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Main.elm
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Main.elm
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module Main exposing (..)
import Html exposing (Html, div, span, text)
import Html.App as App
import Html.Attributes exposing (style)
import Svg exposing (..)
import Svg.Attributes exposing (..)
import AnimationFrame
import Time exposing (..)
import Keyboard
import Debug
main =
App.program
{ init = init
, view = view
, update = update
, subscriptions = subscriptions
}
-- Model
( gameWidth, gameHeight ) =
( 500, 500 )
type alias Ball =
{ x : Float
, y : Float
, vx : Float
, vy : Float
, r : Float
}
type alias Brick =
{ x : Float
, y : Float
, height : Float
, width : Float
, id : Int
, health : Int
}
type alias Paddle =
{ x : Float
, y : Float
, height : Float
, width : Float
, vx : Float
, dir : Int
}
type alias Game =
{ lives : Int
}
type alias Model =
{ ball : Ball
, bricks : List Brick
, bid : Int
, paddle : Paddle
, game : Game
}
generateBricks : Int -> Int -> List Brick
generateBricks num numPerRow =
let
width =
(gameWidth // numPerRow)
height =
width // 3
createBrick i =
Brick
(toFloat ((i % numPerRow) * width))
(toFloat ((i // numPerRow) * height))
(toFloat height)
(toFloat width)
i
3
in
List.map createBrick [0..num - 1]
defaultBall : Ball
defaultBall =
Ball (gameWidth / 2) (gameHeight - 11) 100 -75 10
defaultModel : Model
defaultModel =
{ ball = defaultBall
, bricks = generateBricks 20 5
, bid = 0
, paddle = Paddle (gameWidth / 2) (gameHeight - 5) 5 100 5 0
, game = Game 3
}
init : ( Model, Cmd Msg )
init =
( defaultModel, Cmd.none )
-- Update
type Msg
= Tick Time
| Direction Int
| Static
update : Msg -> Model -> ( Model, Cmd Msg )
update msg model =
case msg of
Static ->
( model, Cmd.none )
Direction dir ->
let
{ paddle } =
model
in
( { model | paddle = { paddle | dir = dir } }, Cmd.none )
Tick delta ->
let
{ ball, bricks, paddle, game } =
model
newBall =
updateBall delta ball paddle bricks
newBricks =
updateBricks ball bricks
newPaddle =
updatePaddle paddle
newGame =
updateGame game newPaddle newBall
in
if newGame.lives == 0 then
( defaultModel, Cmd.none )
else
( { model
| ball =
if newGame.lives /= game.lives then
defaultBall
else
newBall
, bricks = newBricks
, paddle = newPaddle
, game = newGame
}
, Cmd.none
)
updateGame : Game -> Paddle -> Ball -> Game
updateGame game paddle ball =
if isOutOfBounds ball paddle then
{ game | lives = game.lives - 1 }
else
game
updatePaddle : Paddle -> Paddle
updatePaddle paddle =
{ paddle | x = paddle.x + (toFloat paddle.dir) * paddle.vx }
updateHealth : Ball -> List Brick -> List Brick
updateHealth ball bricks =
let
update b brick =
if isBrickCollision b brick then
{ brick | health = brick.health - 1 }
else
brick
in
List.map (update ball) bricks
removeDestroyed : Ball -> List Brick -> List Brick
removeDestroyed ball bricks =
List.filter (\brick -> brick.health > 0) bricks
updateBricks : Ball -> List Brick -> List Brick
updateBricks ball bricks =
removeDestroyed ball <| updateHealth ball bricks
isOutOfBounds : Ball -> Paddle -> Bool
isOutOfBounds ball paddle =
near ball.r gameHeight ball.y
&& (not <| near (paddle.width / 2) ball.x (paddle.x + paddle.width / 2))
isHorizontalCollision : Ball -> Brick -> Bool
isHorizontalCollision ball brick =
let
distanceX =
abs (ball.x - (brick.x + brick.width / 2))
in
distanceX <= (brick.width / 2 + ball.r) && distanceX < (brick.width / 2)
isVerticalCollision : Ball -> Brick -> Bool
isVerticalCollision ball brick =
let
distanceY =
abs (ball.y - (brick.y + brick.height / 2))
in
distanceY <= (brick.height / 2 + ball.r) && distanceY <= (brick.height / 2)
isDiagCollision : Ball -> Brick -> Bool
isDiagCollision ball brick =
let
distanceX =
abs (ball.x - (brick.x + brick.width / 2))
distanceY =
abs (ball.y - (brick.y + brick.height / 2))
in
((distanceX - brick.width / 2) ^ 2 + (distanceY - brick.height / 2) ^ 2) <= ball.r ^ 2
isBrickCollision : Ball -> Brick -> Bool
isBrickCollision ball brick =
let
distanceX =
abs (ball.x - (brick.x + brick.width / 2))
distanceY =
abs (ball.y - (brick.y + brick.height / 2))
in
if distanceX > (brick.width / 2 + ball.r) then
False
else if distanceY > (brick.height / 2 + ball.r) then
False
else if distanceX <= (brick.width / 2) then
True
else if distanceY <= (brick.height / 2) then
True
else
((distanceX - brick.width / 2)
^ 2
+ (distanceY - brick.height / 2)
^ 2
)
<= ball.r
^ 2
isPaddleCollision : Ball -> Paddle -> Bool
isPaddleCollision ball paddle =
near ball.r gameHeight ball.y
&& near (paddle.width / 2) ball.x (paddle.x + paddle.width / 2)
updateBall : Time -> Ball -> Paddle -> List Brick -> Ball
updateBall dt ball paddle bricks =
physicsUpdate dt <| updateSpeed paddle <| updateDirection ball paddle bricks
updateSpeed : Paddle -> Ball -> Ball
updateSpeed paddle ball =
if isPaddleCollision ball paddle then
{ ball | vx = ball.vx + ball.vx / 10, vy = ball.vy + ball.vy / 10 }
else
ball
anyVerticalCollision : Ball -> List Brick -> Bool
anyVerticalCollision ball bricks =
List.any
(\brick -> isVerticalCollision ball brick || isDiagCollision ball brick)
<|
List.filter (isBrickCollision ball) bricks
anyHorizontalCollision : Ball -> List Brick -> Bool
anyHorizontalCollision ball bricks =
List.any
(\brick -> isHorizontalCollision ball brick || isDiagCollision ball brick)
<|
List.filter (isBrickCollision ball) bricks
updateDirection : Ball -> Paddle -> List Brick -> Ball
updateDirection ball paddle bricks =
{ ball
| vx = getDirection ball.vx (near ball.r 0 ball.x || near ball.r gameWidth ball.x || anyVerticalCollision ball bricks)
, vy = getDirection ball.vy (isPaddleCollision ball paddle || near ball.r 0 ball.y || anyHorizontalCollision ball bricks)
}
near : Float -> Float -> Float -> Bool
near dist from to =
to >= from - dist && to <= from + dist
physicsUpdate : Time -> Ball -> Ball
physicsUpdate dt obj =
{ obj
| x = obj.x + obj.vx * dt
, y = obj.y + obj.vy * dt
}
getDirection : Float -> Bool -> Float
getDirection v collision =
if collision then
-v
else
v
-- Subscriptions
subscriptions : Model -> Sub Msg
subscriptions model =
Sub.batch
[ AnimationFrame.diffs (Tick << inSeconds)
, Keyboard.downs <| processKey True
, Keyboard.ups <| processKey False
]
processKey : Bool -> Keyboard.KeyCode -> Msg
processKey bool keycode =
case ( bool, keycode ) of
( False, _ ) ->
Direction 0
( _, 37 ) ->
Direction 1
( _, 39 ) ->
Direction -1
_ ->
Static
-- View
view : Model -> Html Msg
view { ball, bricks, paddle, game } =
div
[]
[ svg
[ Svg.Attributes.style "outline: thin solid black"
, width (toString gameWidth)
, height (toString gameHeight)
]
([ circle
[ cx (toString ball.x), cy (toString ball.y), r (toString ball.r) ]
[]
, renderPaddle paddle
]
++ List.map renderBrick bricks
)
, span
[ Html.Attributes.style [ ( "vertical-align", "top" ) ] ]
[ Html.text ("Lives: " ++ toString game.lives) ]
]
renderPaddle : Paddle -> Html Msg
renderPaddle paddle =
rect
[ x (toString paddle.x)
, y (toString paddle.y)
, height (toString paddle.height)
, width (toString paddle.width)
]
[]
getBrickColor : Brick -> String
getBrickColor { health } =
case health of
1 ->
"LightBlue"
2 ->
"Blue"
3 ->
"DarkBlue"
_ ->
"Black"
renderBrick : Brick -> Html Msg
renderBrick brick =
rect
[ x (toString brick.x)
, y (toString brick.y)
, height (toString brick.height)
, width (toString brick.width)
, fill <| getBrickColor brick
, stroke "black"
]
[]