#lang r7rs ; Maze ADT ; (define-library (pacman-project maze) (import (scheme base) (pp1 graphics) (pacman-project screen)) (export maze-rows maze-cols cell-size maze-offset-y cell-ref cell-set! cell-wall? cell-coin? cell-empty? cell-key? cell-door? draw-maze! remove-door!) (begin ;conmstanten (define cell-size 24) (define maze-offset-y 97) ;offsets om de maze mooi te kunnen plaatsen (define maze-size-offset 6) ;we maken een maze aan van 31 rijen x 28 kolommen ;vector ipv #() omda vector mutable is en #() ni. ;0 = muntje ;1 = muur ;2 = leeg ;3 = sleutel ;4 = deur (define maze (vector (vector 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1) (vector 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1) (vector 1 0 1 1 1 1 0 1 1 1 1 1 0 1 1 0 1 1 1 1 1 0 1 1 1 1 0 1) (vector 1 0 1 0 0 1 0 1 1 1 1 1 0 1 1 0 1 1 1 1 1 0 1 1 1 1 0 1) (vector 1 0 1 4 1 1 0 1 1 1 1 1 0 1 1 0 1 1 1 1 1 0 1 1 1 1 0 1) (vector 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1) (vector 1 0 1 1 1 1 0 1 1 0 1 1 1 1 1 1 1 1 0 1 1 0 1 1 1 1 0 1) (vector 1 0 1 1 1 1 0 1 1 0 1 1 1 1 1 1 1 1 0 1 1 0 1 1 1 1 0 1) (vector 1 0 0 0 0 0 0 1 1 0 0 0 0 1 1 0 0 0 0 1 1 0 0 0 0 0 0 1) (vector 1 1 1 1 1 1 0 1 1 1 1 1 0 1 1 0 1 1 1 1 1 0 1 1 1 1 1 1) (vector 2 2 2 2 2 1 0 1 1 1 1 1 0 1 1 0 1 1 1 1 1 0 1 2 2 2 2 2) (vector 2 2 2 2 2 1 0 1 1 0 0 0 0 0 0 0 0 0 0 1 1 0 1 2 2 2 2 2) (vector 2 2 2 2 2 1 0 1 1 0 1 1 1 4 4 1 1 1 0 1 1 0 1 2 2 2 2 2) (vector 1 1 1 1 1 1 0 1 1 0 1 2 2 2 2 2 2 1 0 1 1 0 1 1 1 1 1 1) (vector 2 0 0 0 0 0 0 0 0 0 1 2 2 2 2 2 2 1 0 0 0 0 0 0 0 0 0 2) (vector 1 1 1 1 1 1 0 1 1 0 1 2 2 2 2 2 2 1 0 1 1 0 1 1 1 1 1 1) (vector 2 2 2 2 2 1 0 1 1 0 1 1 1 1 1 1 1 1 0 1 1 0 1 2 2 2 2 2) (vector 2 2 2 2 2 1 0 1 1 0 0 0 0 0 0 0 0 0 0 1 1 0 1 2 2 2 2 2) (vector 2 2 2 2 2 1 0 1 1 0 1 1 1 1 1 1 1 1 0 1 1 0 1 2 2 2 2 2) (vector 1 1 1 1 1 1 0 1 1 0 1 1 1 1 1 1 1 1 0 1 1 0 1 1 1 1 1 1) (vector 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1) (vector 1 0 1 1 1 1 0 1 1 1 1 1 0 1 1 0 1 1 1 1 1 0 1 1 1 1 0 1) (vector 1 0 1 1 1 1 0 1 1 1 1 1 0 1 1 0 1 1 1 1 1 0 1 1 1 1 0 1) (vector 1 0 0 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 0 0 0 1) (vector 1 1 1 0 1 1 0 1 1 0 1 1 1 1 1 1 1 1 0 1 1 0 1 1 0 1 1 1) (vector 1 1 1 0 1 1 0 1 1 0 1 1 1 1 1 1 1 1 0 1 1 0 1 1 0 1 1 1) (vector 1 0 0 0 0 0 0 1 1 0 0 0 0 1 1 0 0 0 0 4 1 0 0 0 0 0 0 1) (vector 1 0 1 1 1 1 1 1 1 1 1 1 0 1 1 0 1 1 1 0 0 1 1 1 1 1 0 1) (vector 1 0 1 1 1 1 1 1 1 1 1 1 0 1 1 0 1 1 1 1 1 1 1 1 1 1 0 1) (vector 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1) (vector 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1))) (define maze-rows (vector-length maze)) (define maze-cols (vector-length (vector-ref maze 0))) ;geeft waarde terug v/e cell (define (cell-ref row col) (vector-ref (vector-ref maze row) col)) ;past waarde aan v/e cell (define (cell-set! row col value) (vector-set! (vector-ref maze row) col value)) (define (cell-wall? row col) (= (cell-ref row col) 1)) (define (cell-coin? row col) (= (cell-ref row col) 0)) (define (cell-empty? row col) (= (cell-ref row col) 2)) (define (cell-key? row col) (= (cell-ref row col) 3)) (define (cell-door? row col) (= (cell-ref row col) 4)) (define maze-layer (make-new-layer!)) (define maze-tile (make-tile screen-width screen-height)) ((maze-layer 'add-drawable!) maze-tile) ;tekent de maze (define (draw-maze!) (do ((row 0 (+ row 1))) ((= row maze-rows)) (do ((col 0 (+ col 1))) ((= col maze-cols)) (let ((cell (cell-ref row col))) (cond ((= cell 1) ((maze-tile 'draw-rectangle!) (* col cell-size) (+ (* row cell-size) maze-offset-y) (- cell-size maze-size-offset) (- cell-size maze-size-offset) "blue")) ((= cell 4) ((maze-tile 'draw-rectangle!) (* col cell-size) (+ (* row cell-size) maze-offset-y) (- cell-size maze-size-offset) (- cell-size maze-size-offset) "pink"))))))) ;we tekenen hier ook de deuren aangezien ze deel uitmaken van de maze (draw-maze!) ;verwijdert een deur uit de maze (define (remove-door! row col) (cell-set! row col 2) ((maze-tile 'draw-rectangle!) (* col cell-size) (+ (* row cell-size) maze-offset-y) (- cell-size maze-size-offset) (- cell-size maze-size-offset) "black"))))