forked from ericclack/racket-examples
-
Notifications
You must be signed in to change notification settings - Fork 0
/
asteroids3.rkt
239 lines (194 loc) · 7.09 KB
/
asteroids3.rkt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
#lang racket
#|
DONE:
- Don't start asteroids on top of ship
- Bullet speed added to craft speed
TODO:
- Ship crashing into asteroids + lives
- Score
|#
(require 2htdp/universe 2htdp/image)
(require "util.rkt")
(struct world (asteroids ship bullets) #: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 60)
(define NUM-ASTEROIDS 5)
(define BULLET-SPEED 5)
(define SHIP-SIZE 30)
(define TICK-RATE 1/30)
(define WIDTH 800)
(define HEIGHT 600)
;; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
(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 (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)
(define next-asteroids (hit-asteroids (world-asteroids w) (world-bullets w)))
(define next-bullets (live-bullets (world-asteroids w) (world-bullets w)))
(world (map move-asteroid next-asteroids)
(move-ship (world-ship w))
(filter bullet-in-range (map move-bullet next-bullets))))
;; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
;; 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 (render-world w)
(ship+scene (world-ship w)
(asteroids+scene (world-asteroids w)
(bullets+scene (world-bullets w)
(empty-scene WIDTH HEIGHT "black")))))
;; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
(define (direct-ship w a-key)
(define a-ship (world-ship w))
(define a-direction
(+ (ship-direction a-ship)
(cond
[(key=? a-key "left") -5]
[(key=? a-key "right") 5]
[else 0])))
(define a-speed
(+ (ship-speed a-ship)
(cond
[(key=? a-key "up") 1]
[(key=? a-key "down") -1]
[else 0])))
(define bullets
(cond
[(key=? a-key " ") (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))
(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 '()))
(if (ship-crashed? a-world)
(new-world)
a-world))
(define (go)
(big-bang (new-world)
(on-tick next-world TICK-RATE)
(on-key direct-ship)
(to-draw render-world)
(stop-when ship-crashed?)))