|
|
|
|
@@ -4,9 +4,11 @@
|
|
|
|
|
;; Level ADT ;;
|
|
|
|
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
|
|
|
|
|
|
|
|
;; Contains all game logic: Pac-Man movement, collision detection, coin/key
|
|
|
|
|
;; pickup, door opening, teleportation, pause, and time management.
|
|
|
|
|
;; Contains NO graphics code.
|
|
|
|
|
;; Contains all game logic: automatic Pac-Man movement, collision detection,
|
|
|
|
|
;; coin/key pickup, door opening, teleportation, pause, and time management.
|
|
|
|
|
;; Pac-Man moves automatically in its current direction. Arrow keys queue a
|
|
|
|
|
;; desired turn direction, which is applied at the next movement tick if the
|
|
|
|
|
;; path is clear. Contains NO graphics code.
|
|
|
|
|
|
|
|
|
|
(define-library (pacman-project adt level)
|
|
|
|
|
(import (scheme base)
|
|
|
|
|
@@ -29,7 +31,9 @@
|
|
|
|
|
(key #f)
|
|
|
|
|
(score (make-score))
|
|
|
|
|
(timer (make-timer))
|
|
|
|
|
(paused? #f))
|
|
|
|
|
(paused? #f)
|
|
|
|
|
(queued-direction #f)
|
|
|
|
|
(movement-timer 0))
|
|
|
|
|
|
|
|
|
|
;; Initialize key after maze is created.
|
|
|
|
|
(set! key (make-key maze))
|
|
|
|
|
@@ -47,6 +51,23 @@
|
|
|
|
|
((eq? direction 'down) (cons 1 0))
|
|
|
|
|
(else (cons 0 0))))
|
|
|
|
|
|
|
|
|
|
;; can-move? :: symbol -> boolean
|
|
|
|
|
;; Checks if Pac-Man can move in the given direction (no wall or
|
|
|
|
|
;; locked door blocking the way).
|
|
|
|
|
(define (can-move? direction)
|
|
|
|
|
(let* ((delta (direction->delta direction))
|
|
|
|
|
(current-pos (pacman 'position))
|
|
|
|
|
(next-row (+ (current-pos 'row) (car delta)))
|
|
|
|
|
(next-col (+ (current-pos 'col) (cdr delta))))
|
|
|
|
|
(cond
|
|
|
|
|
;; Teleportation tunnels are always passable.
|
|
|
|
|
((or (< next-col 0) (>= next-col (maze 'cols))) #t)
|
|
|
|
|
;; Walls block.
|
|
|
|
|
(((maze 'wall?) next-row next-col) #f)
|
|
|
|
|
;; Doors block unless the key has been taken.
|
|
|
|
|
(((maze 'door?) next-row next-col) (key 'taken?))
|
|
|
|
|
(else #t))))
|
|
|
|
|
|
|
|
|
|
;;
|
|
|
|
|
;; Coin logic
|
|
|
|
|
;;
|
|
|
|
|
@@ -88,9 +109,9 @@
|
|
|
|
|
;;
|
|
|
|
|
|
|
|
|
|
;; move-pacman! :: symbol -> /
|
|
|
|
|
;; Moves Pac-Man in the given direction with all game rules.
|
|
|
|
|
;; Moves Pac-Man one step in the given direction, handling collisions,
|
|
|
|
|
;; teleportation, and item pickup.
|
|
|
|
|
(define (move-pacman! direction)
|
|
|
|
|
(when (not ((timer 'time-up?)))
|
|
|
|
|
(let* ((delta (direction->delta direction))
|
|
|
|
|
(delta-row (car delta))
|
|
|
|
|
(delta-col (cdr delta))
|
|
|
|
|
@@ -98,7 +119,7 @@
|
|
|
|
|
(next-row (+ (current-pos 'row) delta-row))
|
|
|
|
|
(next-col (+ (current-pos 'col) delta-col)))
|
|
|
|
|
|
|
|
|
|
;; Update direction for the draw layer.
|
|
|
|
|
;; Update facing direction for the draw layer.
|
|
|
|
|
((pacman 'direction!) direction)
|
|
|
|
|
|
|
|
|
|
(cond
|
|
|
|
|
@@ -106,7 +127,7 @@
|
|
|
|
|
((or (< next-col 0) (>= next-col (maze 'cols)))
|
|
|
|
|
(teleport-horizontal! next-row next-col))
|
|
|
|
|
|
|
|
|
|
;; Door: only open if key has been taken.
|
|
|
|
|
;; Door: open it if key has been taken.
|
|
|
|
|
(((maze 'door?) next-row next-col)
|
|
|
|
|
(when (key 'taken?)
|
|
|
|
|
((maze 'remove-door!) next-row next-col)))
|
|
|
|
|
@@ -120,7 +141,22 @@
|
|
|
|
|
(((maze 'key?) next-row next-col)
|
|
|
|
|
(pick-up-key! next-row next-col))
|
|
|
|
|
(((maze 'coin?) next-row next-col)
|
|
|
|
|
(eat-coin! next-row next-col)))))))))
|
|
|
|
|
(eat-coin! next-row next-col))))))))
|
|
|
|
|
|
|
|
|
|
;; advance-pacman! :: -> /
|
|
|
|
|
;; Called every movement tick. Tries the queued direction first; if
|
|
|
|
|
;; that path is blocked, continues in the current direction.
|
|
|
|
|
(define (advance-pacman!)
|
|
|
|
|
(when (not ((timer 'time-up?)))
|
|
|
|
|
(let ((current-dir (pacman 'direction)))
|
|
|
|
|
;; Try the queued direction first.
|
|
|
|
|
(cond
|
|
|
|
|
((and queued-direction (can-move? queued-direction))
|
|
|
|
|
(move-pacman! queued-direction)
|
|
|
|
|
(set! queued-direction #f))
|
|
|
|
|
;; Otherwise keep moving in the current direction.
|
|
|
|
|
((can-move? current-dir)
|
|
|
|
|
(move-pacman! current-dir))))))
|
|
|
|
|
|
|
|
|
|
;;
|
|
|
|
|
;; Pause logic
|
|
|
|
|
@@ -135,26 +171,31 @@
|
|
|
|
|
;;
|
|
|
|
|
|
|
|
|
|
;; key-press! :: symbol -> /
|
|
|
|
|
;; Processes a key press.
|
|
|
|
|
;; Processes a key press. Arrow keys queue a desired direction.
|
|
|
|
|
(define (key-press! pressed-key)
|
|
|
|
|
(cond
|
|
|
|
|
((eq? pressed-key 'escape) (toggle-pause!))
|
|
|
|
|
((not paused?)
|
|
|
|
|
(cond
|
|
|
|
|
((eq? pressed-key 'right) (move-pacman! 'right))
|
|
|
|
|
((eq? pressed-key 'left) (move-pacman! 'left))
|
|
|
|
|
((eq? pressed-key 'up) (move-pacman! 'up))
|
|
|
|
|
((eq? pressed-key 'down) (move-pacman! 'down))))))
|
|
|
|
|
((eq? pressed-key 'right) (set! queued-direction 'right))
|
|
|
|
|
((eq? pressed-key 'left) (set! queued-direction 'left))
|
|
|
|
|
((eq? pressed-key 'up) (set! queued-direction 'up))
|
|
|
|
|
((eq? pressed-key 'down) (set! queued-direction 'down))))))
|
|
|
|
|
|
|
|
|
|
;;
|
|
|
|
|
;; Update (game loop function)
|
|
|
|
|
;;
|
|
|
|
|
|
|
|
|
|
;; update! :: number -> /
|
|
|
|
|
;; Called each frame with elapsed milliseconds.
|
|
|
|
|
;; Called each frame with elapsed milliseconds. Advances the movement
|
|
|
|
|
;; timer and moves Pac-Man automatically when the interval elapses.
|
|
|
|
|
(define (update! delta-time)
|
|
|
|
|
(when (not paused?)
|
|
|
|
|
((timer 'decrease!) delta-time)))
|
|
|
|
|
((timer 'decrease!) delta-time)
|
|
|
|
|
(set! movement-timer (+ movement-timer delta-time))
|
|
|
|
|
(when (>= movement-timer pacman-speed-ms)
|
|
|
|
|
(advance-pacman!)
|
|
|
|
|
(set! movement-timer 0))))
|
|
|
|
|
|
|
|
|
|
;;
|
|
|
|
|
;; Dispatch
|
|
|
|
|
|