package elm_playground_gamekits
sectionYPositions = computeSectionYPositions($el), 10)"
x-init="setTimeout(() => sectionYPositions = computeSectionYPositions($el), 10)"
>
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_rhythm/Rhythm.ml.html
Source file Rhythm.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 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162(* 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. *) (* See Rhythm.mli *) type judgement = Perfect | Great | Good | Almost | Miss let window = function Perfect -> 0.030 | Great -> 0.060 | Good -> 0.100 | Almost -> 0.135 | Miss -> infinity let judge (error : float) : judgement option = let e = Float.abs error in if e <= window Perfect then Some Perfect else if e <= window Great then Some Great else if e <= window Good then Some Good else if e <= window Almost then Some Almost else None let points = function Perfect -> 100 | Great -> 70 | Good -> 40 | Almost -> 10 | Miss -> 0 let name = function Perfect -> "PERFECT" | Great -> "GREAT" | Good -> "GOOD" | Almost -> "ALMOST" | Miss -> "MISS" let song_time ~(position : float) ~(offset : float) : float = position -. offset type 'lane note = { at : float; lane : 'lane; length : float } type 'lane performance = { judged : ('lane note * judgement option) list; errors : float list; combo : int; best_combo : int; score : int; last : (judgement * float) option; offset : float; now : float; started : float; } let start ~(offset : float) ~(started : float) (notes : 'lane note list) : 'lane performance = { judged = List.map (fun n -> (n, None)) notes; errors = []; combo = 0; best_combo = 0; score = 0; last = None; offset; now = 0.; started } let press (now : float) (lane : 'lane) (p : 'lane performance) : 'lane performance = let candidates = List.filter_map (fun (n, j) -> if j = None && n.lane = lane then Some (n, now -. n.at) else None) p.judged in let nearest = List.fold_left (fun best (n, e) -> match best with Some (_, be) when Float.abs be <= Float.abs e -> best | _ -> Some (n, e)) None candidates in match nearest with | Some (n, e) -> ( match judge e with | Some j -> let combo = if j = Almost then 0 else p.combo + 1 in { p with judged = List.map (fun (n', j') -> if n' == n then (n', Some j) else (n', j')) p.judged; errors = e :: p.errors; combo; best_combo = max p.best_combo combo; score = p.score + points j; last = Some (j, now) } | None -> p) | None -> p let misses (now : float) (p : 'lane performance) : 'lane performance = let late (n, j) = j = None && now -. n.at > window Almost in if not (List.exists late p.judged) then p else { p with judged = List.map (fun (n, j) -> if late (n, j) then (n, Some Miss) else (n, j)) p.judged; combo = 0; last = Some (Miss, now) } let play (now : float) (pressed : 'lane list) (p : 'lane performance) : 'lane performance = misses now (List.fold_left (fun p lane -> press now lane p) { p with now } pressed) let average_error (p : 'lane performance) : float option = match p.errors with [] -> None | l -> Some (List.fold_left ( +. ) 0. l /. float_of_int (List.length l)) let sounding (t : Abc.tune) (v : int) : (float * float * int list) list = match List.nth_opt t.voices v with | None -> [] | Some events -> List.filter_map (fun (e : Abc.event) -> if e.notes = [] then None else Some (e.start, e.length, e.notes)) events let on_frets (t : Abc.tune) (v : int) : int note list = let notes = sounding t v in let pitches = List.concat_map (fun (_, _, ps) -> ps) notes in let lo = List.fold_left min max_int pitches and hi = List.fold_left max min_int pitches in let fret p = if hi = lo then 2 else min 4 ((p - lo) * 5 / (hi - lo + 1)) in List.concat_map (fun (at, length, ps) -> List.sort_uniq compare (List.map fret ps) |> List.map (fun lane -> { at; lane; length })) notes type difficulty = Easy | Medium | Hard | Expert let difficulties = [ Easy; Medium; Hard; Expert ] let difficulty_name = function Easy -> "EASY" | Medium -> "MEDIUM" | Hard -> "HARD" | Expert -> "EXPERT" let frets_at = function Easy -> 3 | Medium -> 4 | Hard | Expert -> 5 let chord_at = function Easy | Medium -> 1 | Hard -> 2 | Expert -> 5 (* the notes struck together, as groups, in time order *) let chords (notes : 'lane note list) : 'lane note list list = List.fold_left (fun groups n -> match groups with (m :: _ as g) :: rest when m.at = n.at -> (n :: g) :: rest | _ -> [ n ] :: groups) [] notes |> List.rev_map List.rev let reduce (level : difficulty) (chart : int note list) : int note list = let frets = frets_at level and keep = chord_at level in List.concat_map (fun chord -> let sorted = List.sort (fun a b -> compare a.lane b.lane) chord in let n = List.length sorted in let kept = if keep >= n then sorted else if keep = 1 then [ List.hd sorted ] else [ List.hd sorted; List.nth sorted (n - 1) ] in (* the frets folded together, and what then lands on one fret * struck once *) List.map (fun m -> { m with lane = m.lane * frets / 5 }) kept |> List.sort_uniq (fun a b -> compare a.lane b.lane)) (chords (List.stable_sort (fun a b -> compare a.at b.at) chart)) let strummed ~(strum : bool) ~(held : 'lane list) : 'lane list = if strum then held else [] let sustain_min = 0.75 let muted (v : int) (t : Abc.tune) : Abc.tune = { t with voices = List.mapi (fun i events -> if i = v then List.map (fun (e : Abc.event) -> { e with notes = [] }) events else events) t.voices } (* the performances' notes are in the same order, their judgements * changed only from None *) let newly_hit (before : 'lane performance) (after : 'lane performance) : float list = List.combine before.judged after.judged |> List.filter_map (fun ((_, j0), (n, j1)) -> match (j0, j1) with None, Some j when j <> Miss -> Some n.at | _ -> None) |> List.sort_uniq compare (* the other voices kept, empty, so that the voice sounds as it does in * the song (Music.instrument depends on the number of voices) *) let struck (t : Abc.tune) (v : int) (at : float) : Abc.tune = { t with voices = List.mapi (fun i (events : Abc.event list) -> if i = v then List.filter (fun (e : Abc.event) -> e.notes <> [] && Float.abs (e.start -. at) < 0.001) events else []) t.voices } let sustaining (now : float) (held : 'lane list) (p : 'lane performance) : int = List.length (List.filter (fun (n, j) -> j <> None && j <> Some Miss && n.length >= sustain_min && now > n.at && now < n.at +. n.length && List.mem n.lane held) p.judged)
sectionYPositions = computeSectionYPositions($el), 10)"
x-init="setTimeout(() => sectionYPositions = computeSectionYPositions($el), 10)"
>