Level now fires callbacks when game state changes that require redrawing: - on-coins-changed!: fired when a coin is eaten or key is picked up - on-maze-changed!: fired when a door is removed Exposes set-on-coins-changed! and set-on-maze-changed! messages so the game ADT can wire these to the draw ADT's dirty flags. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
233 lines
8.4 KiB
Racket
233 lines
8.4 KiB
Racket
#lang r7rs
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;; Level ADT ;;
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;; Contains all game logic: automatic Pac-Man movement, collision detection,
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;; coin/key pickup, door opening, teleportation, pause, and time management.
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;; Pac-Man moves automatically in its current direction. Arrow keys queue a
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;; desired turn direction, which is applied at the next movement tick if the
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;; path is clear. Contains NO graphics code.
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(define-library (pacman-project adt level)
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(import (scheme base)
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(pacman-project constants)
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(pacman-project adt position)
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(pacman-project adt maze)
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(pacman-project adt pacman)
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(pacman-project adt key)
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(pacman-project adt score)
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(pacman-project adt timer))
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(export make-level)
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(begin
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;; make-level :: -> level
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;; Creates a new level with all game objects.
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(define (make-level)
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(let ((maze (make-maze))
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(pacman (make-pacman 5 2))
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(key #f)
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(score (make-score))
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(timer (make-timer))
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(paused? #f)
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(queued-direction #f)
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(movement-timer 0)
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(on-coins-changed! (lambda () #f))
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(on-maze-changed! (lambda () #f)))
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;; Initialize key after maze is created.
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(set! key (make-key maze))
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;;
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;; Direction helpers
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;;
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;; direction->delta :: symbol -> (number . number)
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;; Converts a direction to a (delta-row . delta-col) pair.
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(define (direction->delta direction)
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(cond ((eq? direction 'right) (cons 0 1))
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((eq? direction 'left) (cons 0 -1))
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((eq? direction 'up) (cons -1 0))
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((eq? direction 'down) (cons 1 0))
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(else (cons 0 0))))
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;; can-move? :: symbol -> boolean
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;; Checks if Pac-Man can move in the given direction (no wall or
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;; locked door blocking the way).
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(define (can-move? direction)
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(let* ((delta (direction->delta direction))
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(current-pos (pacman 'position))
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(next-row (+ (current-pos 'row) (car delta)))
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(next-col (+ (current-pos 'col) (cdr delta))))
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(cond
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;; Teleportation tunnels are always passable.
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((or (< next-col 0) (>= next-col (maze 'cols))) #t)
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;; Walls block.
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(((maze 'wall?) next-row next-col) #f)
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;; Doors block unless the key has been taken.
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(((maze 'door?) next-row next-col) (key 'taken?))
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(else #t))))
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;;
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;; Coin logic
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;;
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;; eat-coin! :: number, number -> /
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;; Removes the coin at the cell and updates score/time.
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(define (eat-coin! row col)
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((maze 'cell-set!) row col cell-type-empty)
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((score 'increase!))
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((timer 'increase!))
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(on-coins-changed!))
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;;
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;; Key logic
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;;
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;; pick-up-key! :: number, number -> /
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;; Picks up the key and clears the cell.
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(define (pick-up-key! row col)
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((maze 'cell-set!) row col cell-type-empty)
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((key 'take!))
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(on-coins-changed!))
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;;
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;; Teleportation logic
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;;
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;; teleport-horizontal! :: number, number -> /
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;; Teleports Pac-Man to the other side of the maze.
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(define (teleport-horizontal! row col)
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(let ((pac-pos (pacman 'position)))
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(cond ((< col 0)
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((pac-pos 'col!) (- (maze 'cols) 1))
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((pac-pos 'row!) row))
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((>= col (maze 'cols))
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((pac-pos 'col!) 0)
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((pac-pos 'row!) row)))))
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;;
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;; Movement logic
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;;
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;; move-pacman! :: symbol -> /
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;; Moves Pac-Man one step in the given direction, handling collisions,
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;; teleportation, and item pickup.
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(define (move-pacman! direction)
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(let* ((delta (direction->delta direction))
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(delta-row (car delta))
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(delta-col (cdr delta))
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(current-pos (pacman 'position))
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(next-row (+ (current-pos 'row) delta-row))
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(next-col (+ (current-pos 'col) delta-col)))
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;; Update facing direction for the draw layer.
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((pacman 'direction!) direction)
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(cond
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;; Teleportation: outside grid horizontally.
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((or (< next-col 0) (>= next-col (maze 'cols)))
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(teleport-horizontal! next-row next-col))
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;; Door: open it if key has been taken.
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(((maze 'door?) next-row next-col)
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(when (key 'taken?)
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((maze 'remove-door!) next-row next-col)
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(on-maze-changed!)))
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;; Normal movement: only if not a wall.
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(else
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(when (not ((maze 'wall?) next-row next-col))
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((pacman 'move!) delta-row delta-col)
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;; Check what's at the new position.
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(cond
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(((maze 'key?) next-row next-col)
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(pick-up-key! next-row next-col))
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(((maze 'coin?) next-row next-col)
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(eat-coin! next-row next-col))))))))
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;; advance-pacman! :: -> /
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;; Called every movement tick. Tries the queued direction first; if
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;; that path is blocked, continues in the current direction.
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(define (advance-pacman!)
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(when (not ((timer 'time-up?)))
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(let ((current-dir (pacman 'direction)))
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;; Try the queued direction first.
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(cond
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((and queued-direction (can-move? queued-direction))
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(move-pacman! queued-direction)
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(set! queued-direction #f))
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;; Otherwise keep moving in the current direction.
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((can-move? current-dir)
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(move-pacman! current-dir))))))
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;;
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;; Pause logic
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;;
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;; toggle-pause! :: -> /
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(define (toggle-pause!)
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(set! paused? (not paused?)))
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;;
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;; Key handling
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;;
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;; key-press! :: symbol -> /
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;; Processes a key press. Arrow keys queue a desired direction.
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(define (key-press! pressed-key)
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(cond
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((eq? pressed-key 'escape) (toggle-pause!))
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((not paused?)
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(cond
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((eq? pressed-key 'right) (set! queued-direction 'right))
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((eq? pressed-key 'left) (set! queued-direction 'left))
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((eq? pressed-key 'up) (set! queued-direction 'up))
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((eq? pressed-key 'down) (set! queued-direction 'down))))))
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;;
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;; Update (game loop function)
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;;
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;; update! :: number -> /
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;; Called each frame with elapsed milliseconds. Advances the movement
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;; timer and moves Pac-Man automatically when the interval elapses.
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(define (update! delta-time)
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(when (not paused?)
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((timer 'decrease!) delta-time)
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(set! movement-timer (+ movement-timer delta-time))
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(when (>= movement-timer pacman-speed-ms)
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(advance-pacman!)
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(set! movement-timer 0))))
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;;
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;; Dispatch
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;;
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;; set-on-coins-changed! :: (-> /) -> /
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;; Registers a callback for when coins change (eaten or key picked up).
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(define (set-on-coins-changed! callback)
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(set! on-coins-changed! callback))
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;; set-on-maze-changed! :: (-> /) -> /
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;; Registers a callback for when the maze changes (door removed).
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(define (set-on-maze-changed! callback)
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(set! on-maze-changed! callback))
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(define (dispatch-level msg)
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(cond ((eq? msg 'maze) maze)
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((eq? msg 'pacman) pacman)
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((eq? msg 'key) key)
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((eq? msg 'score) score)
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((eq? msg 'timer) timer)
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((eq? msg 'paused?) paused?)
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((eq? msg 'key-press!) key-press!)
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((eq? msg 'update!) update!)
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((eq? msg 'set-on-coins-changed!) set-on-coins-changed!)
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((eq? msg 'set-on-maze-changed!) set-on-maze-changed!)
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(else (error "Level ADT -- Unknown message:" msg))))
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dispatch-level))))
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