feat(fsharp): m09 input/app/runtime and m10 extensions with tests

Co-Authored-By: Claude Opus 5.5 <[email protected]>
This commit is contained in:
Lucas Winther
2026-10-29 00:56:27 +01:00
co-authored by Claude Opus 5.5
parent e27372f017
commit 55f8b0b30f
14 changed files with 435 additions and 0 deletions
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/// m09 app: the whole game wired together as values: streams of actions in, a stream of drawings out.
module Snake.App
open Snake.Model
open Snake.IO
open Snake.Stream
let TICK_MS = 150L
let FRAME_MS = 25L
// Everything that can happen to the game: a Tick every TICK_MS, and an action for each bound key.
let classicActions: Stream<Action> =
Stream.merge (Stream.interval TICK_MS |> Stream.map (fun _ -> Tick)) (Stream.keyDowns |> Stream.choose Input.keyToAction)
// m10: a Frame every FRAME_MS instead of a Tick; the game itself decides (movesEvery) which frames take a step.
let speedActions: Stream<Action> =
Stream.merge (Stream.interval FRAME_MS |> Stream.map (fun _ -> Frame)) (Stream.keyDowns |> Stream.choose Input.keyToAction)
// Actions folded into game states. startWith puts the initial state first so it is drawn right away.
let states (seed: uint32) (actions: Stream<Action>) : Stream<GameState> =
actions |> Stream.scan Game.update (Spawn.newGame seed) |> Stream.startWith (Spawn.newGame seed)
let render (state: GameState) : IO<unit> = IO.drawScene (View.view state)
// The whole program as a value: get a seed, then turn the stream of states into a stream of drawings.
// Nothing runs here; Runtime interprets it.
let main () : IO<Stream<IO<unit>>> =
IO.randomSeed () |> IO.map (fun seed -> states seed speedActions |> Stream.map render)
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/// m09 input: from keyboard keys to game actions.
module Snake.Input
open Snake.Model
// A match on string literals is the lookup table; `|` lists the alternatives.
let keyToAction (key: string) : Action option =
match key with
| "ArrowUp" | "w" | "W" -> Some(Turn Up)
| "ArrowDown" | "s" | "S" -> Some(Turn Down)
| "ArrowLeft" | "a" | "A" -> Some(Turn Left)
| "ArrowRight" | "d" | "D" -> Some(Turn Right)
| " " -> Some TogglePause // m10
| "r" | "R" -> Some Restart // m10
| _ -> None
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/// m09 runtime: the single impure place in the course (with the web/ glue); everything else only builds values.
/// Here we interpret IO descriptions against a Platform and hold the one mutable variable, the current stream.
module Snake.Runtime
open Snake.View
open Snake.IO
open Snake.Stream
/// The outside world, as the runtime sees it.
type Platform =
{ FillRect: int -> int -> int -> int -> string -> unit
FillText: int -> int -> string -> string -> int -> string -> unit
RandomSeed: unit -> uint32
StartClock: (int64 -> unit) -> unit
OnKeyDown: (string -> unit) -> unit
OnKeyUp: (string -> unit) -> unit }
// Perform one op on the platform and return its answer.
let private perform (p: Platform) (op: Op) : OpResult =
match op with
| RandomSeed -> Seed(p.RandomSeed())
| Draw(Rect(x, y, w, h, color)) ->
p.FillRect x y w h color
Done
| Draw(Text(x, y, text, color, size, align)) ->
p.FillText x y text color size align
Done
// Tail recursive, so it compiles to a loop: a scene is hundreds of ops and the stack must not grow with them.
let rec runIO (p: Platform) (io: IO<'a>) : 'a =
match io with
| Pure a -> a
| Effect(op, k) -> runIO p (k (perform p op))
let runApp (p: Platform) (main: IO<Stream<IO<unit>>>) : unit =
// The one mutable variable. F# closures cannot capture a `let mutable`, so it is a ref cell.
let stream = ref (runIO p main)
let feed (event: Event) =
let ios, next = Stream.step event stream.Value
stream.Value <- next
List.iter (runIO p) ios
p.OnKeyDown(fun key -> feed (KeyDown key))
p.OnKeyUp(fun key -> feed (KeyUp key))
p.StartClock(fun t -> feed (Time t))
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<Compile Include="View.fs" />
<Compile Include="IO.fs" />
<Compile Include="Stream.fs" />
<Compile Include="Input.fs" />
<Compile Include="App.fs" />
<Compile Include="Runtime.fs" />
</ItemGroup>
</Project>