feat(fsharp): m11 pong capstone (model, rules, view, app) with tests
Co-Authored-By: Claude Opus 5.5 <[email protected]>
This commit is contained in:
co-authored by
Claude Opus 5.5
parent
038a375027
commit
1d0b8c3a5c
@@ -0,0 +1,36 @@
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/// m11 pong app: the same wiring as App.fs (streams in, drawings out), reusing the course's modules.
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module Snake.Pong.App
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open Snake
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open Snake.IO
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open Snake.Stream
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open Snake.Pong.Model
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open Snake.Pong.Rules
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open Snake.Pong.View
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let FRAME_MS_PONG = 30L
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let private paddleKey (key: string) : Paddle option =
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match key with
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| "ArrowUp" | "w" | "W" -> Some Paddle.Up
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| "ArrowDown" | "s" | "S" -> Some Paddle.Down
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| _ -> None
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let pongKey (isDown: bool) (key: string) : PongAction option =
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match paddleKey key with
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| Some p -> Some(if isDown then PongAction.Press p else PongAction.Release p)
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| None -> if isDown && (key = "r" || key = "R") then Some PongAction.Restart else None
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let pongActions: Stream<PongAction> =
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Stream.merge
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(Stream.merge
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(Stream.interval FRAME_MS_PONG |> Stream.map (fun _ -> PongAction.Frame))
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(Stream.keyDowns |> Stream.choose (pongKey true)))
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(Stream.keyUps |> Stream.choose (pongKey false))
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let pongStates (seed: uint32) (actions: Stream<PongAction>) : Stream<PongState> =
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actions |> Stream.scan pongUpdate (initialPong seed) |> Stream.startWith (initialPong seed)
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let pongMain () : IO<Stream<IO<unit>>> =
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IO.randomSeed ()
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|> IO.map (fun seed -> pongStates seed pongActions |> Stream.map (fun state -> IO.drawScene (pongView state)))
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@@ -0,0 +1,75 @@
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/// m11 pong model: the same ideas as the snake model, for a different game.
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module Snake.Pong.Model
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open Snake.Model
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/// The ball's direction of travel, one cell per frame on each axis.
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type Velocity = { Dx: int; Dy: int }
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/// Which of the player's two keys are being held down right now.
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type Held = { Up: bool; Down: bool }
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type Score = { Player: int; Cpu: int }
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// RequireQualifiedAccess: write `PongStatus.Playing`, `Paddle.Up`, `PongAction.Frame`, so these cases never get
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// mixed up with the snake's `Playing`, `Up` and `Frame`.
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[<RequireQualifiedAccess>]
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type PongStatus =
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| Playing
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| Over
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/// The two keys that move the player's paddle.
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[<RequireQualifiedAccess>]
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type Paddle =
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| Up
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| Down
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/// A whole match. Positions are in cells: `Ball` is a cell of the 80x50 court; `Player` and `Cpu` are the y of the
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/// top cell of each paddle. `Seed` is the unsigned 32-bit random seed used to pick the direction of each serve.
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type PongState =
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{ Ball: Point
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Vel: Velocity
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Player: int
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Cpu: int
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Held: Held
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Score: Score
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Status: PongStatus
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Seed: uint32
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Frame: int }
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/// Everything that can happen in a match, as data.
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[<RequireQualifiedAccess>]
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type PongAction =
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| Press of Paddle
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| Release of Paddle
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| Frame
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| Restart
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// The court, in cells.
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let W = 80
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let H = 50
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/// Pixels per cell.
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let PCELL = 8
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/// Paddle height in cells.
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let PADDLE = 8
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/// Column of the player's paddle (left) and of the cpu's paddle (right).
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let PLAYER_X = 2
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let CPU_X = 77
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/// Points needed to win the match.
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let WIN = 5
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let initialPong (seed: uint32) : PongState =
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{ Ball = { X = 40; Y = 25 }
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Vel = { Dx = 1; Dy = 1 }
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Player = 21
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Cpu = 21
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Held = { Up = false; Down = false }
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// `Score.Player` says which record is meant: PongState has Player and Cpu fields too.
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Score = { Score.Player = 0; Cpu = 0 }
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Status = PongStatus.Playing
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Seed = seed
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Frame = 0 }
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@@ -0,0 +1,93 @@
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/// m11 pong rules: one pure `pongUpdate`, built from small steps that each return a new piece of state.
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module Snake.Pong.Rules
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open Snake
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open Snake.Model
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open Snake.Pong.Model
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let clamp (lo: int) (hi: int) (x: int) : int = min hi (max lo x)
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let private clampPaddle y = clamp 0 (H - PADDLE) y
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let private movePlayer (state: PongState) : int =
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clampPaddle (state.Player + (if state.Held.Down then 1 else 0) - (if state.Held.Up then 1 else 0))
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// The cpu chases the middle of its paddle toward the ball, one cell every other frame.
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let private moveCpu (state: PongState) (frame: int) : int =
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if frame % 2 = 0 then
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clampPaddle (state.Cpu + sign (state.Ball.Y - PADDLE / 2 - state.Cpu))
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else
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state.Cpu
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let private hits (paddle: int) (y: int) = paddle <= y && y < paddle + PADDLE
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type private Scorer =
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| PlayerScored
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| CpuScored
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// Where the ball goes next, given the paddles' new positions, and who scored, if anyone.
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let private moveBall (state: PongState) (player: int) (cpu: int) : Point * Velocity * Scorer option =
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let ball, vel = state.Ball, state.Vel
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let wall = ball.Y + vel.Dy < 0 || ball.Y + vel.Dy >= H
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let dy = if wall then -vel.Dy else vel.Dy
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let ny = ball.Y + dy
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let nx = ball.X + vel.Dx
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let bounce =
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(nx = PLAYER_X && vel.Dx < 0 && hits player ny) || (nx = CPU_X && vel.Dx > 0 && hits cpu ny)
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let scorer =
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if nx < 0 then Some CpuScored
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elif nx >= W then Some PlayerScored
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else None
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({ X = (if bounce then ball.X else nx); Y = ny }, { Dx = (if bounce then -vel.Dx else vel.Dx); Dy = dy }, scorer)
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// After a point the ball restarts in the middle, heading toward whoever conceded; the seed picks up or down.
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let private serve (state: PongState) (scorer: Scorer) : PongState =
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let r, seed = Random.run state.Seed Random.nextUint32
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let score =
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match scorer with
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| PlayerScored -> { state.Score with Player = state.Score.Player + 1 }
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| CpuScored -> { state.Score with Cpu = state.Score.Cpu + 1 }
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{ state with
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Ball = { X = 40; Y = 25 }
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Vel = { Dx = (if scorer = CpuScored then -1 else 1); Dy = (if r % 2u = 0u then 1 else -1) }
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Score = score
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Seed = seed
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Status = if max score.Player score.Cpu >= WIN then PongStatus.Over else PongStatus.Playing }
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let private frame (state: PongState) : PongState =
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if state.Status <> PongStatus.Playing then
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state
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else
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let n = state.Frame + 1
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let player = movePlayer state
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let cpu = moveCpu state n
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let ball, vel, scorer = moveBall state player cpu
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let next =
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{ state with
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Ball = ball
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Vel = vel
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Player = player
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Cpu = cpu
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Frame = n }
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match scorer with
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| Some side -> serve next side
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| None -> next
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let private setHeld (state: PongState) (key: Paddle) (value: bool) : PongState =
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match key with
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| Paddle.Up -> { state with Held = { state.Held with Up = value } }
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| Paddle.Down -> { state with Held = { state.Held with Down = value } }
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let pongUpdate (state: PongState) (action: PongAction) : PongState =
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match action with
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| PongAction.Press key -> setHeld state key true
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| PongAction.Release key -> setHeld state key false
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| PongAction.Restart -> initialPong state.Seed
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| PongAction.Frame -> frame state
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@@ -0,0 +1,24 @@
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/// m11 pong view: the same Scene shapes as the snake view, so the same drawScene and runtime draw it.
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module Snake.Pong.View
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open Snake.View
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open Snake.Pong.Model
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let private text x y str size = Text(x, y, str, "#ffffff", size, "center")
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let private paddle column y = Rect(column * PCELL, y * PCELL, PCELL, PADDLE * PCELL, "#ffffff")
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let private overlay (state: PongState) : Scene =
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match state.Status with
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| PongStatus.Over ->
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[ text 320 200 (if state.Score.Player > state.Score.Cpu then "You Win!" else "CPU Wins") 32
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text 320 230 "Press R to restart" 16 ]
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| PongStatus.Playing -> []
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let pongView (state: PongState) : Scene =
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[ Rect(0, 0, 640, 400, "#111111")
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paddle PLAYER_X state.Player
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paddle CPU_X state.Cpu
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Rect(state.Ball.X * PCELL, state.Ball.Y * PCELL, PCELL, PCELL, "#ffeb3b")
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text 320 30 $"{state.Score.Player} {state.Score.Cpu}" 24 ]
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@ overlay state
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@@ -18,5 +18,9 @@
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<Compile Include="Input.fs" />
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<Compile Include="App.fs" />
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<Compile Include="Runtime.fs" />
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<Compile Include="Pong/Model.fs" />
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<Compile Include="Pong/Rules.fs" />
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<Compile Include="Pong/View.fs" />
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<Compile Include="Pong/App.fs" />
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</ItemGroup>
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</Project>
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@@ -0,0 +1,29 @@
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/// m11 pong app: the same wiring as App.fs (streams in, drawings out), reusing the course's modules.
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module Snake.Pong.App
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open Snake
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open Snake.IO
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open Snake.Stream
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open Snake.Pong.Model
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open Snake.Pong.Rules
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open Snake.Pong.View
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/// Milliseconds between frames of the match.
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let FRAME_MS_PONG = 30L
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/// Translate a key event into a `PongAction`, if any. `isDown` is true for a key press, false for a release.
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/// "ArrowUp"/"w"/"W" -> `Press Paddle.Up` / `Release Paddle.Up`, "ArrowDown"/"s"/"S" -> `Press Paddle.Down` /
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/// `Release Paddle.Down`, "r"/"R" -> `Restart` (on press only; releasing r does nothing). Any other key -> `None`.
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let pongKey (isDown: bool) (key: string) : PongAction option = failwith "TODO m11"
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/// Everything that can happen in a match: `Frame` every FRAME_MS_PONG (from `Stream.interval`), merged with the
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/// `pongKey true key` of every key press and the `pongKey false key` of every key release.
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/// (The stub is wrapped in `Stream` so the TODO only fires when the stream is stepped.)
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let pongActions: Stream<PongAction> = Stream(fun _ -> failwith "TODO m11")
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/// Fold the actions into a stream of states: start from `initialPong seed`, `pongUpdate` for each action, emit the initial state first.
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let pongStates (seed: uint32) (actions: Stream<PongAction>) : Stream<PongState> = failwith "TODO m11"
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/// The whole program as a value, like `App.main`: ask for a seed, turn the stream of states into a stream of drawings
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/// of `pongView`. A function of `unit`, like `App.main`.
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let pongMain () : IO<Stream<IO<unit>>> = failwith "TODO m11"
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@@ -0,0 +1,68 @@
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/// m11 pong model: the same ideas as the snake model, for a different game.
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module Snake.Pong.Model
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open Snake.Model
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/// The ball's direction of travel, one cell per frame on each axis.
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type Velocity = { Dx: int; Dy: int }
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/// Which of the player's two keys are being held down right now.
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type Held = { Up: bool; Down: bool }
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type Score = { Player: int; Cpu: int }
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// RequireQualifiedAccess: write `PongStatus.Playing`, `Paddle.Up`, `PongAction.Frame`, so these cases never get
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// mixed up with the snake's `Playing`, `Up` and `Frame`.
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[<RequireQualifiedAccess>]
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type PongStatus =
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| Playing
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| Over
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/// The two keys that move the player's paddle.
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[<RequireQualifiedAccess>]
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type Paddle =
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| Up
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| Down
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/// A whole match. Positions are in cells: `Ball` is a cell of the 80x50 court; `Player` and `Cpu` are the y of the
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/// top cell of each paddle. `Seed` is the unsigned 32-bit random seed used to pick the direction of each serve.
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type PongState =
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{ Ball: Point
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Vel: Velocity
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Player: int
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Cpu: int
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Held: Held
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Score: Score
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Status: PongStatus
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Seed: uint32
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Frame: int }
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/// Everything that can happen in a match, as data.
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[<RequireQualifiedAccess>]
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type PongAction =
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| Press of Paddle
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| Release of Paddle
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| Frame
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| Restart
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// The court, in cells.
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let W = 80
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let H = 50
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/// Pixels per cell.
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let PCELL = 8
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/// Paddle height in cells.
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let PADDLE = 8
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/// Column of the player's paddle (left) and of the cpu's paddle (right).
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let PLAYER_X = 2
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let CPU_X = 77
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/// Points needed to win the match.
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let WIN = 5
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/// A fresh match: ball at (40, 25) moving `{ Dx = 1; Dy = 1 }`, both paddles at y 21, no keys held,
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/// score 0 to 0, status Playing, the given seed, frame 0.
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/// (Hint: PongState also has `Player` and `Cpu` fields, so write the score as `{ Score.Player = 0; Cpu = 0 }`.)
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let initialPong (seed: uint32) : PongState = failwith "TODO m11"
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@@ -0,0 +1,29 @@
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/// m11 pong rules: one pure `pongUpdate`.
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module Snake.Pong.Rules
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open Snake
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open Snake.Model
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open Snake.Pong.Model
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/// Keep `x` inside `[lo, hi]`.
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let clamp (lo: int) (hi: int) (x: int) : int = failwith "TODO m11"
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/// The one function that says how a match changes: `state -> action -> state`.
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///
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/// - `Press key` / `Release key`: set `Held.Up` or `Held.Down` to true / false (even when the match is over).
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/// - `Restart`: `initialPong state.Seed`.
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/// - `Frame`: unchanged unless status is Playing. Otherwise, in this order:
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/// 1. `Frame + 1`.
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/// 2. The player moves one cell down for `Held.Down` and one up for `Held.Up` (both cancel out),
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/// kept within `[0, H - PADDLE]`.
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/// 3. When the new `Frame` is even, the cpu moves one cell toward `Ball.Y - PADDLE / 2` (it stays put when it is
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/// already there), kept within `[0, H - PADDLE]`. It looks at the ball before the ball moves.
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/// 4. The ball moves vertically: `ny = y + dy`; if `ny < 0 || ny >= H` then `dy` flips and `ny = y + dy`.
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/// 5. Horizontally: `nx = x + dx`. It bounces (`dx` flips, `nx = x`) when `nx = PLAYER_X`, `dx < 0` and
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/// `player <= ny < player + PADDLE` (using the player's new position), or when `nx = CPU_X`, `dx > 0` and
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/// `cpu <= ny < cpu + PADDLE`.
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/// 6. If `nx < 0` the cpu scores; if `nx >= W` the player scores. A point serves a new ball: position (40, 25),
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/// `Dx` toward the side that conceded (cpu scored -> -1, player scored -> +1), `Dy = 1` when the value of
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/// `Random.run seed Random.nextUint32` is even and `-1` otherwise, and the seed advances.
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/// 7. A score of `WIN` ends the match: status Over.
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let pongUpdate (state: PongState) (action: PongAction) : PongState = failwith "TODO m11"
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@@ -0,0 +1,13 @@
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/// m11 pong view: the same Scene shapes as the snake view, so the same drawScene and runtime draw it.
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module Snake.Pong.View
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open Snake.View
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open Snake.Pong.Model
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/// Describe the match as shapes, drawn in order (all text is "#ffffff", align "center"):
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/// background `Rect(0, 0, 640, 400, "#111111")`; the player paddle `Rect(PLAYER_X*8, Player*8, 8, 64, "#ffffff")`,
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/// then the cpu paddle the same way at CPU_X; the ball `Rect(x*8, y*8, 8, 8, "#ffeb3b")`;
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/// the score `Text(320, 30, "<player> <cpu>" (three spaces), size 24)`.
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/// When Over: `Text(320, 200, "You Win!" if the player has more points, else "CPU Wins", size 32)` and
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/// `Text(320, 230, "Press R to restart", size 16)`.
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let pongView (state: PongState) : Scene = failwith "TODO m11"
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@@ -18,5 +18,9 @@
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<Compile Include="Input.fs" />
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<Compile Include="App.fs" />
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<Compile Include="Runtime.fs" />
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<Compile Include="Pong/Model.fs" />
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<Compile Include="Pong/Rules.fs" />
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<Compile Include="Pong/View.fs" />
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<Compile Include="Pong/App.fs" />
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</ItemGroup>
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</Project>
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@@ -0,0 +1,148 @@
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module Snake.Tests.M11Pong
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open System.Text.Json
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open Expecto
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open Snake
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open Snake.Model
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open Snake.Stream
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open Snake.Pong.Model
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open Snake.Pong.Rules
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open Snake.Pong.View
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open Snake.Pong.App
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open Snake.Tests.Fixtures
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open Snake.Tests.M09Helpers
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let private pongStatus (v: JsonElement) : PongStatus =
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match str v with
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| "Playing" -> PongStatus.Playing
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| "Over" -> PongStatus.Over
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| other -> failwith $"unknown pong status: {other}"
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let private pongState (v: JsonElement) : PongState =
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let vel = prop "vel" v
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let held = prop "held" v
|
||||
let score = prop "score" v
|
||||
|
||||
{ Ball = point (prop "ball" v)
|
||||
Vel = { Dx = num (prop "dx" vel); Dy = num (prop "dy" vel) }
|
||||
Player = num (prop "player" v)
|
||||
Cpu = num (prop "cpu" v)
|
||||
Held = { Up = bool (prop "up" held); Down = bool (prop "down" held) }
|
||||
Score = { Score.Player = num (prop "player" score); Cpu = num (prop "cpu" score) }
|
||||
Status = pongStatus (prop "status" v)
|
||||
Seed = u32 (prop "seed" v)
|
||||
Frame = num (prop "frame" v) }
|
||||
|
||||
// `Paddle` only has Up and Down, so a JSON key like "constructor" decodes to None instead of crashing.
|
||||
let private paddle (v: JsonElement) : Paddle option =
|
||||
match str v with
|
||||
| "Up" -> Some Paddle.Up
|
||||
| "Down" -> Some Paddle.Down
|
||||
| _ -> None
|
||||
|
||||
/// Decode a PongAction; `None` when its key is not a `Paddle` (such an action cannot even be built in F#).
|
||||
let private pongAction (v: JsonElement) : PongAction option =
|
||||
match str (prop "tag" v) with
|
||||
| "Press" -> paddle (prop "key" v) |> Option.map PongAction.Press
|
||||
| "Release" -> paddle (prop "key" v) |> Option.map PongAction.Release
|
||||
| "Frame" -> Some PongAction.Frame
|
||||
| "Restart" -> Some PongAction.Restart
|
||||
| other -> failwith $"unknown pong action tag: {other}"
|
||||
|
||||
let private undecodable (e: JsonElement) : PongAction = failwith $"undecodable expected action: {e}"
|
||||
|
||||
[<Tests>]
|
||||
let tests =
|
||||
testList "M11 Pong" [
|
||||
yield! fixtureTests "m11-pong-update" "pongUpdate" (fun c ->
|
||||
let state = pongState (arg 0 c)
|
||||
|
||||
match pongAction (arg 1 c) with
|
||||
| Some action -> Expect.equal (pongUpdate state action) (pongState (expected c)) "pongUpdate"
|
||||
// An unknown key is ruled out by the types: Paddle has no such case. What the fixture asks for
|
||||
// (state unchanged) therefore holds by construction; check that it says so.
|
||||
| None -> Expect.equal (pongState (expected c)) state "an unknown key changes nothing")
|
||||
|
||||
yield! fixtureTests "m11-pong-view" "pongView" (fun c ->
|
||||
Expect.equal (pongView (pongState (arg 0 c))) (list shape (expected c)) "pongView")
|
||||
|
||||
yield! fixtureTests "m11-pong-key" "pongKey" (fun c ->
|
||||
let expectedAction = opt (fun e -> pongAction e |> Option.defaultWith (fun () -> undecodable e)) (expected c)
|
||||
Expect.equal (pongKey (bool (arg 0 c)) (str (arg 1 c))) expectedAction "pongKey")
|
||||
|
||||
testCase "the court is 80 by 50 cells of 8 pixels, with 8-cell paddles" (fun () ->
|
||||
Expect.equal [ W; H; PCELL; PADDLE; PLAYER_X; CPU_X; WIN ] [ 80; 50; 8; 8; 2; 77; 5 ] "constants")
|
||||
|
||||
testCase "initialPong puts the ball in the middle, both paddles centred, and nobody ahead" (fun () ->
|
||||
Expect.equal
|
||||
(initialPong 5u)
|
||||
{ Ball = { X = 40; Y = 25 }
|
||||
Vel = { Dx = 1; Dy = 1 }
|
||||
Player = 21
|
||||
Cpu = 21
|
||||
Held = { Up = false; Down = false }
|
||||
Score = { Score.Player = 0; Cpu = 0 }
|
||||
Status = PongStatus.Playing
|
||||
Seed = 5u
|
||||
Frame = 0 }
|
||||
"initialPong")
|
||||
|
||||
testCase "clamp keeps a number inside [lo, hi]" (fun () ->
|
||||
Expect.equal [ clamp 0 42 -1; clamp 0 42 17; clamp 0 42 43 ] [ 0; 17; 42 ] "clamp")
|
||||
|
||||
testCase "pongUpdate does not modify the state it is given" (fun () ->
|
||||
let s = initialPong 0u
|
||||
pongUpdate s PongAction.Frame |> ignore
|
||||
Expect.equal s (initialPong 0u) "unchanged")
|
||||
|
||||
// 3000 frames with no one touching the keys: the ball must always stay on the court and the match must end.
|
||||
testCase "an idle match stays on the court and ends once someone reaches five" (fun () ->
|
||||
let states = List.replicate 3000 PongAction.Frame |> List.scan pongUpdate (initialPong 3u)
|
||||
|
||||
Expect.all states (fun s -> s.Ball.Y >= 0 && s.Ball.Y < H && s.Ball.X >= 0 && s.Ball.X < W) "ball on court"
|
||||
|
||||
Expect.all
|
||||
states
|
||||
(fun s -> s.Player >= 0 && s.Player <= H - PADDLE && s.Cpu >= 0 && s.Cpu <= H - PADDLE)
|
||||
"paddles on court"
|
||||
|
||||
let last = List.last states
|
||||
Expect.equal last.Status PongStatus.Over "match over"
|
||||
Expect.equal (max last.Score.Player last.Score.Cpu) WIN "winner has five")
|
||||
|
||||
testCase "the clock runs every 30 ms" (fun () -> Expect.equal FRAME_MS_PONG 30L "FRAME_MS_PONG")
|
||||
|
||||
testCase "pongActions turns the clock into Frames and keys into Press, Release and Restart" (fun () ->
|
||||
Expect.equal
|
||||
(Stream.run
|
||||
[ Time 30L; KeyDown "ArrowUp"; KeyUp "ArrowUp"; KeyDown "s"; KeyDown "r"; KeyUp "r"; KeyDown "x"; Time 90L ]
|
||||
pongActions)
|
||||
[ PongAction.Frame
|
||||
PongAction.Press Paddle.Up
|
||||
PongAction.Release Paddle.Up
|
||||
PongAction.Press Paddle.Down
|
||||
PongAction.Restart
|
||||
PongAction.Frame
|
||||
PongAction.Frame ]
|
||||
"actions")
|
||||
|
||||
testCase "pongStates starts with the new match, then yields one state per action" (fun () ->
|
||||
let out = pongStates 42u pongActions |> Stream.run [ Time 30L; KeyDown "w"; Time 60L ]
|
||||
Expect.equal (List.length out) 4 "length"
|
||||
Expect.equal (List.head out) (initialPong 42u) "first state"
|
||||
Expect.equal (out |> List.map (fun s -> s.Frame)) [ 0; 1; 1; 2 ] "frames"
|
||||
Expect.equal (out |> List.map (fun s -> s.Held.Up)) [ false; false; true; true ] "held up"
|
||||
Expect.equal out[3].Player 20 "player moved up")
|
||||
|
||||
testCase "pongMain asks for a seed, draws the new match first, and then the updated one" (fun () ->
|
||||
let traced = IO.trace 42u (pongMain ())
|
||||
Expect.equal traced.Ops [ IO.RandomSeed ] "ops"
|
||||
let first, next = Stream.step (Time 0L) traced.Result
|
||||
let second, _ = Stream.step (Time 30L) next
|
||||
Expect.equal (drawn (List.head first)) (pongView (initialPong 42u)) "first drawing"
|
||||
|
||||
Expect.equal
|
||||
(drawn (List.head second))
|
||||
(pongView (pongUpdate (initialPong 42u) PongAction.Frame))
|
||||
"second drawing")
|
||||
]
|
||||
@@ -22,6 +22,7 @@
|
||||
<Compile Include="M09App.fs" />
|
||||
<Compile Include="M09Runtime.fs" />
|
||||
<Compile Include="M10Extensions.fs" />
|
||||
<Compile Include="M11Pong.fs" />
|
||||
<Compile Include="Purity.fs" />
|
||||
<Compile Include="Main.fs" />
|
||||
</ItemGroup>
|
||||
|
||||
Reference in New Issue
Block a user