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10-2A-ball-and-wall.rkt
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10-2A-ball-and-wall.rkt
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#lang racket
;; 10-2A-ball-and-wall.rkt
;; the world will be an object with exactly two widgets:
;; a ball and a wall.
;; In this version, the wall is draggable, but the ball is not.
;; The ball should bounce off the wall.
;; The ball is told about the wall when it's created
(require rackunit)
(require 2htdp/universe)
(require 2htdp/image)
(require "extras.rkt")
;; start with (run framerate). Typically: (run 0.25)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; CONSTANTS
(define CANVAS-WIDTH 400)
(define CANVAS-HEIGHT 300)
(define EMPTY-CANVAS (empty-scene CANVAS-WIDTH CANVAS-HEIGHT))
(define INIT-BALL-X (/ CANVAS-HEIGHT 2))
(define INIT-BALL-Y (/ CANVAS-WIDTH 3))
(define INIT-BALL-SPEED 8)
(define INITIAL-WALL-POSITION 300)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Data Definitions
;; A Widget is an object whose class implements Widget<%>
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; INTERFACES
;; The World implements the WorldState<%> interface
(define WorldState<%>
(interface ()
; -> WorldState
; GIVEN: no arguments
; RETURNS: the state of the world at the next tick
after-tick
; Integer Integer MouseEvent-> WorldState
; GIVEN: a location
; RETURNS: the state of the world that should follow the
; given mouse event at the given location.
after-mouse-event
; KeyEvent : KeyEvent -> WorldState
; GIVEN: a key event
; RETURNS: the state of the world that should follow the
; given key event
after-key-event
; -> Scene
; GIVEN: a scene
; RETURNS: a scene that depicts this World
to-scene
))
;; Every object that lives in the world must implement the Widget<%>
;; interface.
(define Widget<%>
(interface ()
; -> Widget
; GIVEN: no arguments
; RETURNS: the state of this object that should follow at time t+1.
after-tick
; Integer Integer -> Widget
; GIVEN: a location
; RETURNS: the state of this object that should follow the
; specified mouse event at the given location.
after-button-down
after-button-up
after-drag
; KeyEvent : KeyEvent -> Widget
; GIVEN: a key event and a time
; RETURNS: the state of this object that should follow the
; given key event
after-key-event
; Scene -> Scene
; GIVEN: a scene
; RETURNS: a scene like the given one, but with this object
; painted on it.
add-to-scene
))
;; Additional method for Wall:
(define Wall<%>
(interface (Widget<%>)
; -> Int
; RETURNS: the x-position of the wall
get-pos
))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; initial-world : -> WorldState
;; RETURNS: a world with
(define (initial-world)
(local
((define the-wall (new Wall%))
(define the-ball (new Ball% [w the-wall])))
(make-world-state
(list the-wall the-ball))))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; run : PosReal -> World
; GIVEN: a frame rate, in secs/tick
; EFFECT: runs an initial world at the given frame rate
; RETURNS: the final state of the world
(define (run rate)
(big-bang (initial-world)
(on-tick
(lambda (w) (send w after-tick))
rate)
(on-draw
(lambda (w) (send w to-scene)))
(on-key
(lambda (w kev)
(send w after-key-event kev)))
(on-mouse
(lambda (w mx my mev)
(send w after-mouse-event mx my mev)))))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; The World% class
;; note that in this class there is no longer any way to add objects
;; to the world.
; ListOfWidget -> WorldState
(define (make-world-state objs)
(new WorldState% [objs objs]))
(define WorldState%
(class* object% (WorldState<%>)
(init-field objs) ; ListOfWidget
(super-new)
;; after-tick : -> World
;; Use HOFC map on the Widgets in this World
(define/public (after-tick)
(make-world-state
(map
(lambda (obj) (send obj after-tick))
objs)))
;; to-scene : -> Scene
;; Use HOFC foldr on the Widgets in this World
(define/public (to-scene)
(foldr
(lambda (obj scene)
(send obj add-to-scene scene))
EMPTY-CANVAS
objs))
;; after-key-event : KeyEvent -> WorldState
;; STRATEGY: Pass the KeyEvents on to the objects in the world.
(define/public (after-key-event kev)
(make-world-state
(map
(lambda (obj) (send obj after-key-event kev))
objs)))
;; world-after-mouse-event : Nat Nat MouseEvent -> WorldState
;; STRATGY: Cases on mev
(define/public (after-mouse-event mx my mev)
(cond
[(mouse=? mev "button-down")
(world-after-button-down mx my)]
[(mouse=? mev "drag")
(world-after-drag mx my)]
[(mouse=? mev "button-up")
(world-after-button-up mx my)]
[else this]))
;; the next few functions are local functions, not in the interface.
(define (world-after-button-down mx my)
(make-world-state
(map
(lambda (obj) (send obj after-button-down mx my))
objs)))
(define (world-after-button-up mx my)
(make-world-state
(map
(lambda (obj) (send obj after-button-up mx my))
objs)))
(define (world-after-drag mx my)
(make-world-state
(map
(lambda (obj) (send obj after-drag mx my))
objs)))
))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; The Ball% class
;; A Ball is a (new Ball% [x Int][y Int][speed Int][w Wall])
(define Ball%
(class* object% (Widget<%>)
(init-field w) ;; the Wall that the ball should bounce off of
;; initial values of x, y (center of ball)
(init-field [x INIT-BALL-X])
(init-field [y INIT-BALL-Y])
(init-field [speed INIT-BALL-SPEED])
; is this selected? Default is false.
(init-field [selected? false])
;; if this is selected, the position of
;; the last button-down event inside this, relative to the
;; heli's center. Else any value.
(init-field [saved-mx 0] [saved-my 0])
(field [radius 20])
(super-new)
;; after-tick : -> Ball
;; state of this ball after a tick. A selected ball doesn't move.
(define/public (after-tick)
(if selected? this
(new Ball%
[x (next-x-pos)]
[y y]
[speed (next-speed)]
[selected? selected?]
[saved-mx saved-mx]
[saved-my saved-my]
[w w])))
;; -> Integer
;; position of the ball at the next tick
;; STRATEGY: ask the wall for its position and use that to
;; calculate the upper bound for the ball's x position
(define (next-x-pos)
(limit-value
radius
(+ x speed)
(- (send w get-pos) radius)))
;; Number^3 -> Number
;; WHERE: lo <= hi
;; RETURNS: val, but limited to the range [lo,hi]
(define (limit-value lo val hi)
(max lo (min val hi)))
;; -> Integer
;; RETURNS: the velocity of the ball at the next tick
;; STRATEGY: if the ball will be at its limit, negate the
;; velocity, otherwise return it unchanged
(define (next-speed)
(if (or
(= (next-x-pos) radius)
(= (next-x-pos) (- (send w get-pos) radius)))
(- speed)
speed))
(define/public (add-to-scene s)
(place-image
(circle radius
"outline"
"red")
x y s))
; after-button-down : Integer Integer -> Ball
; GIVEN: the location of a button-down event
; STRATEGY: Cases on whether the event is in this
(define/public (after-button-down mx my)
(if (in-this? mx my)
(new Ball%
[x x][y y][speed speed]
[selected? true]
[saved-mx (- mx x)]
[saved-my (- my y)]
[w w])
this))
;; in-this? : Integer Integer -> Boolean
;; GIVEN: a location on the canvas
;; RETURNS: true iff the location is inside this.
(define (in-this? other-x other-y)
(<= (+ (sqr (- x other-x)) (sqr (- y other-y)))
(sqr radius)))
; after-button-up : Integer Integer -> Ball
; GIVEN: the location of a button-up event
; STRATEGY: Cases on whether the event is in this
; If this is selected, then unselect it.
(define/public (after-button-up mx my)
(if (in-this? mx my)
(new Ball%
[x x][y y][speed speed]
[selected? false]
[saved-mx 127]
[saved-my 98] ; the invariant says that if selected? is
; false, you can put anything here.
[w w])
this))
; after-drag : Integer Integer -> Ball
; GIVEN: the location of a drag event
; STRATEGY: Cases on whether the ball is selected.
; If it is selected, move it so that the vector from the center to
; the drag event is equal to (mx, my)
(define/public (after-drag mx my)
(if selected?
(new Ball%
[x (- mx saved-mx)]
[y (- my saved-my)]
[speed speed]
[selected? true]
[saved-mx saved-mx]
[saved-my saved-my]
[w w])
this))
;; the ball ignores key events
(define/public (after-key-event kev) this)
))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; The Wall% class
;; A Wall is (new Wall% [pos Integer]
;; [saved-mx Integer]
;; [selected? Boolean])
;; all these fields have default values.
(define Wall%
(class* object% (Wall<%>)
(init-field [pos INITIAL-WALL-POSITION]) ; the x position of the wall
; is the wall selected? Default is false.
(init-field [selected? false])
;; if the wall is selected, the x position of
;; the last button-down event near the wall
;; relative to the wall position
(init-field [saved-mx 0])
(super-new)
;; the extra behavior for Wall<%>
(define/public (get-pos) pos)
; after-button-down : Integer Integer -> Wall
; GIVEN: the location of a button-down event
; STRATEGY: Cases on whether the event is near the wall
(define/public (after-button-down mx my)
(if (near-wall? mx)
(new Wall%
[pos pos]
[selected? true]
[saved-mx (- mx pos)])
this))
; after-button-up : Integer Integer -> Wall
; GIVEN: the location of a button-up event
; RETURNS: a Wall like this one, but unselected
(define/public (after-button-up mx my)
(new Wall%
[pos pos]
[selected? false]
[saved-mx saved-mx]))
; after-drag : Integer Integer -> Wall
; GIVEN: the location of a drag event
; STRATEGY: Cases on whether the wall is selected.
; If it is selected, returns a wall like this one, except that
; the vector from its position to
; the drag event is equal to saved-mx
(define/public (after-drag mx my)
(if selected?
(new Wall%
[pos (- mx saved-mx)]
[selected? true]
[saved-mx saved-mx])
this))
;; add-to-scene : Scene -> Scene
;; RETURNS: a scene like the given one, but with this wall painted
;; on it.
(define/public (add-to-scene scene)
(scene+line scene pos 0 pos CANVAS-HEIGHT "black"))
;; is mx near the wall? We arbitrarily say it's near if its
;; within 5 pixels.
(define (near-wall? mx)
(< (abs (- mx pos)) 5))
;; the wall has no other behaviors
(define/public (after-tick) this)
(define/public (after-key-event kev) this)
))