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Update.elm
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Update.elm
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module Update where
import Keyboard
import Time exposing (..)
import Debug exposing (watch)
import Array
import Random exposing (int, generate, initialSeed, Generator, Seed)
import Model exposing (..)
update : Input -> Game -> Game
update input game =
case input of
TimeDelta delta ->
game
|> updatePlayerY delta
|> updateBackground delta
|> applyPhysics delta
|> checkFailState delta
|> updatePillars delta
|> updateScore delta
Space space ->
game
|> transitionState space
|> updatePlayerVelocity space
--Time updates
updatePlayerY : TimeUpdate
updatePlayerY delta game =
{game | y =
if game.state == Start then
game.y + (sin (game.backgroundX / 10))
else if game.state == Play || (game.state == GameOver && game.y > -gameHeight/2) then
game.y + game.vy * (snd delta)
else
game.y
}
isColliding : Constants -> Game -> Pillar -> Bool
isColliding constants game pillar =
let
r1 =
{ left = constants.playerX - (toFloat constants.planeWidth)/2 + constants.epsilon
, top = game.y + (toFloat constants.planeHeight)/2
, right = constants.playerX + (toFloat constants.planeWidth)/2 - constants.epsilon
, bottom = game.y - (toFloat constants.planeHeight)/2
}
r2 =
{ left = pillar.x - (toFloat constants.pillarWidth)/2 + constants.epsilon
, top = pillar.y + (toFloat pillar.height)/2
, right = pillar.x + (toFloat constants.pillarWidth)/2 - constants.epsilon
, bottom = pillar.y - (toFloat pillar.height)/2
}
in
not
<| r2.left > r1.right
|| r2.right < r1.left
|| r2.top < r1.bottom
|| r2.bottom > r1.top
checkFailState : TimeUpdate
checkFailState delta game =
let
playerOffScreen =
game.y <= -gameHeight/2
collisionPillars =
Array.filter (\p -> isColliding constants game p) game.pillars
|> Array.length
playerCollidedWithPillar =
collisionPillars > 0
in
{game | state =
if game.state == Play && (playerOffScreen || playerCollidedWithPillar) then
GameOver
else
game.state
}
updateBackground : TimeUpdate
updateBackground delta game =
{game | backgroundX =
if game.backgroundX > gameWidth then
0
else if game.state == GameOver then
game.backgroundX
else
game.backgroundX + (snd delta) * constants.backgroundScrollV
}
applyPhysics : TimeUpdate
applyPhysics delta game =
{game | vy =
if game.state == Play || game.state == GameOver && game.y > -gameHeight/2 then
game.vy - (snd delta) * constants.gravity
else
0
}
updatePillars : TimeUpdate
updatePillars delta game =
let
timeToPillar =
if game.timeToPillar <= 0 then
constants.timeBetweenPillars
else if game.state == Play then
game.timeToPillar - (snd delta)
else
game.timeToPillar
shouldAddPillar = timeToPillar == constants.timeBetweenPillars && game.state == Play
updatedPillars =
Array.map (\p -> {p | x = p.x - constants.foregroundScrollV * (snd delta)}) game.pillars |>
Array.filter (\p -> p.x > -(gameWidth/2))
pillars =
if game.state /= Play then
game.pillars
else if shouldAddPillar then
Array.append (generatePillars (fst delta) game) updatedPillars
else
updatedPillars
in
{ game | timeToPillar = timeToPillar
, pillars = pillars
}
generatePillars : Time -> Game -> Array.Array Pillar
generatePillars time game =
let
bottomHeight =
fst <| generate constants.randomizer <| initialSeed <| round <| inMilliseconds time
topHeight =
gameHeight - bottomHeight - constants.gapHeight
in
Array.fromList <|
[
{ x = gameWidth/2 + (toFloat constants.pillarWidth)
, y = (toFloat bottomHeight/2) - (gameHeight/2)
, height = bottomHeight
, kind = Bottom
, passed = False
}
,
{ x = gameWidth/2 + (toFloat constants.pillarWidth)
, y = (gameHeight/2 - (toFloat topHeight/2))
, height = topHeight
, kind = Top
, passed = False
}
]
updateScore : TimeUpdate
updateScore delta game =
let
length =
Array.length <| Array.filter (\p -> not p.passed && p.x < constants.playerX) game.pillars
pillars =
if (length > 0) then
Array.map (\p -> if not p.passed && p.x < constants.playerX then {p | passed = True} else p) game.pillars
else
game.pillars
in
{game |
pillars = pillars
, score =
if length > 0 then
game.score + 1
else
game.score
}
--Input updates
transitionState : KeyUpdate
transitionState space game =
if game.state == GameOver && game.y <= -gameHeight/2 && space then
defaultGame --Reset
else
{game |
state =
if game.state == Start && space then
Play
else
game.state
}
updatePlayerVelocity : KeyUpdate
updatePlayerVelocity space game =
{game | vy =
if game.state == Play && space then
constants.jumpSpeed
else
game.vy
}