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Main.elm
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import Html.App as App
import Html exposing (Html, div)
import Html.Attributes exposing (style)
import Svg exposing (Svg, svg, rect, circle)
import Svg.Attributes exposing (width, height, x, y, rx, cx, cy, r, stroke, strokeWidth, fill)
import Mouse
import AnimationFrame
import Time exposing (Time)
import Vec2 exposing (Vec2)
import Collision exposing (BoundingBox, Direction(..))
main =
App.program
{ init = init
, view = view
, update = update
, subscriptions = subscriptions
}
-- MODEL
type alias Model =
{ padX : Int
, ballPosition : Position
, ballVelocity : Velocity
, launched : Bool
, bricks: List Brick
}
type alias Position =
Vec2
type alias Velocity =
Vec2
type alias Brick =
{ position : Position
, width : Int
, height : Int
}
gameAttributes =
{ width = 800
, height = 600
}
padAttributes =
{ width = 80
, height = 15
, top = 500
}
ballAttributes =
{ radius = 10 }
brickAttributes =
{ width = 60
, height = 25
}
launchVelocity : Velocity
launchVelocity =
{ x = 1
, y = -2
}
init : (Model, Cmd Msg)
init =
(initModel, Cmd.none)
initModel : Model
initModel =
let
midX = round (toFloat gameAttributes.width / 2)
halfPadWdith = round (toFloat padAttributes.width / 2)
ballPosition =
{ x = toFloat midX
, y = toFloat (padAttributes.top - ballAttributes.radius)
}
in
{ padX = midX - halfPadWdith
, ballPosition = ballPosition
, ballVelocity = {x = 0, y = 0}
, launched = False
, bricks = initBricks
}
initBricks : List Brick
initBricks =
let
initial =
List.repeat 50
{ position = { x = 0, y = 0 }
, width = brickAttributes.width
, height = brickAttributes.height
}
positioned = List.indexedMap assignBrickPosition initial
in
positioned
assignBrickPosition index b =
let
xOffset = 100
yOffset = 80
padding = 10
lineLength = 10
x = (rem index lineLength) * (b.width) + xOffset
y = (index // lineLength) * (b.height + padding) + yOffset
in
{ b | position = { x = toFloat x , y = toFloat y }}
-- UPDATE
type Msg
= PadMove Mouse.Position
| Launch Mouse.Position
| TimeLapse Time
update : Msg -> Model -> (Model, Cmd Msg)
update message model =
case message of
PadMove position ->
(model
|> updatePad position.x
|> updateBall 0
, Cmd.none)
Launch _ ->
(launchBall model, Cmd.none)
TimeLapse delta ->
(model
|> updateBall delta
, Cmd.none)
updatePad : Int -> Model -> Model
updatePad mouseX model =
let
halfPadWidth = round (toFloat padAttributes.width / 2)
x = mouseX - halfPadWidth
bound = gameAttributes.width - padAttributes.width
boundedX = clamp 0 bound x
in
{ model | padX = boundedX }
updateBall : Time -> Model -> Model
updateBall delta model =
if model.launched then
model
|> moveBall delta
|> collideBall
|> loseBall
else
followPadWithBall model
followPadWithBall : Model -> Model
followPadWithBall model =
let
halfPadWidth = round (toFloat padAttributes.width / 2)
ballPosition =
{ x = toFloat (model.padX + halfPadWidth)
, y = model.ballPosition.y
}
in
{ model |
ballPosition = ballPosition }
launchBall : Model -> Model
launchBall model =
if model.launched then
model
else
{ model
| launched = True
, ballVelocity = launchVelocity
}
moveBall : Time -> Model -> Model
moveBall delta model =
if delta > 0 then
{ model
| ballPosition = Vec2.add model.ballPosition model.ballVelocity
}
else
model
collideBall : Model -> Model
collideBall =
collideBallWithWalls >> collideBallWithPad >> collideBallWithBricks
collideBallWithWalls : Model -> Model
collideBallWithWalls model =
let
ball = ballToCircle model
walls = wallBoundingBoxes
collide = \wall model' -> collideBallWithBox ball wall model'
in
List.foldl collide model walls
collideBallWithPad : Model -> Model
collideBallWithPad model =
let
ball = ballToCircle model
box = padToBoundingBox model
in
collideBallWithBox ball box model
collideBallWithBricks : Model -> Model
collideBallWithBricks model =
let
ball = ballToCircle model
collision = \brick -> Collision.circleVsAABB ball (brickToBoundingBox brick)
isColliding = \brick -> .isColliding (collision brick)
(candidates, notColliding) = List.partition isColliding model.bricks
in
case candidates of
brick :: rest ->
let
model' = collideBallWithBox ball (brickToBoundingBox brick) model
in
-- destroying more than one brick produces a buggy rebound
{ model' | bricks = List.append rest notColliding }
[] ->
model
collideBallWithBox : Collision.Circle -> BoundingBox -> Model -> Model
collideBallWithBox ball box model =
let
collision = Collision.circleVsAABB ball box
in
if collision.isColliding then
let
rebound = Collision.reboundDirection collision.penetration
correctedVelocity = reboundVelocity rebound model
correctedPosition = Vec2.subtract model.ballPosition collision.penetration
in
{ model
| ballPosition = correctedPosition
, ballVelocity = correctedVelocity
}
else
model
reboundVelocity : Direction -> Model -> Velocity
reboundVelocity direction model =
let
dx = model.ballVelocity.x
dy = model.ballVelocity.y
in
case direction of
Up ->
{ x = dx, y = -dy }
Down ->
{ x = dx, y = -dy }
Left ->
{ x = -dx, y = dy }
Right ->
{ x = -dx, y = dy }
padToBoundingBox : Model -> BoundingBox
padToBoundingBox model =
{ topLeft =
{ x = toFloat model.padX
, y = toFloat padAttributes.top
}
, bottomRight =
{ x = toFloat (model.padX + padAttributes.width)
, y = toFloat (padAttributes.top + padAttributes.height)
}
}
brickToBoundingBox : Brick -> BoundingBox
brickToBoundingBox brick =
let
topLeft = brick.position
bottomRight =
Vec2.add brick.position { x = toFloat brick.width, y = toFloat brick.height }
in
{ topLeft = topLeft
, bottomRight = bottomRight
}
ballToCircle : Model -> Collision.Circle
ballToCircle model =
{ center = model.ballPosition
, radius = toFloat ballAttributes.radius
}
wallBoundingBoxes : List (BoundingBox)
wallBoundingBoxes =
let
wallWidth = 50.0
worldWidth = toFloat gameAttributes.width
worldHeight = toFloat gameAttributes.height
in
-- left wall
[ { topLeft = { x = -wallWidth, y = -wallWidth }
, bottomRight = { x = 0, y = worldHeight }
}
-- top wall
, { topLeft = { x = 0, y = -wallWidth }
, bottomRight = { x = worldWidth, y = 0 }
}
-- right wall
, { topLeft = { x = worldWidth , y = -wallWidth }
, bottomRight = { x = worldWidth + wallWidth, y = worldHeight }
}
]
loseBall : Model -> Model
loseBall model =
if model.ballPosition.y > toFloat (padAttributes.top + padAttributes.height) then
initModel
else
model
-- VIEW
view : Model -> Html Msg
view model =
let
nodes =
pad model.padX ::
ball model.ballPosition.x model.ballPosition.y ::
List.map brick model.bricks
in
div
[ style
[ "width" => px gameAttributes.width
, "height" => px gameAttributes.height
, "background-color" => "#efe"
]
]
[ svg
[ width (toString gameAttributes.width)
, height (toString gameAttributes.height)
]
nodes
]
(=>) = (,)
px : Int -> String
px pixels =
toString pixels ++ "px"
block : Float -> Float -> Int -> Int -> List (Svg.Attribute Msg) -> Svg Msg
block x' y' width' height' extraAttributes =
rect
(List.append
[ x (toString x')
, y (toString y')
, width (toString width')
, height (toString height')
]
extraAttributes)
[]
pad : Int -> Svg Msg
pad x =
block (toFloat x) (toFloat padAttributes.top) padAttributes.width padAttributes.height
[ fill "#632F53"
, rx "3"
]
ball : Float -> Float -> Svg Msg
ball x y =
circle
[ cx (toString x)
, cy (toString y)
, r (toString ballAttributes.radius)
, fill "#632F53"
]
[]
brick : Brick -> Svg Msg
brick b =
let
styles =
[ stroke "#5EBCCF"
, strokeWidth "3"
, fill "#69D2E7"
, rx "2"
]
in
block b.position.x b.position.y b.width b.height styles
-- SUBSCRIPTIONS
subscriptions : Model -> Sub Msg
subscriptions model =
Sub.batch
[ Mouse.moves PadMove
, Mouse.ups Launch
, AnimationFrame.diffs TimeLapse
]