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pacman.rkt
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pacman.rkt
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#lang planet dyoo/whalesong
(require (planet dyoo/whalesong/world)
(planet dyoo/whalesong/image)
)
;; Constants:
(define E "empty") ;See CellValue data definition below
(define D "dot") ;
(define W "wall") ;
(define INIT-BOARD ;See Board data definition below
(vector (vector W W W W W W W W W W W W W)
(vector W D D D D D D D D D D D W)
(vector W D W D W W W W W D W D W)
(vector W D W D W D D D W D W D W)
(vector W D W D D D W D D D W D W)
(vector W D W W D W W W D W W D W)
(vector W D D D D D E D D D D D W)
(vector W W W W W W W W W W W W W)))
(define SMALL-BOARD
(vector (vector E E E)
(vector E E E)))
(define CELL-SIZE 20)
(define BOARD-WIDTH (* CELL-SIZE (vector-length (vector-ref INIT-BOARD 0))))
(define BOARD-HEIGHT (* CELL-SIZE (vector-length INIT-BOARD)))
(define SMALL-BOARD-WIDTH (* CELL-SIZE (vector-length (vector-ref SMALL-BOARD 0))))
(define SMALL-BOARD-HEIGHT (* CELL-SIZE (vector-length SMALL-BOARD)))
(define SCORE-HEIGHT 30)
(define SCORE-TEXT-SIZE 20)
(define PM (circle 10 "solid" "yellow"))
(define MTC (rectangle CELL-SIZE CELL-SIZE "solid" "black")) ; empty cell
(define DTC (overlay (circle 3 "solid" "white") MTC)) ; dot in cell
(define WALL (rectangle CELL-SIZE CELL-SIZE "solid" "blue")) ; wall
(define MTB
(empty-scene BOARD-WIDTH
(+ BOARD-HEIGHT SCORE-HEIGHT)))
(define SMALL-MTB
(empty-scene SMALL-BOARD-WIDTH
(+ SMALL-BOARD-HEIGHT SCORE-HEIGHT)))
;; Data definitions:
;; Score is Natural
;; interp. dots eaten by pac-man since start of game
(define INIT-SCORE 0)
;; CellValue is one of:
;; - "empty"
;; - "dot"
;; - "wall"
;; interp. the content of a board cell
;; Direction is one of:
;; - "U"
;; - "D"
;; - "L"
;; - "R"
;; interp. direction that a sprite is facing
(define-struct sprite (x y dir))
;; Sprite is (make-sprite Natural Natural Direction)
;; interp. the position in Board coordinates, and the direction of a sprite
(define INIT-PM (make-sprite 6 6 "U"))
;; Board is (vectorof (vectorof CellValue))
;; interp. the game board
(define RENDER-TEST-BOARD (vector (vector W E)
(vector D E)))
(define-struct gs (pm board board-image score))
;; GameState is (make-gs Sprite Board Image Score)
;; interp. all parts of the pac-man game; pac-man, the current
;; board, the current board image, and the current score
(define MTB-GS (make-gs INIT-PM INIT-BOARD MTB INIT-SCORE))
;;-------------------------------------------------------------------------------------
;;-------------------------------------------------------------------------------------
;;-------------------------------------------------------------------------------------
;; Testing values:
;; Sprite:
(define R-SPRITE (make-sprite 1 1 "R"))
(define L-SPRITE (make-sprite 1 1 "L"))
(define U-SPRITE (make-sprite 1 1 "U"))
(define D-SPRITE (make-sprite 1 1 "D"))
;; Board:
(define EE-BOARD (vector (vector W W W W)
(vector W E E W)
(vector W W W W)))
(define ED-BOARD (vector (vector W W W W)
(vector W E D W)
(vector W W W W)))
(define DD-BOARD (vector (vector W W W W)
(vector W D D W)
(vector W W W W)))
;; GameState:
;; MTB-GS previously defined above
(define END-GS (make-gs R-SPRITE EE-BOARD SMALL-MTB 0))
;;-------------------------------------------------------------------------------------
;;-------------------------------------------------------------------------------------
;;-------------------------------------------------------------------------------------
;; Functions:
;;-------------------------------------------------------------------------------------
;;-------------------------------------------------------------------------------------
;;-------------------------------------------------------------------------------------
;; on-tick handler:
;; GameState -> GameState
;; advances the game
(define (tick gs)
(local [(define pm (gs-pm gs))
(define board (gs-board gs))
(define board-image (gs-board-image gs))
(define score (gs-score gs))
(define new-pm (tick-pm pm board))
(define new-board (tick-board board new-pm))
(define new-board-image (tick-board-image board board-image new-pm))
(define new-score (tick-score new-pm board score))]
(make-gs new-pm
new-board
new-board-image
new-score)))
;; Sprite Board -> Sprite
;; updates pac-man's position based on its direction
(define (tick-pm pm bd)
(local [(define x (sprite-x pm))
(define y (sprite-y pm))
(define dir (sprite-dir pm))]
(make-sprite (checked-move-x x y dir bd)
(checked-move-y x y dir bd)
dir)))
;; Natural Natural Direction Board -> Natural
;; moves x in direction dir, unless it runs into a wall on bd or dir is not in the x direction
;; ASSUMPTION: assumes x, y is at least one cell away from any edge of bd
(define (checked-move-x x y dir bd)
(cond [(string=? "L" dir) (restrict-move (sub1 x) y x (sub1 x) bd)]
[(string=? "R" dir) (restrict-move (add1 x) y x (add1 x) bd)]
[else x]))
;; Natural Natural Direction Board -> Natural
;; moves y in direction dir, unless it runs into a wall on bd or dir is not in the y direction
;; ASSUMPTION: assumes x, y is at least one cell away from any edge of bd
(define (checked-move-y x y dir bd)
(cond [(string=? "U" dir) (restrict-move x (sub1 y) y (sub1 y) bd)]
[(string=? "D" dir) (restrict-move x (add1 y) y (add1 y) bd)]
[else y]))
;; Natural Natural Natural Natural Board -> Natural
;; produces new-coord if bd does not contain a wall at check-x, check-y; otherwise produces old-coord
(define (restrict-move check-x check-y old-coord new-coord bd)
(if (string=? (board-ref bd check-x check-y) "wall")
old-coord
new-coord))
;; Board Sprite -> Board
;; if cell at pacman's position is not empty, make a new board in which it is
(define (tick-board bd pm)
(local [(define x (sprite-x pm))
(define y (sprite-y pm))]
(if (string=? (board-ref bd x y) "empty")
bd
(new-board-w-empty-at x y bd))))
;; Number Number Board -> Board
;; produces a new board with an empty cell at x, y
(define (new-board-w-empty-at x0 y0 bd)
(map-board (lambda (x y cv)
(if (and (= x0 x) (= y0 y))
"empty"
cv))
bd))
;; Board Image Sprite -> Image
;; updates the board image with an empty cell at x, y if pac-man is in a cell with a dot
(define (tick-board-image bd board-image pm)
(local [(define x (sprite-x pm))
(define y (sprite-y pm))]
(if (string=? (board-ref bd x y) "dot")
(place-cell-image MTC x y board-image)
board-image)))
;; Sprite Board Score -> Score
;; increases by 1 the score if pac-man is now in a cell containing a dot
(define (tick-score new-pm last-board score)
(local [(define x (sprite-x new-pm))
(define y (sprite-y new-pm))]
(cond [(string=? (board-ref last-board x y) "dot")
(add1 score)]
[else score])))
;;-------------------------------------------------------------------------------------
;;-------------------------------------------------------------------------------------
;;-------------------------------------------------------------------------------------
;; on-key handler:
;; GameState KeyEvent -> GameState
;; updates pac-man's direction based on key
(define (key-handler gs key)
(make-gs (new-dir-pm (gs-pm gs) key)
(gs-board gs)
(gs-board-image gs)
(gs-score gs)))
;; Sprite KeyEvent -> Sprite
;; produces pac-man facing in a new direction based on key
(define (new-dir-pm pm key)
(cond [(key=? "up" key) (make-sprite (sprite-x pm) (sprite-y pm) "U")]
[(key=? "down" key) (make-sprite (sprite-x pm) (sprite-y pm) "D")]
[(key=? "left" key) (make-sprite (sprite-x pm) (sprite-y pm) "L")]
[(key=? "right" key) (make-sprite (sprite-x pm) (sprite-y pm) "R")]
[else pm]))
;;-------------------------------------------------------------------------------------
;;-------------------------------------------------------------------------------------
;;-------------------------------------------------------------------------------------
;; on-tilt handler:
;; ;; GameState Number Number Number -> GameState
;; ;; change pac-man's direction based on tilt
;; (define (tilt-handler gs yaw pitch roll)
;; (make-gs (tilt-pm (gs-pm gs) pitch roll)
;; (gs-board gs)
;; (gs-board-image gs)
;; (gs-score gs)))
;; ;; Sprite Number Number -> Sprite
;; ;; changes pac-man's Direction based on pitch and roll
;; (define (tilt-pm pm pitch roll)
;; (make-sprite (sprite-x pm)
;; (sprite-y pm)
;; (tilt->dir (sprite-dir pm) pitch roll)))
;; ;; Direction Number Number -> Direction
;; ;; changes Direction if there is a prominant tilt, otherwise produces old dir
;; (define (tilt->dir dir pitch roll)
;; (cond [(> (abs pitch) (abs roll))
;; (if (positive? pitch)
;; "U"
;; "D")]
;; [(> (abs roll) (abs pitch))
;; (if (positive? roll)
;; "R"
;; "L")]
;; [else dir]))
;; (define (key-handler gs a-key)
;; (make-gs (key-pm pm a-key)
;; (gs-board gs)
;; (gs-board-image gs)
;; (gs-source gs)))
;; (define (key-pm pm a-key)
;; (make-sprite (sprite-x pm)
;; (sprite-y pm)
;; (cond
;; [(key=? a-key "left")
;; "L"]
;; [(key=? a-key "right")
;; "R"]
;; [(key=? a-key "up")
;; "U"]
;; [(key=? a-key "down")
;; "D"]
;; [else
;; (sprite-dir pm)])))
;;-------------------------------------------------------------------------------------
;;-------------------------------------------------------------------------------------
;;-------------------------------------------------------------------------------------
;; stop-when handler:
;; GameState -> Boolean
;; determines if pac-man has eaten all the dots
(define (game-over? gs)
(empty-board? (gs-board gs)))
;; Board -> Boolean
;; determines if the board is empty
(define (empty-board? bd)
(foldr-board (lambda (x y cv b)
(and b (not (string=? cv "dot"))))
true
bd))
;;-------------------------------------------------------------------------------------
;;-------------------------------------------------------------------------------------
;;-------------------------------------------------------------------------------------
;; to-draw handler:
;; GameState -> Image
;; draws the game
(define (render gs)
(render-pm (gs-pm gs)
(render-score (gs-score gs)
(gs-board-image gs))))
;; Board -> Image
;; draws the board
(define (render-board bd)
(foldr-board (lambda (x y cv b)
(place-cell-image (cell-image cv) x y b))
MTB
bd))
;; Sprite Image -> Image
;; adds pac-man image to img
(define (render-pm pm img)
(place-cell-image PM (sprite-x pm) (sprite-y pm) img))
;; Score Image -> Image
;; adds score to img
(define (render-score score img)
(local [(define score-text
(text (string-append "Score: " (number->string score)) SCORE-TEXT-SIZE "black"))]
(place-image score-text
(/ BOARD-WIDTH 2)
BOARD-HEIGHT
img)))
;; CellValue -> Image
;; draws a board cell
(define (cell-image cv)
(cond [(string=? cv "empty") MTC]
[(string=? cv "dot") DTC]
[(string=? cv "wall") WALL]))
;;-------------------------------------------------------------------------------------
;;-------------------------------------------------------------------------------------
;;-------------------------------------------------------------------------------------
;; Operations on Board and other helpers:
;; Board Natural Natural -> CellValue
;; looks up the value of a Board cell
(define (board-ref bd x y)
(vector-ref (vector-ref bd y) x))
(define (build-vector n f)
(let ([vec (make-vector n)])
(let loop ([i 0])
(cond
[(< i n)
(vector-set! vec i (f i))
(loop (add1 i))]))
vec))
;; (Natural Natural CellValue -> CellValue) Board -> Board
;; the analogue of map for boards, the function is called for
;; each position in the board to produce a cell value for that
;; position in a new resulting board
(define (map-board fn bd)
(build-vector (vector-length bd)
(lambda (y)
(build-vector (vector-length (vector-ref bd y))
(lambda (x)
(fn x y (board-ref bd x y)))))))
;; (Natural Natural CellValue X -> X) X Board -> X
;; the analogue of foldr for boards, the function is called for
;; each position in the board to produce single value
(define (foldr-board fn base bd)
(local [(define nrows (vector-length bd))
(define ncols (vector-length (vector-ref bd 0)))
(define (rows y b)
(cond [(= y nrows) b]
[else
(rows (add1 y)
(cols 0 y b))]))
(define (cols x y b)
(cond [(= x ncols) b]
[else
(cols (add1 x)
y
(fn x y (board-ref bd x y) b))]))]
(rows 0 base)))
;; Image Natural Natural Image -> Image
;; adds cell-img to board-image at x, y board coordinates
(define (place-cell-image cell-img x y board-image)
(place-image cell-img
(+ (* x CELL-SIZE) (/ CELL-SIZE 2))
(+ (* y CELL-SIZE) (/ CELL-SIZE 2))
board-image))
;; -> GameState
;; runs the game
(local [(define INIT-GS (make-gs INIT-PM
INIT-BOARD
(render-board INIT-BOARD)
INIT-SCORE))]
(big-bang INIT-GS
(on-tick tick 0.3)
(to-draw render)
(on-key key-handler)
;;(on-tilt tilt-handler)
(stop-when game-over?)))