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A version of GifGame that works on elm-lang.org/try
import Html exposing (Html, div, text, p, button, input, br, img)
import Html.App exposing (program)
import Html.Attributes exposing (style, src)
import Html.Events exposing (onClick, onInput)
import Http
import Random
import Task
import Json.Decode as Json
type alias GModel =
{ gifUrl : String
, currentTopic : String
, currentGuess : String
, guessesLeft : Int
}
type GInternalMsg
= TextChanged String
| MakeGuess
| GifError Http.Error
| NewTopic String
| NewGif String
type GOutMsg
= PlayerWin Int
| PlayerLoss
type GMsg
= ForSelf GInternalMsg
| ForParent GOutMsg
type alias GTranslationDictionary parentMsg =
{ onInternalMessage : GInternalMsg -> parentMsg
, onPlayerWin : Int -> parentMsg
, onPlayerLose : parentMsg
}
type alias GTranslator parentMsg =
GMsg -> parentMsg
gtranslator : GTranslationDictionary parentMsg -> GTranslator parentMsg
gtranslator { onInternalMessage, onPlayerWin, onPlayerLose } msg =
case msg of
ForSelf internal ->
onInternalMessage internal
ForParent (PlayerWin score) ->
onPlayerWin score
ForParent PlayerLoss ->
onPlayerLose
-- INIT
initialModel =
{ gifUrl = "waiting.gif", currentTopic = "", currentGuess = "", guessesLeft = 10 }
ginit : GTranslator parentMsg -> ( GModel, Cmd parentMsg )
ginit translator =
initialModel ! [ Cmd.map translator getRandomTopic ]
-- VIEW
{-| Note the use of composition here to chain the `TextChanged` constructor function with `ForSelf`
-}
view' : GModel -> Html GMsg
view' model =
div [ style [ ( "display", "block" ), ( "padding", "20px" ) ] ]
[ img [ src model.gifUrl ] []
, br [] []
, input [ onInput (ForSelf << TextChanged) ] []
, button [ onClick (ForSelf MakeGuess) ] [ text "Guess!" ]
, p [] [ text ("Guesses left: " ++ toString model.guessesLeft) ]
]
gview : GModel -> GTranslator parentMsg -> Html parentMsg
gview model translator =
Html.App.map translator (view' model)
-- UPDATE
update' : GInternalMsg -> GModel -> ( GModel, Cmd GMsg )
update' msg model =
case msg of
TextChanged newText ->
{ model | currentGuess = newText } ! []
GifError _ ->
model ! []
NewTopic topic ->
{ model | currentTopic = topic } ! [ getRandomGif topic ]
NewGif gifUrl ->
{ model | gifUrl = gifUrl } ! []
MakeGuess ->
let
newGame =
{ initialModel | currentGuess = model.currentGuess }
in
if model.currentGuess == model.currentTopic then
newGame ! [ getRandomTopic, generateParentMsg (PlayerWin model.guessesLeft) ]
else if model.guessesLeft == 1 then
newGame ! [ getRandomTopic, generateParentMsg PlayerLoss ]
else
{ model | guessesLeft = model.guessesLeft - 1 } ! []
gupdate : GInternalMsg -> GModel -> GTranslator parentMsg -> ( GModel, Cmd parentMsg )
gupdate msg model translator =
let
( model', cmd ) =
update' msg model
in
( model', Cmd.map translator cmd )
never : Never -> a
never n =
never n
generateParentMsg : GOutMsg -> Cmd GMsg
generateParentMsg outMsg =
Task.perform never ForParent (Task.succeed outMsg)
randomConstant : a -> Random.Generator a
randomConstant value = Random.map (\_ -> value) Random.bool
listGetIndex lst i =
case (lst, i) of
([], _) -> Debug.crash "Empty list"
(x :: _, 0) -> x
(_ :: xs, n) -> listGetIndex xs (n - 1)
randomChoices : List (Random.Generator a) -> Random.Generator a
randomChoices lst = Random.int 0 (List.length lst) `Random.andThen`
\index -> listGetIndex lst index
getRandomTopic : Cmd GMsg
getRandomTopic =
let
-- Just some things I like...
topics =
[ "cats", "dogs", "orphan black", "elm", "translation", "pets" ]
topicGenerators =
List.map randomConstant topics
randomTopicGenerator =
randomChoices topicGenerators
in
Random.generate (ForSelf << NewTopic) randomTopicGenerator
getRandomGif : String -> Cmd GMsg
getRandomGif topic =
let
decodeGifUrl : Json.Decoder String
decodeGifUrl =
Json.at [ "data", "image_url" ] Json.string
url =
"http://api.giphy.com/v1/gifs/random?api_key=dc6zaTOxFJmzC&tag=" ++ topic
in
Cmd.map ForSelf <| Task.perform GifError NewGif (Http.get decodeGifUrl url)
type alias Model =
{ p1Game : GModel
, p2Game : GModel
, p1Score : Int
, p2Score : Int
}
type Player
= P1
| P2
{-| We can _increase_ a player's score by a certain (variable) amount when she wins; we can penalize a player when she loses, and we can reset the game for both players at once.
The IncreaseScore and Penalize messages will be generated from within the GifGame component, whereas the Reset message will be generated from Main. The beauty of the Translator pattern is that this doesn't matter: we just list all the messages we will have to handle.
-}
type Msg
= GameMsg Player GInternalMsg
| IncreaseScore Player Int
| Penalize Player
| Reset
{-| Here we present a slight variation on the pattern described in the article. Since we have two players, and therefore two active instances of the GifGame component, we will provide two different translators, one that translates GifGame messages into messages about player 1, and one that translates them into messages about player 2.
The `translator` function is where this happens -- it takes in a player, and creates a custom translator for that player. Note that the child component doesn't know anything about the Player type, or that it has more than one instance.
-}
translator : Player -> GTranslator Msg
translator pl =
let
translationDictionary =
{ onInternalMessage = GameMsg pl
, onPlayerWin = IncreaseScore pl
, onPlayerLose = Penalize pl
}
in
gtranslator translationDictionary
p1Translator =
translator P1
p2Translator =
translator P2
{-| As in any Elm app, we need to get initial state and commands from our component. Note that instead of using `Cmd.map` on the resulting commands, though, we pass in a translator to the child's `init` function. This allows the child to return ready-to-use `Cmd Msg` values.
-}
init : ( Model, Cmd Msg )
init =
let
( p1Init, p1Commands ) =
ginit p1Translator
( p2Init, p2Commands ) =
ginit p2Translator
in
{ p1Game = p1Init
, p2Game = p2Init
, p1Score = 0
, p2Score = 0
}
! [ p1Commands, p2Commands ]
{-| In the view, we calculate the background color based on the scores of the two players, then create a simple div that renders the two child components. Incorporating those components is very lightweight: we simply pass our translators into `G.view`, and we get ready-to-use `Html Msg` values to stick into our program.
-}
view : Model -> Html Msg
view model =
let
backgroundColor =
if model.p1Score > model.p2Score then
"lightblue"
else if model.p2Score > model.p1Score then
"pink"
else
"white"
bgColorStyle =
style [ ( "background-color", backgroundColor ) ]
in
div [ bgColorStyle ]
[ gview model.p1Game p1Translator
, gview model.p2Game p2Translator
, button [ onClick Reset ] [ text "Reset everything" ]
]
update : Msg -> Model -> ( Model, Cmd Msg )
update msg model =
case msg of
IncreaseScore P1 amt ->
{ model | p1Score = model.p1Score + amt } ! []
IncreaseScore P2 amt ->
{ model | p2Score = model.p2Score + amt } ! []
Penalize P1 ->
{ model | p1Score = model.p1Score - 5 } ! []
Penalize P2 ->
{ model | p2Score = model.p2Score - 5 } ! []
Reset ->
init
GameMsg P1 internal ->
let
( p1Game', cmd ) =
gupdate internal model.p1Game p1Translator
in
{ model | p1Game = p1Game' } ! [ cmd ]
GameMsg P2 internal ->
let
( p2Game', cmd ) =
gupdate internal model.p2Game p2Translator
in
{ model | p2Game = p2Game' } ! [ cmd ]
main =
program { init = init, view = view, update = update, subscriptions = \_ -> Sub.none }
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