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Racket-Breakout-Game-Source-Text.txt
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Racket-Breakout-Game-Source-Text.txt
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;Tyler Freeman
;HW04
;http://www.radford.edu/~itec380/2014fall-ibarland/Homeworks/hw04/hw04.html
;Import
(require 2htdp/image)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; -- COSTANTS -- COSTANTS -- COSTANTS -- COSTANTS -- COSTANTS -- COSTANTS --
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;World Width
(define WORLD-WIDTH 300)
(define WORLD-HEIGHT 200)
(define WORLD-SCENE (empty-scene WORLD-WIDTH WORLD-HEIGHT))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
;BALL -- BALL -- BALL -- BALL -- BALL -- BALL -- BALL -- BALL -- BALL -- BALL
;
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; a ball is:
; (make-ball [real?] [real?])
;
(define-struct ball (x y dx dy))
;
; x is the distance from the left edge of screen, in pixels.
; y is the distance from the top edge of screen, in pixels.
; dx is the speed in the x-direction, in pixels/tick.
; dy is the speed in the y-direction, in pixels/tick.
#;;TEMPLATE
; func-for-ball : ball -> ???
;
(define (func-for-nums a-ball)
(ball-x a-ball)
(ball-y a-ball)
(ball-dx a-ball)
(ball-dy a-ball)
)
;
;
;Examples of the data
; A typical ball
(define late-ball (make-ball 7 2 -2 +1))
; Another ball like the previous, but one tick later, if it doesn't hit anything.
(define current-ball(make-ball 5 3 -2 +1))
; Might be a ball at the start of the game, if it's a 300x200 field.
(define center-ball (make-ball 150 190 +1 -1))
(define typical-ball (make-ball 150 100 +1 -1))
;
;move-ball: ball -> ball
;
;Move ball takes in a ball and returns a ball one tick (movement) later
(define (move-ball a-ball)
(make-ball
(+
(ball-x a-ball)
(ball-dx a-ball)
)
(+
(ball-y a-ball)
(ball-dy a-ball)
)
(ball-dx a-ball)
(ball-dy a-ball)
)
)
;move-ball spec
(check-expect(move-ball late-ball)
current-ball
)
(check-expect(move-ball center-ball)
(make-ball 151 189 +1 -1)
)
(check-expect(move-ball (make-ball 151 189 0 0))
(make-ball 151 189 0 0)
)
#| JAVA CODE
public class Ball{
private int x;
private int y;
private int dx;
private int dy;
public Ball(int _x, int _y, int _dx, int _dy){
this.x = _x;
this.y = _y;
this.dx = _dx;
this.dy = _dy;
}
public Ball move(Ball aBall){
return new Ball(
(aBall.x + aBall.dx),
(aBall.y + aBall.dy),
aBall.dx,
aBall.dy
);
}
}
|#
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
;PADDLE -- PADDLE -- PADDLE -- PADDLE -- PADDLE -- PADDLE -- PADDLE -- PADDLE
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;A paddle is:
; (make-paddle [natnum] [natnum] [ -1 || 0 || 1 ])
;
(define-struct paddle (width x-coord direction))
;sample data
(define small-paddle (make-paddle 2 3 -1))
(define med-paddle (make-paddle 15 6 1))
(define big-paddle (make-paddle 42 23 0))
(define big-left-edge-paddle (make-paddle 42 0 -1))
(define big-right-edge-paddle (make-paddle 42 258 1))
(define big-still-right-edge-paddle (make-paddle 42 258 0))
(define med-left-edge-paddle (make-paddle 15 0 -1))
(define med-right-edge-paddle (make-paddle 15 285 1))
(define med-still-left-edge-paddle (make-paddle 15 0 0))
(define big-middle-paddle (make-paddle 42 150 1))
(define med-middle-paddle (make-paddle 15 150 -1))
(define med-still-middle-paddle (make-paddle 15 150 0))
#; ;PADDLE TEMPALTE
;func-paddle: paddle -> ???
;
;Does something with a paddle
(define (func-paddle a-paddle)
(paddle-width a-paddle)
(paddle-x-coord a-paddle)
(paddle-direction a-paddle)
{cond
[(= paddle-direction a-paddle -1)
()
]
[(= paddle-direction a-paddle 0)
()
]
[(= paddle-direction a-paddle 1)
()
]
}
)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;End paddle struct defn
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;move-paddle : paddle -> paddle
;
;updates paddle x-coord according to the direction the paddel is moving
(define (move-paddle a-paddle)
{cond
[(= (paddle-direction a-paddle) -1)
(make-paddle
(paddle-width a-paddle)
(+ (paddle-x-coord a-paddle) -3)
-1
)
]
[( = (paddle-direction a-paddle) 0 )
(make-paddle
(paddle-width a-paddle)
(paddle-x-coord a-paddle)
0
)
]
[( = (paddle-direction a-paddle) 1 )
(make-paddle
(paddle-width a-paddle)
(+ (paddle-x-coord a-paddle) 3)
1
)
]
}
)
;move-paddle spec
(check-expect (move-paddle big-paddle)
big-paddle
)
(check-expect (move-paddle small-paddle)
(make-paddle 2 0 -1)
)
(check-expect (move-paddle med-paddle)
(make-paddle 15 9 1)
)
;update-paddle : paddle -> paddle
;
;updates paddle x-coord if key-press is active and paddle is within bounds of
;; world
(define (update-paddle a-paddle)
{cond
[(= (paddle-direction a-paddle) -1)
{cond ;;Check if paddle will go out of bounds
[(>= 0 (paddle-x-coord (move-paddle a-paddle)))
(make-paddle
(paddle-width a-paddle)
(paddle-x-coord a-paddle)
0
)
]
[else
(move-paddle a-paddle)
]
}
]
[(= (paddle-direction a-paddle) 0)
(move-paddle a-paddle)
]
[(= (paddle-direction a-paddle) 1)
{cond ;;Check if paddle width + x coordinate is bigger than bounds
[(<= WORLD-WIDTH (+ (paddle-width a-paddle) (paddle-x-coord (move-paddle a-paddle))))
(make-paddle
(paddle-width a-paddle)
(paddle-x-coord a-paddle)
0
)
]
[else
(move-paddle a-paddle)
]
}
]
}
)
;update-paddle spec
(check-expect (update-paddle big-paddle)
big-paddle
)
;soo far left
(check-expect (update-paddle big-left-edge-paddle)
(make-paddle 42 0 0)
)
(check-expect (update-paddle med-left-edge-paddle)
(make-paddle 15 0 0)
)
(check-expect (update-paddle med-still-left-edge-paddle)
(make-paddle 15 0 0)
)
;soo far right
(check-expect (update-paddle big-right-edge-paddle)
(make-paddle 42 258 0)
)
(check-expect (update-paddle med-right-edge-paddle)
(make-paddle 15 285 0)
)
(check-expect (update-paddle big-still-right-edge-paddle)
(make-paddle 42 258 0)
)
;actually move
(check-expect (update-paddle big-middle-paddle)
(make-paddle 42 153 1)
)
(check-expect (update-paddle med-middle-paddle)
(make-paddle 15 147 -1)
)
(check-expect (update-paddle med-still-middle-paddle)
(make-paddle 15 150 0)
)
;key-press data definition
;
;A key-press is:
; "left" -> corresponding to the left arrow on the key-board
; "right" -> corresponding to the right arrow on the key-board
;
;paddle-key-down : key-press paddle -> paddle
;
;Responds to a key-press and returns paddle with appropiate direction
(define (paddle-handle-key-press a-paddle a-key-press)
{cond
[(string=? "left" a-key-press)
(make-paddle
(paddle-width a-paddle)
(paddle-x-coord a-paddle)
-1
)
]
[(string=? "right" a-key-press)
(make-paddle
(paddle-width a-paddle)
(paddle-x-coord a-paddle)
1
)
]
[else
(make-paddle
(paddle-width a-paddle)
(paddle-x-coord a-paddle)
(paddle-direction a-paddle)
)
]
}
)
;paddle-key-down spec
(check-expect (paddle-handle-key-press med-paddle "right")
(make-paddle 15 6 1)
)
(check-expect (paddle-handle-key-press med-paddle "left")
(make-paddle 15 6 -1)
)
(check-expect (paddle-handle-key-press big-right-edge-paddle "right")
(make-paddle 42 258 1)
)
(check-expect (paddle-handle-key-press med-left-edge-paddle "left")
(make-paddle 15 0 -1)
)
(check-expect (paddle-handle-key-press med-left-edge-paddle "t")
(make-paddle 15 0 -1)
)
;paddle-key-up : key-press paddle -> paddle
;
;Responds to a key-press being released and returns paddle with appropiate direction
(define (paddle-handle-key-up a-paddle a-key-press)
{cond
[(string=? "left" a-key-press)
(make-paddle
(paddle-width a-paddle)
(paddle-x-coord a-paddle)
0
)
]
[(string=? "right" a-key-press)
(make-paddle
(paddle-width a-paddle)
(paddle-x-coord a-paddle)
0
)
]
[else
(make-paddle
(paddle-width a-paddle)
(paddle-x-coord a-paddle)
(paddle-direction a-paddle)
)
]
}
)
;paddle-key-up spec
(check-expect (paddle-handle-key-up med-paddle "right")
(make-paddle 15 6 0)
)
(check-expect (paddle-handle-key-up med-paddle "left")
(make-paddle 15 6 0)
)
(check-expect (paddle-handle-key-up big-right-edge-paddle "right")
(make-paddle 42 258 0)
)
(check-expect (paddle-handle-key-up med-left-edge-paddle "left")
(make-paddle 15 0 0)
)
(check-expect (paddle-handle-key-up med-left-edge-paddle "t")
(make-paddle 15 0 -1)
)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
;BRICK -- BRICK -- BRICK -- BRICK -- BRICK -- BRICK -- BRICK -- BRICK -- BRICK
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
;Brick Definition
;
;A brick is:
;(make-brick [nat-num] [nat-num])
(define-struct brick (x y))
;
;x is the x-coordinate where the left corner of the brick is located
;y is the y-coordinate where the left corner of the brick is located
#;;TEMPLATE
;
;func-for-brick : brick -> brick
;
#|
(define (func-for-brick a-brick)
(brick-x ...)
(brick-y ...)
)
|#
;examples of a brick
(define mid-brick (make-brick 20 20)) ;;Not sure why, but racket gets fussy if I dont define this twice?
(define mid-brick (make-brick 20 20))
(define left-brick (make-brick 10 50))
(define right-brick (make-brick 70 35))
;overlap? : natnum natnum natnum natnum natnum natnum natnum natnum -> boolean
;
;Checks to see if the dimensions of two rectangles overlap with one another
(define (overlap?
rect-one-x rect-one-y rect-one-width rect-one-height
rect-two-x rect-two-y rect-two-width rect-two-height
)
{cond
[(and;check within width
(and
(>= (+ rect-one-x rect-one-width) rect-two-x); within right bounds
(<= rect-one-x (+ rect-two-x rect-two-width)); within left bounds
)
(and
(>= (+ rect-one-y rect-one-height) rect-two-y) ;within top bounds
(<= rect-one-y (+ rect-two-y rect-two-height)) ; within bottom bounds
)
);overlapping
#t
]
[else ;not overlapping
#f
]
}
)
;overlap? spec
;directly on top of
(check-expect (overlap? 100 100 40 10
100 100 8 8)
true
)
;just within left bounds
(check-expect (overlap? 100 90 40 10
92 90 8 8)
true
)
;just outside left bounds
(check-expect (overlap? 100 90 40 10
91 90 8 8)
false
)
;just inside right bounds
(check-expect (overlap? 100 90 40 10
140 90 8 8)
true
)
;just outside right bounds
(check-expect (overlap? 100 90 40 10
141 90 8 8)
false
)
;just inside top bounds
(check-expect (overlap? 100 90 40 10
140 100 8 8)
true
)
;just outisde top bounds
(check-expect (overlap? 100 90 40 10
140 101 8 8)
false
)
;just touching bottom bounds
(check-expect (overlap? 100 90 40 10
140 82 8 8)
true
)
;just underneath bottom bounds
(check-expect (overlap? 100 90 40 10
140 79 8 8)
false
)
;not touching at all
(check-expect (overlap? 100 90 40 10
89 89 8 8)
false
)
;underneath but not touching
(check-expect (overlap? 100 90 40 10
89 89 8 8)
false
)
;over-top but not touching
(check-expect (overlap? 100 90 40 10
100 101 8 8)
false
)
;to the left but not touching
(check-expect (overlap? 100 90 40 10
89 95 8 8)
false
)
;to the right but not touching
(check-expect (overlap? 141 90 40 10
99 95 8 8)
false
)
;List of bricks data definition
;A list of bricks is:
; empty
; (make-cons [brick] [list-of-brick])
;
;Empty list of bricks
(define no-bricks empty)
;List with one bick
(define one-bricks
(cons
(make-brick 0 100)
empty
)
)
;List with two brick
(define two-bricks
(cons
(make-brick 0 100)
(cons
(make-brick 40 100)
empty
)
)
)
;List with three bricks
(define three-bricks
(cons
(make-brick 0 100)
(cons
(make-brick 40 100)
(cons
(make-brick 80 100)
(cons
(make-brick 120 100)
empty
)
)
)
)
)
;List with four bricks
(define four-bricks
(cons
(make-brick 0 100)
(cons
(make-brick 40 100)
(cons
(make-brick 80 100)
(cons
(make-brick 120 100)
empty
)
)
)
)
)
;List with five bricks
(define five-bricks
(list
(make-brick 0 100)
(make-brick 40 100)
(make-brick 80 100)
(make-brick 120 100)
(make-brick 160 100)
)
)
;List with six bricks
(define world-list-of-bricks
(list
(make-brick 0 100)
(make-brick 41 100)
(make-brick 82 100)
(make-brick 123 100)
(make-brick 164 100)
(make-brick 205 100)
)
)
;
#| Template
;func-for-lob : a-lob ??? -> ???
;
;description for func-for-lob
(define (FUNC-FOR-LOB a-lob PARAMS)
{cond
[(empty? a-lob)
(FUNC)
]
[(cons? a-lob)
(FUNC
(first a-lob)
(FUNC-FOR-LOB PARAMS (rest a-lob))
)
]
}
)
;FUNC-FOR-LOB spec
(check-expect (FUNC-FOR-LOB PARAMS a-lob)
EXPECTED
)
|#
;draw-bricks : list-of-brick, image → image
;
;draw-brick takes in a-lob and returns an backround-img with
;each brick drawn on the image
(define (draw-bricks a-lob background-img)
{cond
[(empty? a-lob)
background-img
]
[(cons? a-lob)
(draw-brick
(first a-lob)
(draw-bricks (rest a-lob) background-img)
)
]
}
)
;FUNC-FOR-LOB spec
(check-expect (draw-bricks two-bricks WORLD-SCENE)
(draw-brick
(make-brick 0 100)
(draw-brick
(make-brick 40 100)
WORLD-SCENE
)
)
)
(check-expect (draw-bricks four-bricks WORLD-SCENE)
(draw-brick
(make-brick 0 100)
(draw-brick
(make-brick 40 100)
(draw-brick
(make-brick 80 100)
(draw-brick
(make-brick 120 100)
WORLD-SCENE
)
)
)
)
)
(check-expect (draw-bricks empty WORLD-SCENE)
WORLD-SCENE
)
(check-expect (draw-bricks world-list-of-bricks WORLD-SCENE)
.
)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
;WORLD -- WORLD -- WORLD -- WORLD -- WORLD -- WORLD -- WORLD -- WORLD -- WORLD
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
;World Definition
;
;A world is:
; (make-paddle [paddle] [ball] [list-of-bricks])
;
(define-struct world (the-paddle the-ball bricks))
;the-paddle is the paddle that hits the ball
;the-ball is the ball that hits and bounces off bricks
;brick is the brick that a dissapears after a ball hits the brick
;
#|;;Template
;
;func-for-world : paddle ball list-of-bricks -> world
;
;descirption of func-for-world
(define (func-for-world a-paddle a-ball a-list-of-bricks)
(world-the-paddle a-paddle)
(world-the-ball a-ball)
{cond
[(empty? (world-bricks a-list-of-bricks))
(FUNC)
]
[(cons? (world-bricks a-list-of-bricks))
(FUNC)
]
}
)
|#
;Examples of world
(define first-world (make-world big-paddle current-ball one-bricks))
(define second-world (make-world big-still-right-edge-paddle typical-ball two-bricks))
(define third-world (make-world med-paddle typical-ball three-bricks))
;update-world : world -> world
;
;Takes in a world and returns that world one tick later
;
(define (update-world a-world)
(make-world
(update-paddle (world-the-paddle a-world))
(move-ball (update-ball a-world (world-the-ball a-world)))
(bricks-remaining (world-bricks a-world) (world-the-ball a-world))
)
)
;update world spec
(check-expect (update-world first-world)
(make-world
(make-paddle 42 23 0)
(make-ball 7 4 2 1)
(cons (make-brick 0 100) empty)
)
)
(check-expect (update-world (make-world big-still-right-edge-paddle typical-ball four-bricks))
(make-world
(update-paddle big-still-right-edge-paddle)
(move-ball (update-ball (make-world big-still-right-edge-paddle typical-ball four-bricks) typical-ball))
(bricks-remaining (world-bricks (make-world big-still-right-edge-paddle typical-ball four-bricks)) typical-ball)
)
)
(check-expect (update-world (make-world med-left-edge-paddle current-ball two-bricks))
(make-world
(update-paddle med-left-edge-paddle)
(move-ball (update-ball (make-world med-left-edge-paddle current-ball two-bricks) current-ball))
(bricks-remaining two-bricks current-ball)
)
)
(check-expect (update-world (make-world med-left-edge-paddle current-ball no-bricks))
(make-world
(update-paddle med-left-edge-paddle)
(move-ball (update-ball (make-world med-left-edge-paddle current-ball no-bricks) current-ball))
empty
)
)
;world-handle-key : world keypress -> world
;
;Takes in a world and delegats the key press amongst all contained structs
(define (world-handle-key a-world a-keypress)
(make-world
(paddle-handle-key-press
(world-the-paddle a-world)
a-keypress
)
(world-the-ball a-world)
(world-bricks a-world)
)
)
;world-handle-key spec
(check-expect (world-handle-key first-world "left")
(make-world
(paddle-handle-key-press
(world-the-paddle first-world)
"left"
)
(world-the-ball first-world)
(world-bricks first-world)
)
)
(check-expect (world-handle-key second-world "right")
(make-world
(paddle-handle-key-press
(world-the-paddle second-world)
"right"
)
(world-the-ball second-world)
(world-bricks second-world)
)
)
(check-expect (world-handle-key third-world "q")
(make-world
(paddle-handle-key-press
(world-the-paddle third-world)
"q"
)
(world-the-ball third-world)
(world-bricks third-world)
)
)
;world-handle-key-up : world keypress -> world
;
;Takes in a world and delegats the key press amongst all contained structs when key is released
(define (world-handle-key-up a-world a-keypress)
(make-world
(paddle-handle-key-up
(world-the-paddle a-world)
a-keypress
)
(world-the-ball a-world)
(world-bricks a-world)
)
)
;world-handle-key-up spec
(check-expect (world-handle-key-up first-world "left")
(make-world
(paddle-handle-key-up
(world-the-paddle first-world)
"left"
)
(world-the-ball first-world)
(world-bricks first-world)
)
)
(check-expect (world-handle-key-up second-world "right")
(make-world
(paddle-handle-key-up
(world-the-paddle second-world)
"right"
)
(world-the-ball second-world)
(world-bricks second-world)
)
)
(check-expect (world-handle-key third-world "q")
(make-world
(paddle-handle-key-up
(world-the-paddle third-world)
"q"
)
(world-the-ball third-world)
(world-bricks third-world)
)
)
;draw-brick : brick, image -> image
;
;takes a brick and a “background” image, and returns that background image
;with a brick drawn on top of it.
(define (draw-brick a-brick an-image)
(place-image
(rectangle
40
10
"solid"
"red"
)
(+
(brick-x a-brick) 20 )
(brick-y a-brick)
an-image
)
)
;draw-brick spec
(check-expect (draw-brick mid-brick WORLD-SCENE)
(place-image
(rectangle 40 10 "solid" "red")
(+ (brick-x mid-brick) 20)
(brick-y mid-brick)
WORLD-SCENE
)
)
(check-expect (draw-brick right-brick WORLD-SCENE)
.
)
(check-expect (draw-brick left-brick WORLD-SCENE)
.
)
;draw-paddle : paddle, image -> image
;
;takes a paddle and a “background” image, and returns that background image
;with a paddle drawn on top of it.
(define (draw-paddle a-paddle an-image)
(place-image
(rectangle 42 5 "solid" "black")
(+ (paddle-x-coord a-paddle) (/ (paddle-width a-paddle) 2))
190
an-image
)
)
;draw-paddle spec
(check-expect (draw-paddle big-right-edge-paddle WORLD-SCENE)
(place-image
(rectangle 42 5 "solid" "black")
(+ (paddle-x-coord big-right-edge-paddle) (/ (paddle-width big-right-edge-paddle) 2))
190
WORLD-SCENE
)
)
(check-expect (draw-paddle small-paddle WORLD-SCENE)
(place-image
(rectangle 42 5 "solid" "black")
(+ (paddle-x-coord small-paddle) (/ (paddle-width small-paddle) 2))
190
WORLD-SCENE
)
)
;draw-ball : ball image -> image
;
;takes a ball and a “background” image, and returns that background image
;with a paddle drawn on top of it.
(define (draw-ball a-ball an-image)
(place-image
(circle 8 'solid "green")
(+ (ball-x a-ball) 4)
(+ (ball-y a-ball) 4)
an-image
)
)
;draw-ball spec
(check-expect (draw-ball current-ball WORLD-SCENE)
(place-image
(circle 8 'solid "green")
(+ (ball-x current-ball) 4)
(+ (ball-y current-ball) 4)
WORLD-SCENE
)
)
(check-expect (draw-ball typical-ball WORLD-SCENE)
(place-image
(circle 8 'solid "green")
(+ (ball-x typical-ball) 4)
(+ (ball-y typical-ball) 4)
WORLD-SCENE
)
)
;draw-world : world -> image
;
;Draws a scene containing a brick, a ball and a paddle
(define (draw-world a-world)
(draw-ball ;;Draws ball
(world-the-ball a-world)
(draw-paddle ;;Draws paddle
(world-the-paddle a-world)
(draw-bricks ;;Draws brick
(world-bricks a-world)
WORLD-SCENE
)
)
)
)
;draw-world-spec
(check-expect (draw-world first-world)
(draw-ball
current-ball
(draw-paddle
big-paddle
(draw-bricks
one-bricks
WORLD-SCENE
)
)
)
)
(check-expect (draw-world second-world)
.
)
(check-expect (draw-world third-world)
.
)
;brick-collide-ball? : list-of-bricks ball -> boolean
;
;Takes in a-lob and a-ball and return weather or not a-ball
;is touch a-brick
;brick width is 40, height is 10
;ball width i 8, height is 8
(define (brick-collide-ball? a-brick a-ball)
(if
(overlap?
;balls dimensions and location
(ball-x a-ball)
(ball-y a-ball)
8
8
;first brick in list
(brick-x a-brick)
(- (brick-y a-brick) 8)
40
20
)
#t ;true condition
#f ;else condition
)
)
;brick-colid-ball? spec
(check-expect (brick-collide-ball? (make-brick 120 100) (world-the-ball third-world))
#t
)
(check-expect (brick-collide-ball? (make-brick 0 0) typical-ball)
#f
)
;bricks-remaining : list-of-brick ball → list-of-brick
;
;Returns a new list of bricks with all bricks that are not
;touching a-ball