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May 29, 2012 01:57
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htdp2e Exercise 173
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; Constants | |
(define WORM-SIZE 10) | |
(define WORM-MOVE (* WORM-SIZE 2)) | |
(define WIDTH 800) ; width of the game | |
(define HEIGHT 500) ; height of the game | |
(define SEGMENT (circle WORM-SIZE "solid" "red")) | |
; these structs hold the current list of worm segments, the direction | |
; the worm is travelling in, and our world object | |
(define-struct segment(x-pos y-pos)) | |
(define-struct direction(x y)) | |
(define-struct world(worm direction)) | |
(define WORM (list (make-segment 100 100) | |
(make-segment 100 80) | |
(make-segment 100 60)) ) | |
; To save repeating these directions in tests and code, we'll define them here | |
(define DOWN (make-direction 0 1)) | |
(define UP (make-direction 0 -1)) | |
(define RIGHT (make-direction 1 0)) | |
(define LEFT (make-direction -1 0)) | |
; Functions | |
; draw worm in its current location on the screen. This function recurses | |
; down our list of worm segments drawing each one at a time on to the background | |
; passed in | |
(define (draw-worm background worm) | |
(cond [(empty? worm) background] | |
[else (place-image | |
SEGMENT | |
(segment-x-pos (first worm)) (segment-y-pos (first worm)) | |
(draw-worm background (rest worm)) | |
)])) | |
; Check for collisions with either the walls or the rest of the worm. | |
; return true if collision detected, false otherwise | |
(define (collision-detected world) | |
(or | |
(collision-detected-wall (first (move-worm-helper world ))) | |
(collision-detected-worm (first (move-worm-helper world)) | |
(world-worm world )))) | |
; a helper function for checking for collision with the worm. | |
; This works by checking if area the worm would move into is already in the | |
; list of worm segments | |
; return true if collision detected, false otherwise | |
(define (collision-detected-worm segment worm) | |
(member? segment worm)) | |
; a helper function for collision detection with the wall | |
; returns true if a collision is detected, false otherwise | |
(define (collision-detected-wall segment) | |
(cond [(> 0 (segment-x-pos segment)) true] ; exceeding left edge | |
[(> 0 (segment-y-pos segment)) true] ; exceeding top edge | |
[(< WIDTH (segment-x-pos segment)) true] ; exceeding right edge | |
[(< HEIGHT (segment-y-pos segment)) true] ; exceeding bottom edge | |
[else false])) | |
; Draw our final scene with the worm departing the board | |
; Displays a "Game Over" type message. We should probably be calculating the | |
; width and height of the image to calculate the offsets, but it's simpler just | |
; to arbitrarily put it somewhere in the bottom right of the screen | |
(define (final-scene world) | |
(draw-worm | |
(place-image (text | |
(cond ((collision-detected-wall | |
(first (move-worm-helper world ))) | |
"worm hit border" ) | |
(else "worm hit worm")) | |
20 "red") | |
(- WIDTH 100) | |
(- HEIGHT 50) | |
(empty-scene WIDTH HEIGHT)) | |
(world-worm world))) | |
; Draws the current world. This consists of the snake and the food objects | |
(define (show world) | |
(draw-worm (empty-scene WIDTH HEIGHT) (world-worm world)) ) | |
; Move the worm in the current direction. To move the worm we add a segment | |
; to start of the worm (in the current direction) and get rid of the end of | |
; the worm | |
(define (move-worm worm direction) | |
(cons (new-segment (first worm) direction) (remove-last worm))) | |
; helper method to DRY up code. | |
(define (move-worm-helper world) | |
(move-worm (world-worm world) (world-direction world))) | |
; returns a new segment moved in 'direction' from the segment | |
; passed in | |
(define (new-segment segment direction) | |
(make-segment (+ (segment-x-pos segment) | |
(* WORM-MOVE (direction-x direction))) | |
(+ (segment-y-pos segment) | |
(* WORM-MOVE (direction-y direction))))) | |
; remove the last worm segment. this is a pretty unoptimised function. just | |
; reverse the list, grab the rest of it, and reverse it again to get it the | |
; correct order. | |
(define (remove-last worm) | |
(reverse (rest (reverse worm)))) | |
; On each clock tick, move the world further in time. It moves the worm | |
; and creates a new world based on this. | |
(define (progress-world world) | |
(make-world | |
(move-worm (world-worm world) (world-direction world)) | |
(world-direction world))) | |
;; handle keyboard events. | |
(define (handle-key-events ws ke) | |
(cond | |
[(string=? "left" ke) (change-direction ws LEFT)] | |
[(string=? "right" ke) (change-direction ws RIGHT)] | |
[(string=? "up" ke) (change-direction ws UP )] | |
[(string=? "down" ke) (change-direction ws DOWN)] | |
[else ws] | |
)) | |
; create a new world with the direction the worm is travelling in changed. | |
(define (change-direction world direction) | |
(make-world (world-worm world) direction)) | |
; This is the big bang function that drives the game. | |
(define (worm-main rate) | |
(big-bang (make-world WORM | |
(make-direction 1 0)) | |
(to-draw show) | |
(stop-when collision-detected final-scene) | |
(on-key handle-key-events) | |
(on-tick progress-world rate) )) | |
; start the game off! | |
(worm-main 0.1) | |
; TESTS | |
; Test when we move the worm up, a new segment is added to the start and removed | |
; from the end. | |
(check-expect (move-worm WORM LEFT) | |
(list | |
(make-segment (- 100 WORM-MOVE) 100) | |
(make-segment 100 100) | |
(make-segment 100 80))) | |
; Check the remove-last function removes the last segment correctly | |
(check-expect (remove-last WORM) | |
(list (make-segment 100 100) | |
(make-segment 100 80))) | |
; Test that new segment returns a new segment in the correct position | |
; (as per the current direction) | |
(check-expect (new-segment (make-segment 100 100) UP) | |
(make-segment 100 (- 100 WORM-MOVE))) | |
;; exceeding the bottom of the screen | |
;(check-expect (collision-detected (make-world | |
; (make-worm (- WIDTH 10) (+ HEIGHT 10)) RIGHT)) | |
; true) | |
;; exceeding the right side of the scren | |
;(check-expect (collision-detected (make-world | |
; (make-worm (+ WIDTH 10) (- HEIGHT 10)) RIGHT)) | |
; true) | |
; | |
;; exceeding the top of the screen | |
;(check-expect (collision-detected (make-world | |
; (make-worm -10 (- HEIGHT 10)) LEFT)) | |
; true) | |
;; exceeding the left side of the screen | |
;(check-expect (collision-detected (make-world | |
; (make-worm (- WIDTH 10) -10) LEFT)) | |
; true) | |
; | |
;;in the middle of the screen - should not collide | |
;(check-expect (collision-detected (make-world | |
; (make-worm (- WIDTH 10) (- HEIGHT 10)) LEFT)) | |
; false) | |
; | |
; | |
;; Test our worm draws as we expect it. | |
(check-expect (draw-worm (empty-scene 200 200) WORM) | |
(place-image SEGMENT 100 100 | |
(place-image SEGMENT 100 80 | |
(place-image SEGMENT 100 60 | |
(empty-scene 200 200))))) | |
; See http://htdp2e.blogspot.com/2012/05/exercise-173-re-design-your-program-so.html | |
; Test our worm moves in the direction we expect | |
(check-expect (move-worm (list (make-segment 50 50)) DOWN) | |
(list (make-segment 50 70))) | |
(check-expect (move-worm (list (make-segment 50 50)) UP) | |
(list (make-segment 50 30))) | |
(check-expect (move-worm (list (make-segment 50 50)) LEFT) | |
(list (make-segment 30 50))) | |
(check-expect (move-worm (list (make-segment 50 50)) RIGHT) | |
(list (make-segment 70 50))) | |
; Test our change-direction function changes the direction, but doesn't impact | |
; the postion | |
(check-expect (change-direction (make-world (make-segment 50 50) DOWN) UP) | |
(make-world (make-segment 50 50) UP)) | |
(check-expect (change-direction (make-world (make-segment 50 50) DOWN) RIGHT) | |
(make-world (make-segment 50 50) RIGHT)) |
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