <= r.y2)
in
{ prevState | sprites <- newExplosions ++
filter spriteShouldLive prevState.sprites,
score <- prevState.score +
(rewardToKillBomb * (length newExplosions)) }
afterOffscreenShotsDie =
let
prevState = afterCollisions
spriteShouldDie s =
(s.position.y > (toFloat canvasSize.h))
spriteShouldLive s = not (spriteShouldDie s)
in
{ prevState | sprites <- filter spriteShouldLive prevState.sprites }
afterBombsHitGround =
let
prevState = afterOffscreenShotsDie
isBombOnGround s =
(s.stype == bombSpriteType) &&
(s.position.y <= 0)
bombsThatHitGround = filter isBombOnGround prevState.sprites
in
if | bombsThatHitGround /= [] ->
let
deathBomb = head bombsThatHitGround
deathExplosion = makeExplosionForBomb deathBomb
in
{ prevState | isGameOver <- True,
sprites <- disj prevState.sprites deathBomb ++
[deathExplosion] }
| otherwise -> prevState
afterBombSpawn =
let
prevState = afterBombsHitGround
shouldSpawnBomb = (prevState.timeUntilNextBomb <= 0)
in
if | shouldSpawnBomb ->
let
newBombSprite = { stype = bombSpriteType,
position = { x = input.randomBombX,
y = toFloat (canvasSize.h - bombSpriteType.size.h) },
timeToLive = immortalTimeToLive }
in
{ prevState | sprites <- newBombSprite :: prevState.sprites,
timeUntilNextBomb <- timeBetweenBombs }
| otherwise ->
{ prevState | timeUntilNextBomb <- prevState.timeUntilNextBomb - input.timeSinceLastFrame }
afterShotSpawn =
let
prevState = afterBombSpawn
shouldSpawnShot = (input.arrows.y == 1) || input.space
in
if | shouldSpawnShot ->
let newShotSprite =
let
findPlayer gameState =
head (filter (\s -> s.stype == playerSpriteType) gameState.sprites)
player = findPlayer prevState
shotX = player.position.x + (div2 (playerSpriteType.size.w - shotSpriteType.size.w))
shotY = player.position.y + (toFloat playerSpriteType.size.h)
in
{ stype = shotSpriteType,
position = { x = shotX, y = shotY },
timeToLive = immortalTimeToLive }
in
{ prevState | sprites <- newShotSprite :: prevState.sprites,
score <- prevState.score - costToFireShot }
| otherwise ->
prevState
afterGameAges =
let
prevState = afterShotSpawn
in
if | prevState.gameTimeLeft <= input.timeSinceLastFrame ->
{ prevState | gameTimeLeft <- 0,
isGameOver <- True }
| otherwise ->
{ prevState | gameTimeLeft <- prevState.gameTimeLeft - input.timeSinceLastFrame }
in
afterGameAges
-- Creates an explosion centered on the tip of the specified bomb.
makeExplosionForBomb : Sprite -> Sprite
makeExplosionForBomb s =
{ stype = explosionSpriteType,
position = { x = s.position.x + (div2 (s.stype.size.w - explosionSpriteType.size.w)),
y = s.position.y - (div2 explosionSpriteType.size.h)},
timeToLive = explosionInitialTimeToLive }
updateSprite : Input -> Sprite -> Sprite
updateSprite input s =
if | s.stype == playerSpriteType ->
let
playerVelocity = { x = (toFloat input.arrows.x) * playerSpeed, y = 0 }
newPosition = { x = s.position.x + (playerVelocity.x * input.timeSinceLastFrame),
y = s.position.y + (playerVelocity.y * input.timeSinceLastFrame) }
maxX = toFloat (canvasSize.w - playerSpriteType.size.w)
newPositionClamped = { x = clamp 0 maxX newPosition.x,
y = newPosition.y }
in
{ s | position <- newPositionClamped }
| otherwise ->
{ s | position <- { x = s.position.x + (s.stype.velocity.x * input.timeSinceLastFrame),
y = s.position.y + (s.stype.velocity.y * input.timeSinceLastFrame) } }
-- UTILITY
div2 : Int -> Float
div2 x = (toFloat x) / 2
filterJust : [Maybe a] -> [a]
filterJust maybes =
case maybes of
Just x :: rest -> x :: filterJust rest
Nothing :: rest -> filterJust rest
[] -> []
disj : [a] -> a -> [a]
disj list victim = filter (\x -> x /= victim) list