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:
Lucas Winther
2026-10-29 01:00:29 +01:00
co-authored by Claude Opus 5.5
parent 038a375027
commit 1d0b8c3a5c
12 changed files with 524 additions and 0 deletions
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/// m11 pong app: the same wiring as App.fs (streams in, drawings out), reusing the course's modules.
module Snake.Pong.App
open Snake
open Snake.IO
open Snake.Stream
open Snake.Pong.Model
open Snake.Pong.Rules
open Snake.Pong.View
let FRAME_MS_PONG = 30L
let private paddleKey (key: string) : Paddle option =
match key with
| "ArrowUp" | "w" | "W" -> Some Paddle.Up
| "ArrowDown" | "s" | "S" -> Some Paddle.Down
| _ -> None
let pongKey (isDown: bool) (key: string) : PongAction option =
match paddleKey key with
| Some p -> Some(if isDown then PongAction.Press p else PongAction.Release p)
| None -> if isDown && (key = "r" || key = "R") then Some PongAction.Restart else None
let pongActions: Stream<PongAction> =
Stream.merge
(Stream.merge
(Stream.interval FRAME_MS_PONG |> Stream.map (fun _ -> PongAction.Frame))
(Stream.keyDowns |> Stream.choose (pongKey true)))
(Stream.keyUps |> Stream.choose (pongKey false))
let pongStates (seed: uint32) (actions: Stream<PongAction>) : Stream<PongState> =
actions |> Stream.scan pongUpdate (initialPong seed) |> Stream.startWith (initialPong seed)
let pongMain () : IO<Stream<IO<unit>>> =
IO.randomSeed ()
|> IO.map (fun seed -> pongStates seed pongActions |> Stream.map (fun state -> IO.drawScene (pongView state)))
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/// m11 pong model: the same ideas as the snake model, for a different game.
module Snake.Pong.Model
open Snake.Model
/// The ball's direction of travel, one cell per frame on each axis.
type Velocity = { Dx: int; Dy: int }
/// Which of the player's two keys are being held down right now.
type Held = { Up: bool; Down: bool }
type Score = { Player: int; Cpu: int }
// RequireQualifiedAccess: write `PongStatus.Playing`, `Paddle.Up`, `PongAction.Frame`, so these cases never get
// mixed up with the snake's `Playing`, `Up` and `Frame`.
[<RequireQualifiedAccess>]
type PongStatus =
| Playing
| Over
/// The two keys that move the player's paddle.
[<RequireQualifiedAccess>]
type Paddle =
| Up
| Down
/// A whole match. Positions are in cells: `Ball` is a cell of the 80x50 court; `Player` and `Cpu` are the y of the
/// top cell of each paddle. `Seed` is the unsigned 32-bit random seed used to pick the direction of each serve.
type PongState =
{ Ball: Point
Vel: Velocity
Player: int
Cpu: int
Held: Held
Score: Score
Status: PongStatus
Seed: uint32
Frame: int }
/// Everything that can happen in a match, as data.
[<RequireQualifiedAccess>]
type PongAction =
| Press of Paddle
| Release of Paddle
| Frame
| Restart
// The court, in cells.
let W = 80
let H = 50
/// Pixels per cell.
let PCELL = 8
/// Paddle height in cells.
let PADDLE = 8
/// Column of the player's paddle (left) and of the cpu's paddle (right).
let PLAYER_X = 2
let CPU_X = 77
/// Points needed to win the match.
let WIN = 5
let initialPong (seed: uint32) : PongState =
{ Ball = { X = 40; Y = 25 }
Vel = { Dx = 1; Dy = 1 }
Player = 21
Cpu = 21
Held = { Up = false; Down = false }
// `Score.Player` says which record is meant: PongState has Player and Cpu fields too.
Score = { Score.Player = 0; Cpu = 0 }
Status = PongStatus.Playing
Seed = seed
Frame = 0 }
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/// m11 pong rules: one pure `pongUpdate`, built from small steps that each return a new piece of state.
module Snake.Pong.Rules
open Snake
open Snake.Model
open Snake.Pong.Model
let clamp (lo: int) (hi: int) (x: int) : int = min hi (max lo x)
let private clampPaddle y = clamp 0 (H - PADDLE) y
let private movePlayer (state: PongState) : int =
clampPaddle (state.Player + (if state.Held.Down then 1 else 0) - (if state.Held.Up then 1 else 0))
// The cpu chases the middle of its paddle toward the ball, one cell every other frame.
let private moveCpu (state: PongState) (frame: int) : int =
if frame % 2 = 0 then
clampPaddle (state.Cpu + sign (state.Ball.Y - PADDLE / 2 - state.Cpu))
else
state.Cpu
let private hits (paddle: int) (y: int) = paddle <= y && y < paddle + PADDLE
type private Scorer =
| PlayerScored
| CpuScored
// Where the ball goes next, given the paddles' new positions, and who scored, if anyone.
let private moveBall (state: PongState) (player: int) (cpu: int) : Point * Velocity * Scorer option =
let ball, vel = state.Ball, state.Vel
let wall = ball.Y + vel.Dy < 0 || ball.Y + vel.Dy >= H
let dy = if wall then -vel.Dy else vel.Dy
let ny = ball.Y + dy
let nx = ball.X + vel.Dx
let bounce =
(nx = PLAYER_X && vel.Dx < 0 && hits player ny) || (nx = CPU_X && vel.Dx > 0 && hits cpu ny)
let scorer =
if nx < 0 then Some CpuScored
elif nx >= W then Some PlayerScored
else None
({ X = (if bounce then ball.X else nx); Y = ny }, { Dx = (if bounce then -vel.Dx else vel.Dx); Dy = dy }, scorer)
// After a point the ball restarts in the middle, heading toward whoever conceded; the seed picks up or down.
let private serve (state: PongState) (scorer: Scorer) : PongState =
let r, seed = Random.run state.Seed Random.nextUint32
let score =
match scorer with
| PlayerScored -> { state.Score with Player = state.Score.Player + 1 }
| CpuScored -> { state.Score with Cpu = state.Score.Cpu + 1 }
{ state with
Ball = { X = 40; Y = 25 }
Vel = { Dx = (if scorer = CpuScored then -1 else 1); Dy = (if r % 2u = 0u then 1 else -1) }
Score = score
Seed = seed
Status = if max score.Player score.Cpu >= WIN then PongStatus.Over else PongStatus.Playing }
let private frame (state: PongState) : PongState =
if state.Status <> PongStatus.Playing then
state
else
let n = state.Frame + 1
let player = movePlayer state
let cpu = moveCpu state n
let ball, vel, scorer = moveBall state player cpu
let next =
{ state with
Ball = ball
Vel = vel
Player = player
Cpu = cpu
Frame = n }
match scorer with
| Some side -> serve next side
| None -> next
let private setHeld (state: PongState) (key: Paddle) (value: bool) : PongState =
match key with
| Paddle.Up -> { state with Held = { state.Held with Up = value } }
| Paddle.Down -> { state with Held = { state.Held with Down = value } }
let pongUpdate (state: PongState) (action: PongAction) : PongState =
match action with
| PongAction.Press key -> setHeld state key true
| PongAction.Release key -> setHeld state key false
| PongAction.Restart -> initialPong state.Seed
| PongAction.Frame -> frame state
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/// m11 pong view: the same Scene shapes as the snake view, so the same drawScene and runtime draw it.
module Snake.Pong.View
open Snake.View
open Snake.Pong.Model
let private text x y str size = Text(x, y, str, "#ffffff", size, "center")
let private paddle column y = Rect(column * PCELL, y * PCELL, PCELL, PADDLE * PCELL, "#ffffff")
let private overlay (state: PongState) : Scene =
match state.Status with
| PongStatus.Over ->
[ text 320 200 (if state.Score.Player > state.Score.Cpu then "You Win!" else "CPU Wins") 32
text 320 230 "Press R to restart" 16 ]
| PongStatus.Playing -> []
let pongView (state: PongState) : Scene =
[ Rect(0, 0, 640, 400, "#111111")
paddle PLAYER_X state.Player
paddle CPU_X state.Cpu
Rect(state.Ball.X * PCELL, state.Ball.Y * PCELL, PCELL, PCELL, "#ffeb3b")
text 320 30 $"{state.Score.Player} {state.Score.Cpu}" 24 ]
@ overlay state
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<Compile Include="Input.fs" />
<Compile Include="App.fs" />
<Compile Include="Runtime.fs" />
<Compile Include="Pong/Model.fs" />
<Compile Include="Pong/Rules.fs" />
<Compile Include="Pong/View.fs" />
<Compile Include="Pong/App.fs" />
</ItemGroup>
</Project>