Author: | dharmatech |
---|---|
Mode: | factor |
Date: | Sat, 22 Nov 2008 23:02:00 |
USING: accessors kernel locals math math.order namespaces processing.shapes sequences threads ui ui.gadgets ui.gestures ui.render ; IN: pong-internal ! This version demonstrates the use of "internal words". ! ! Internal words are introduced using the '[wlet' form. ! ! With code which does not utilize locals, you only name top level ! words. And your factors are in terms of these only. ! ! With locals, you name intermedia values. Internal words let you ! factor out expressions involving these named intermediate values. ! ! Take a look at this version which uses locals, but whos main body is ! totally unfactored: ! ! http://paste.factorcode.org/paste?id=195 ! ! Now consider some expressions that we factored. ! ! This bit of code establishes four new internal words: ! ! [wlet | ball-to-left? [ ( x -- ? ) PX > ] ! ball-to-right? [ ( x -- ? ) PX < ] ! ball-below? [ ( y -- ? ) PY > ] ! ball-above? [ ( y -- ? ) PY < ] ! ! They simply give clearer names to expressions involving the ! position of the ball. ! ! So this expression which requires a bit of thought: ! ! HEIGHT PY < 0 VY < PLAYER PX < PX PLAYER PADDLE-SIZE + < ! ! Can now be: ! ! HEIGHT ball-above? ! VY 0 > ! PLAYER ball-to-right? ! PLAYER PADDLE-SIZE + ball-to-left? and and and ! ! The factoring doesn't have to stop there ! (although the code below does). That second expression could be named: ! ! ball-moving-up? [ VY 0 > ] ! ! We could give the paddle edges more symmetrical names. And write a ! word for checking if the ball is "between" two values. Then our ! expression would become: ! ! HEIGHT ball-above? ! ball-moving-up? ! PLAYER-LEFT PLAYER-RIGHT ball-between? ! ! So you can take factoring as far as you want to. ! ! Here's a more advanced example. ! ! Here's the code for when the ball bounces off the player's paddle: ! ! VY neg BOUNCE * MAX-VELOCITY min VY! ! reverse vertical velocity ! PX PLAYER PADDLE-SIZE 2 / + - 0.25 * VX! ! reverse horizontal velocity ! HEIGHT PY! ! ! And the code for bouncing off the computer's paddle: ! ! VY neg BOUNCE * MAX-VELOCITY min VY! ! reverse vertical velocity ! PX COMPUTER PADDLE-SIZE 2 / + - 0.25 * VX! ! reverse horizontal velocity ! 0 PY! ! ! We've got some code duplication here. Let's take it line by line. ! ! The first step in each of those blocks can be factored out: ! ! reverse-vertical-velocity [ ( -- ) VY neg BOUNCE * MAX-VELOCITY min VY! ] ! ! The second step abstracts over the paddle's x position: ! ! reverse-horizontal-velocity [ ( x -- ) PADDLE-SIZE 2 / + PX swap - 0.25 * VX! ] ! ! Now we can write a new word in terms of those factors: ! ! bounce-off-paddle [ ( base-y paddle-x -- ) ! reverse-vertical-velocity ! reverse-horizontal-velocity ! PY! ] ! ! So the two original blocks are now simply (respectively): ! ! HEIGHT PLAYER bounce-off-paddle ! ! 0 COMPUTER bounce-off-paddle ! ! One of the core principles of the Factor programming language is to ! factor code as much as possible into short words. As you can see ! here, using locals does not prevent the application of this ! principle. In fact, factoring is right at home in a lexical ! environment, if you have the right constructs, such as let and wlet. ! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! : mouse-x ( -- x ) hand-loc get first ; ! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! TUPLE: <pong> < gadget draw closed ; M: <pong> pref-dim* ( <pong> -- dim ) drop { 400 400 } ; M: <pong> draw-gadget* ( <pong> -- ) draw>> call ; M: <pong> ungraft* ( <pong> -- ) t >>closed drop ; ! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! : play-pong ( -- ) [let | PONG [ <pong> new-gadget ] | PONG [let | WIDTH [ 400 ] HEIGHT [ 400 ] BALL-DIAMETER [ 20 ] PADDLE-SIZE [ 75 ] VX! [ 3 ] ! BALL VELOCITY VY! [ 4 ] PX! [ 50 ] ! BALL POSITION PY! [ 50 ] BOUNCE [ 1.2 ] COMPUTER! [ 200 ] COMPSPEED! [ 10 ] PLAYER! [ f ] MAX-VELOCITY [ 10 ] | [wlet | ball-to-left? [ ( x -- ? ) PX > ] ball-to-right? [ ( x -- ? ) PX < ] ball-below? [ ( y -- ? ) PY > ] ball-above? [ ( y -- ? ) PY < ] reverse-vertical-velocity [ ( -- ) VY neg BOUNCE * MAX-VELOCITY min VY! ] reverse-horizontal-velocity [ ( x -- ) PADDLE-SIZE 2 / + PX swap - 0.25 * VX! ] | [wlet | bounce-off-paddle [ ( base-y paddle-x -- ) reverse-vertical-velocity reverse-horizontal-velocity PY! ] | [ -50 ball-above? HEIGHT 50 + ball-below? and [ mouse-x 0 max WIDTH PADDLE-SIZE - min PLAYER! PX VX + PX! PY VY + PY! COMPUTER PADDLE-SIZE + ball-to-right? [ COMPUTER COMPSPEED + COMPUTER! ] when COMPUTER ball-to-left? [ COMPUTER COMPSPEED - COMPUTER! ] when ! check if player blocked ball HEIGHT ball-above? VY 0 > PLAYER ball-to-right? PLAYER PADDLE-SIZE + ball-to-left? and and and [ HEIGHT PLAYER bounce-off-paddle ] when ! check if computer blocked ball PY 0 < VY 0 < COMPUTER PX < PX COMPUTER PADDLE-SIZE + < and and and [ 0 COMPUTER bounce-off-paddle ] when ! bounce off walls 0 ball-to-left? WIDTH ball-to-right? or [ VX neg VX! ] when ! draw paddles COMPUTER 0 PADDLE-SIZE 4 rectangle* PLAYER HEIGHT 4 - PADDLE-SIZE 4 rectangle* { PX PY } BALL-DIAMETER circle ] when ] ] ] ] >>draw drop PONG "test" open-window [ [ PONG closed>> [ f ] [ PONG relayout-1 25 sleep t ] if ] loop ] in-thread ] ( -- ) ;