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asteroids5.rkt
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asteroids5.rkt
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#lang racket
#|
Asteroids - (go) to run.
Left / right to rotate
Up / down to speed up, slow down
Space to fire.
DONE:
- Multiple key presses, e.g. moving and shooting at the
same time.
- Some motivaton for the user to do more than just fire
in circles endlessely - maybe limitted bullets?
TODO:
- It's too hard to begin with
- Level up
- Can leave bullets just sitting there (reverse and fire)
- Lives
|#
(require 2htdp/universe 2htdp/image)
(require "util.rkt")
(struct world (asteroids ship bullets score) #:transparent)
(struct pos (x y) #:transparent)
(struct ship (pos direction speed) #:transparent)
(struct asteroid (pos direction speed size) #:transparent)
(struct bullet (pos direction speed) #:transparent)
(define BIG-ASTEROID 50)
(define NUM-ASTEROIDS 4)
(define BULLET-SPEED 5)
(define SHIP-SIZE 30)
(define MAX-BULLETS 25)
(define TICK-RATE 1/30)
(define WIDTH 800)
(define HEIGHT 600)
(define KEY-STATE (make-hash))
;; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
(define (new-asteroid)
(asteroid (pos (random WIDTH) (random HEIGHT))
(random 360) (+ 1 (random 2)) BIG-ASTEROID))
(define (move-pos a-pos a-direction a-speed)
(define r (degrees->radians a-direction))
(pos (+ (pos-x a-pos) (* a-speed (cos r)))
(+ (pos-y a-pos) (* a-speed (sin r)))))
(define (wrap-pos a-pos a-size)
(define x (pos-x a-pos))
(define y (pos-y a-pos))
(pos (cond
[(> x (+ WIDTH a-size)) (- 0 a-size)]
[(< x (- 0 a-size)) (+ WIDTH a-size)]
[else x])
(cond
[(> y (+ HEIGHT a-size)) (- 0 a-size)]
[(< y (- 0 a-size)) (+ HEIGHT a-size)]
[else y])))
(define (inside-circle circle-pos radius a-pos)
(define distance
(sqrt (+ (expt (- (pos-x a-pos) (pos-x circle-pos)) 2)
(expt (- (pos-y a-pos) (pos-y circle-pos)) 2))))
(<= distance radius))
(define (bullet-in-range a-bullet)
(define x (pos-x (bullet-pos a-bullet)))
(define y (pos-y (bullet-pos a-bullet)))
(and (> x 0) (< x WIDTH) (> y 0) (< y HEIGHT)))
(define (move-asteroid a)
(asteroid (wrap-pos
(move-pos (asteroid-pos a) (asteroid-direction a) (asteroid-speed a))
(asteroid-size a))
(asteroid-direction a)
(asteroid-speed a)
(asteroid-size a)))
(define (new-bullet a-ship)
(bullet (ship-pos a-ship)
(ship-direction a-ship)
(+ (ship-speed a-ship) BULLET-SPEED)))
(define (move-bullet b)
(bullet (move-pos (bullet-pos b) (bullet-direction b) (bullet-speed b))
(bullet-direction b)
(bullet-speed b)))
(define (hit-asteroids asteroids bullets)
;; If any asteroids have been hit, split them in half.
;; Asteroids that are too small are deleted.
;; A list like this (a a a a a) will result in a list
;; like this (a a (a a) a a) on hit, we use flatten
;; to return the right thing.
(define (hit-asteroid? a bullets)
;; Has this asteroid been hit by any of the bullets?
(cond
[(empty? bullets) #f]
[(inside-circle (asteroid-pos a) (asteroid-size a)
(bullet-pos (car bullets))) #t]
[else
(hit-asteroid? a (cdr bullets))]))
(define (split-asteroid a)
(list (asteroid (asteroid-pos a) (- (asteroid-direction a) 90)
(asteroid-speed a) (/ (asteroid-size a) 2))
(asteroid (asteroid-pos a) (+ (asteroid-direction a) 90)
(asteroid-speed a) (/ (asteroid-size a) 2))))
(define (bullets-hit-asteroid a)
(if (hit-asteroid? a bullets)
(split-asteroid a)
a))
(define (big-enough a)
(> (asteroid-size a) 5))
(filter big-enough (flatten (map bullets-hit-asteroid asteroids))))
(define (asteroids-diff prev-asteroids next-asteroids)
;; +1 point each time the number of asteroids decreases
;; regardless of size
(define diff (- (length prev-asteroids)
(length next-asteroids)))
(if (> diff 0) diff 0))
(define (live-bullets asteroids bullets)
;; Like hit-asteroids, but returns only bullets that
;; have not hit an asteroid
(define (bullet-hit? b asteroids)
(cond
[(empty? asteroids) #f]
[(inside-circle (asteroid-pos (car asteroids))
(asteroid-size (car asteroids))
(bullet-pos b)) #t]
[else (bullet-hit? b (cdr asteroids))]))
(define (bullet-hit-no-asteroids b)
(not (bullet-hit? b asteroids)))
(filter bullet-hit-no-asteroids bullets))
(define (move-ship a-ship)
(ship (wrap-pos
(move-pos (ship-pos a-ship) (ship-direction a-ship) (ship-speed a-ship))
SHIP-SIZE)
(ship-direction a-ship)
(ship-speed a-ship)))
(define (next-world w)
(move-world (direct-ship w)))
(define (move-world w)
(define next-asteroids (hit-asteroids (world-asteroids w) (world-bullets w)))
(define next-bullets (live-bullets (world-asteroids w) (world-bullets w)))
(define add-score (asteroids-diff (world-asteroids w) next-asteroids))
(world (map move-asteroid next-asteroids)
(move-ship (world-ship w))
(filter bullet-in-range (map move-bullet next-bullets))
(+ add-score (world-score w))))
;; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
;; Rendering
(define (img+scene pos img scene)
(place-image img (pos-x pos) (pos-y pos) scene))
(define (ship-img a-direction)
(rotate (- 270 a-direction)
(overlay/offset (triangle SHIP-SIZE "solid" "white") 0 8
(triangle SHIP-SIZE "solid" "white"))))
(define (ship+scene a-ship scene)
(img+scene (ship-pos a-ship)
(ship-img (ship-direction a-ship))
scene))
(define (asteroids+scene asteroids scene)
(foldl (λ (a scene)
(img+scene (asteroid-pos a)
(circle (asteroid-size a) "solid" "gray")
scene))
scene asteroids))
(define (bullets+scene bullets scene)
(foldl (λ (b scene)
(img+scene (bullet-pos b)
(circle 2 "solid" "yellow")
scene))
scene bullets))
(define (score+scene score scene)
(place-image (text (string-append "Score: "
(number->string score))
24 "white") 55 20 scene))
(define (render-world w)
(score+scene (world-score w)
(ship+scene (world-ship w)
(asteroids+scene (world-asteroids w)
(bullets+scene (world-bullets w)
(empty-scene WIDTH HEIGHT "black"))))))
;; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
(define (key-down w a-key)
(hash-set! KEY-STATE a-key #t)
w)
(define (key-up w a-key)
(hash-remove! KEY-STATE a-key)
w)
(define (key-pressed? a-key)
(hash-ref KEY-STATE a-key #f))
(define (direct-ship w)
(define a-ship (world-ship w))
(define a-direction
(+ (ship-direction a-ship)
(cond
[(key-pressed? "left") -5]
[(key-pressed? "right") 5]
[else 0])))
(define a-speed
(+ (ship-speed a-ship)
(cond
[(key-pressed? "up") 1]
[(key-pressed? "down") -1]
[else 0])))
(define bullets
(cond
[(and (key-pressed? " ")
(< (length (world-bullets w)) MAX-BULLETS))
(cons (new-bullet a-ship) (world-bullets w))]
[else (world-bullets w)]))
(world (world-asteroids w)
(ship (ship-pos a-ship) a-direction a-speed)
bullets
(world-score w)))
(define (ship-crashed? w)
(define a-ship (world-ship w))
(define (ship-hit-asteroids? asteroids)
(cond
[(empty? asteroids) #f]
[(inside-circle (asteroid-pos (car asteroids))
(+ (asteroid-size (car asteroids))
(/ SHIP-SIZE 2))
(ship-pos a-ship)) #t]
[else (ship-hit-asteroids? (cdr asteroids))]))
(ship-hit-asteroids? (world-asteroids w)))
(define (new-world)
;; Produce a world in which the ship has not just crashed
(define asteroids (times-repeat NUM-ASTEROIDS (new-asteroid)))
(define a-ship (ship (pos (/ WIDTH 2) (/ HEIGHT 2)) 0 0))
(define a-world
(world asteroids a-ship '() 0))
(if (ship-crashed? a-world)
(new-world)
a-world))
(define (go)
(hash-clear! KEY-STATE)
(big-bang (new-world)
(on-tick next-world TICK-RATE)
(on-key key-down)
(on-release key-up)
(to-draw render-world)
(stop-when ship-crashed?)))