37 lines
1.4 KiB
JavaScript
37 lines
1.4 KiB
JavaScript
import { todo } from './todo.js'
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import { pure } from './io.js'
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/** Milliseconds between game steps. */
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export const TICK_MS = 150
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/** Milliseconds between animation frames (m10). */
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export const FRAME_MS = 25
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/**
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* Stream of everything that can happen to the game: `Action.Tick` every TICK_MS (from `interval`),
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* merged with the `Action` for each key press that `keyToAction` recognises (from `keyDowns`).
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*/
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export const classicActions = { step: () => todo('m09') }
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/**
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* (m10) Like `classicActions`, but the clock emits `Action.Frame` every FRAME_MS instead of `Tick` every TICK_MS;
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* key presses are translated by `keyToAction` as before (now including pause and restart).
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*/
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export const speedActions = { step: () => todo('m10') }
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/**
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* Fold a stream of actions into a stream of game states: start from `newGame(seed)`, apply `update` to each action
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* (scan), and emit the initial state first (startWith) so there is something to draw before anything happens.
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*/
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export const states = (seed, actions) => todo('m09')
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/** The drawing of one state, as an IO: `drawScene(view(state))`. */
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export const render = (state) => todo('m09')
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/**
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* The whole program as a value, `IO<Stream<IO<unit>>>`: ask for a random seed, then turn the stream of
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* states (built from `classicActions` in m09, from `speedActions` after m10) into a stream of drawings (`render`).
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* Nothing runs here.
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*/
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export const main = pure({ step: () => todo('m09') })
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