package elm_playground_gamekits
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Genre kits for Playground games: platformers, racing, shoot 'em ups, fighting and more
Install
dune-project
Dependency
Authors
Maintainers
Sources
0.3.6.tar.gz
md5=7c636383d146d30ac6f2fa234a6253c8
sha512=c79f3823c5f8f57e5038eb640d487c61168b84aa07c61999d6622ef9fd0c890e2b03b4c6a7cdbbe9352a49e25dda00ac7bb14693cee8e3d7beeed251351a2af0
doc/src/elm_playground_gamekits.kit_maze/Grid_move.ml.html
Source file Grid_move.ml
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59(* Claude Code * * Copyright (C) 2026 Yoann Padioleau * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public License * (LGPL) as published by the Free Software Foundation; either version * 2 of the License, or (at your option) any later version. *) open Playground (* See Grid_move.mli *) type dir = Up | Down | Left | Right | Stop let delta (d : dir) : int * int = match d with Up -> (0, -1) | Down -> (0, 1) | Left -> (-1, 0) | Right -> (1, 0) | Stop -> (0, 0) let opposite (d : dir) : dir = match d with Up -> Down | Down -> Up | Left -> Right | Right -> Left | Stop -> Stop type grid = { tile : int; cols : int; rows : int } type mover = { gx : int; gy : int; dir : dir; wanted : dir } let mover_at (g : grid) ((col, row) : int * int) : mover = { gx = col * g.tile; gy = row * g.tile; dir = Stop; wanted = Stop } let at_center (g : grid) (m : mover) : bool = m.gx mod g.tile = 0 && m.gy mod g.tile = 0 let tile_of (g : grid) (m : mover) : int * int = ((m.gx + (g.tile / 2)) / g.tile mod g.cols, (m.gy + (g.tile / 2)) / g.tile) let next_tile (g : grid) (m : mover) (d : dir) : int * int = let col, row = tile_of g m in let dc, dr = delta d in ((col + dc + g.cols) mod g.cols, row + dr) (* one pixel in [m.dir], wrapping around horizontally *) let advance (g : grid) (m : mover) : mover = let dx, dy = delta m.dir in let w = g.cols * g.tile in { m with gx = (m.gx + dx + w) mod w; gy = m.gy + dy } let slide (g : grid) ~(choose : mover -> mover) (speed : int) (m : mover) : mover = let rec go n m = if n = 0 then m else let m = if at_center g m then choose m else m in if m.dir = Stop then m else go (n - 1) (advance g m) in go speed m let steer (g : grid) ~(open_ : int * int -> bool) (m : mover) : mover = if m.wanted <> Stop && open_ (next_tile g m m.wanted) then { m with dir = m.wanted } else if m.dir <> Stop && open_ (next_tile g m m.dir) then m else { m with dir = Stop } let move_player (g : grid) ~(open_ : int * int -> bool) (speed : int) (m : mover) : mover = let m = if m.wanted = opposite m.dir && m.dir <> Stop then { m with dir = m.wanted } else m in slide g ~choose:(steer g ~open_) speed m let to_world (g : grid) (bounds : Camera2d.rect) (m : mover) : number * number = let half = float_of_int g.tile /. 2. in (bounds.left +. float_of_int m.gx +. half, bounds.top -. float_of_int m.gy -. half)
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