feat(fsharp): m01-m06 util, model, rules, random, spawn, game, view with Expecto tests
Co-Authored-By: Claude Opus 5.5 <[email protected]>
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co-authored by
Claude Opus 5.5
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183821737e
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/// m05 game: one `update` turns every action into a new state; replaying a game is a fold over its actions.
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/// m10 adds pause, restart and a frame clock that speeds up as the score grows.
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module Snake.Game
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open Snake.Model
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/// How many frames pass between game steps: 8 at first, one fewer every 3 points, never fewer than 2.
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let movesEvery (score: int) : int = max 2 (8 - score / 3)
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// One animation frame: count it, and every `movesEvery score`-th frame run a game step.
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let private frame (state: GameState) : GameState =
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if state.Status <> Playing then
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state
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else
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let counted = { state with Frame = state.Frame + 1 }
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if counted.Frame % movesEvery counted.Score = 0 then Spawn.tick counted else counted
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// Pause and resume only make sense in those two statuses; a finished game stays finished.
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let private togglePause (state: GameState) : GameState =
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match state.Status with
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| Playing -> { state with Status = Paused }
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| Paused -> { state with Status = Playing }
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| GameOver
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| Won -> state
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// Every case is listed (no `| _ ->`): adding an Action later makes the compiler point here.
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let update (state: GameState) (action: Action) : GameState =
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match action with
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| Tick -> Spawn.tick state
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| Turn dir -> Rules.turn state dir
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| TogglePause -> togglePause state
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| Restart -> Spawn.newGame state.Seed
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| Frame -> frame state
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let replay (state: GameState) (actions: Action list) : GameState = List.fold update state actions
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// List.scan is List.fold that keeps every intermediate result (the start state included).
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let history (state: GameState) (actions: Action list) : GameState list = List.scan update state actions
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/// m02 model: the data the whole game is built from. Records and unions are immutable.
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module Snake.Model
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/// A grid cell. Records compare structurally: two points with the same X and Y are `=`.
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type Point = { X: int; Y: int }
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type Direction =
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| Up
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| Down
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| Left
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| Right
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type Status =
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| Playing
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| Paused
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| GameOver
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| Won
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/// Everything that can happen to the game, as data.
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type Action =
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| Tick
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| Turn of Direction
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| TogglePause
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| Restart
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| Frame
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/// The whole game. `Snake` is head first; `Seed` is the unsigned 32-bit random seed.
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type GameState =
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{ Width: int
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Height: int
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Snake: Point list
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Dir: Direction
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NextDir: Direction
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Apple: Point option
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Seed: uint32
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Score: int
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Status: Status
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Frame: int }
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let delta (dir: Direction) : Point =
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match dir with
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| Up -> { X = 0; Y = -1 }
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| Down -> { X = 0; Y = 1 }
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| Left -> { X = -1; Y = 0 }
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| Right -> { X = 1; Y = 0 }
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let opposite (dir: Direction) : Direction =
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match dir with
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| Up -> Down
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| Down -> Up
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| Left -> Right
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| Right -> Left
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let initialState (seed: uint32) : GameState =
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{ Width = 20
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Height = 20
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Snake = [ { X = 10; Y = 10 }; { X = 9; Y = 10 }; { X = 8; Y = 10 } ]
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Dir = Right
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NextDir = Right
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Apple = None
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Seed = seed
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Score = 0
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Status = Playing
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Frame = 0 }
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/// m04 random: a tiny "state monad" for randomness. A Random<'a> wraps a function seed -> (value, nextSeed),
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/// so every draw is a pure function and the seed is passed along explicitly instead of hidden.
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/// Seeds and values are unsigned 32-bit numbers (uint32).
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module Snake.Random
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type Random<'a> = Random of (uint32 -> 'a * uint32)
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let run (seed: uint32) (Random f: Random<'a>) : 'a * uint32 = f seed
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let pure (a: 'a) : Random<'a> = Random(fun seed -> (a, seed))
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let map (f: 'a -> 'b) (r: Random<'a>) : Random<'b> =
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Random(fun seed ->
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let a, next = run seed r
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(f a, next))
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let bind (f: 'a -> Random<'b>) (r: Random<'a>) : Random<'b> =
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Random(fun seed ->
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let a, next = run seed r
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run next (f a))
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// mulberry32. uint32 arithmetic wraps around at 2^32 (F# operators are unchecked) and `>>>` on uint32 is an
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// unsigned shift, so the formula can be written down as it is.
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let nextUint32: Random<uint32> =
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Random(fun seed ->
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let s = seed + 0x6D2B79F5u
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let t1 = (s ^^^ (s >>> 15)) * (s ||| 1u)
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let t2 = t1 ^^^ (t1 + (t1 ^^^ (t1 >>> 7)) * (t1 ||| 61u))
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(t2 ^^^ (t2 >>> 14), s))
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let intBelow (n: int) : Random<int> = map (fun v -> int (v % uint32 n)) nextUint32
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/// m03 rules: the pure game rules. Each function takes a state and returns a new one.
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module Snake.Rules
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open Snake.Model
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let move (p: Point) (dir: Direction) : Point =
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let d = delta dir
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{ X = p.X + d.X; Y = p.Y + d.Y }
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let inBounds (state: GameState) (p: Point) : bool =
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p.X >= 0 && p.X < state.Width && p.Y >= 0 && p.Y < state.Height
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// Validate against `Dir` (last moved), not `NextDir`: Up then Left within one tick must not fold the snake back on itself.
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let turn (state: GameState) (dir: Direction) : GameState =
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if state.Status = Playing && dir <> opposite state.Dir then { state with NextDir = dir } else state
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let advance (state: GameState) : GameState =
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if state.Status <> Playing then
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state
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else
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let d = state.NextDir
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let head = move (List.head state.Snake) d
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let eating = state.Apple = Some head
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// When not eating, the tail leaves its cell this step, so the head may move into it.
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let body = if eating then state.Snake else Util.dropLast state.Snake
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if not (inBounds state head) || Util.contains body head (=) then
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{ state with Dir = d; Status = GameOver }
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else
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{ state with
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Snake = head :: body
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Dir = d
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Apple = if eating then None else state.Apple
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Score = state.Score + (if eating then 1 else 0) }
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@@ -1,9 +1,17 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net10.0</TargetFramework>
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<!-- FS0046: `pure` is reserved for future use by F#; the course keeps the name used by every track. -->
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<NoWarn>$(NoWarn);FS0046</NoWarn>
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<TreatWarningsAsErrors>false</TreatWarningsAsErrors>
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</PropertyGroup>
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<ItemGroup>
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<Compile Include="Util.fs" />
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<Compile Include="Model.fs" />
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<Compile Include="Rules.fs" />
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<Compile Include="Random.fs" />
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<Compile Include="Spawn.fs" />
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<Compile Include="Game.fs" />
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<Compile Include="View.fs" />
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</ItemGroup>
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</Project>
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@@ -0,0 +1,25 @@
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/// m04 spawn: placing apples with the Random from Random.fs.
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module Snake.Spawn
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open Snake.Model
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let freeCells (state: GameState) : Point list =
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[ for y in Util.range state.Height do
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for x in Util.range state.Width do
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let p = { X = x; Y = y }
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if not (Util.contains state.Snake p (=)) then
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yield p ]
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let spawnApple (state: GameState) : GameState =
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if state.Apple.IsSome || state.Status <> Playing then
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state
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else
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match freeCells state with
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| [] -> { state with Status = Won }
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| cells ->
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let i, seed = Random.run state.Seed (Random.intBelow (List.length cells))
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{ state with Apple = Some(List.item i cells); Seed = seed }
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let tick (state: GameState) : GameState = spawnApple (Rules.advance state)
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let newGame (seed: uint32) : GameState = spawnApple (initialState seed)
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@@ -1,2 +1,12 @@
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/// Placeholder; replaced by the m01 utilities.
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/// m01 util: small helpers used by every later module.
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/// (The JavaScript track also writes `pipe` and `compose` here; F# has them built in as `|>` and `>>`.)
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module Snake.Util
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let range (n: int) : int list = [ 0 .. n - 1 ]
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let dropLast (xs: 'a list) : 'a list =
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match xs with
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| [] -> []
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| _ -> List.take (List.length xs - 1) xs
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let contains (xs: 'a list) (p: 'a) (eq: 'a -> 'a -> bool) : bool = List.exists (fun x -> eq x p) xs
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/// m06 view: the picture is plain data (a list of shapes); drawing it is somebody else's job (m07).
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module Snake.View
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open Snake.Model
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/// A thing to draw.
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type Shape =
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| Rect of x: int * y: int * w: int * h: int * color: string
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| Text of x: int * y: int * text: string * color: string * size: int * align: string
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/// A picture: shapes drawn in order.
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type Scene = Shape list
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let CELL = 20
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let private text x y str size align = Text(x, y, str, "#ffffff", size, align)
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// One cell, inset by 1px so neighbouring segments show a gap.
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let private cell (p: Point) color =
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Rect(p.X * CELL + 1, p.Y * CELL + 1, CELL - 2, CELL - 2, color)
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let private overlay (state: GameState) : Scene =
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let cx = state.Width * CELL / 2
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let cy = state.Height * CELL / 2
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let banner title hint = [ text cx cy title 32 "center"; text cx (cy + 30) hint 16 "center" ]
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match state.Status with
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| Paused -> banner "Paused" "Press Space to resume"
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| GameOver -> banner "Game Over" "Press R to restart"
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| Won -> banner "You Win!" "Press R to restart"
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| Playing -> []
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let view (state: GameState) : Scene =
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[ Rect(0, 0, state.Width * CELL, state.Height * CELL, "#111111") ]
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@ (state.Apple |> Option.map (fun a -> cell a "#e53935") |> Option.toList)
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@ (state.Snake |> List.mapi (fun i p -> cell p (if i = 0 then "#7cb342" else "#43a047")))
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@ [ text 6 18 $"Score: {state.Score}" 16 "left" ]
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@ overlay state
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