Added simple movement to model updates.
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3 changed files with 57 additions and 4 deletions
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@ -1,6 +1,7 @@
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module AnimationHelpers exposing (..)
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import Types exposing (Range)
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import Svg.Path exposing (Point)
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calculateAnimation : Int -> Int -> Range -> Float
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@ -13,3 +14,28 @@ calculateAnimation current cycle range =
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end - start
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in
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(toFloat (current % (cycle + 1))) / (toFloat (cycle)) * rangeDiff + start
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movePosition : Point -> Float -> Float -> Point
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movePosition position direction distance =
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let
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rads =
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degrees direction
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x =
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(Tuple.first position) + (cos rads * distance)
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y =
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(Tuple.second position) + (sin rads * distance)
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in
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( x, y )
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distanceFromSpeed : Float -> Float -> Float
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distanceFromSpeed pixPerSec millis =
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pixPerSec * millis / 1000
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fmod : Float -> Float -> Float
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fmod lh rh =
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lh - (toFloat (floor (lh / rh)) * rh)
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@ -1,8 +1,8 @@
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module GLOBALS exposing (..)
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move_speed =
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60
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player_move_speed =
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120
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character_radius =
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@ -1,8 +1,35 @@
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module Updates.Player exposing (update)
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import Types exposing (PlayerModel, Msg)
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import Types exposing (Direction(Up, Down, Left, Right), PlayerModel, Msg(Tick, Tock))
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import AnimationHelpers exposing (movePosition, distanceFromSpeed)
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import GLOBALS exposing (player_move_speed)
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update : Msg -> PlayerModel -> ( PlayerModel, Cmd Msg )
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update msg model =
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( model, Cmd.none )
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case msg of
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Tick newTime ->
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( model, Cmd.none )
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Tock timeDiff ->
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let
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direction =
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case model.direction of
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Right ->
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0
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Up ->
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90
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Left ->
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180
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Down ->
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270
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distance =
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distanceFromSpeed player_move_speed timeDiff
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in
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( { model | location = movePosition model.location direction distance }
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, Cmd.none
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)
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