68 lines
2.5 KiB
JavaScript
68 lines
2.5 KiB
JavaScript
// m11 pong rules: one pure `pongUpdate`, built from small steps that each return a new piece of state.
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import { H, W, PADDLE, PLAYER_X, CPU_X, WIN, initialPong } from './model.js'
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import { nextUint32 } from '../random.js'
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export const clamp = (lo, hi, x) => Math.min(hi, Math.max(lo, x))
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const clampPaddle = (y) => clamp(0, H - PADDLE, y)
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const movePlayer = (state) =>
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clampPaddle(state.player + (state.held.down ? 1 : 0) - (state.held.up ? 1 : 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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const moveCpu = (state, frame) =>
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frame % 2 === 0 ? clampPaddle(state.cpu + Math.sign(state.ball.y - PADDLE / 2 - state.cpu)) : state.cpu
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const hits = (paddle, y) => paddle <= y && y < paddle + PADDLE
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// Where the ball goes next, given the paddles' new positions. `scorer` says who got the point, if anyone.
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const moveBall = (state, player, cpu) => {
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const { ball, vel } = state
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const wall = ball.y + vel.dy < 0 || ball.y + vel.dy >= H
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const dy = wall ? -vel.dy : vel.dy
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const ny = ball.y + dy
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const nx = ball.x + vel.dx
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const bounce =
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(nx === PLAYER_X && vel.dx < 0 && hits(player, ny)) ||
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(nx === CPU_X && vel.dx > 0 && hits(cpu, ny))
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return {
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ball: { x: bounce ? ball.x : nx, y: ny },
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vel: { dx: bounce ? -vel.dx : vel.dx, dy },
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scorer: nx < 0 ? 'cpu' : nx >= W ? 'player' : null,
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}
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}
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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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const serve = (state, scorer) => {
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const [r, seed] = nextUint32(state.seed)
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const score = { ...state.score, [scorer]: state.score[scorer] + 1 }
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return {
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...state,
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ball: { x: 40, y: 25 },
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vel: { dx: scorer === 'cpu' ? -1 : 1, dy: r % 2 === 0 ? 1 : -1 },
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score,
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seed,
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status: score[scorer] >= WIN ? 'Over' : 'Playing',
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}
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}
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const frame = (state) => {
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if (state.status !== 'Playing') return state
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const n = state.frame + 1
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const player = movePlayer(state)
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const cpu = moveCpu(state, n)
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const { scorer, ...moved } = moveBall(state, player, cpu)
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const next = { ...state, ...moved, player, cpu, frame: n }
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return scorer === null ? next : serve(next, scorer)
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}
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export const pongUpdate = (state, action) => {
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switch (action.tag) {
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case 'Press': return { ...state, held: { ...state.held, [action.key.toLowerCase()]: true } }
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case 'Release': return { ...state, held: { ...state.held, [action.key.toLowerCase()]: false } }
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case 'Restart': return initialPong(state.seed)
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case 'Frame': return frame(state)
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default: return state
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}
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}
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