MDN web docs にある 「そのままのJavaScriptを使ったブロックくずしゲーム」 の2番目のステップ。
lesson02
aki:~/breakout$ cp -r lesson01/ lesson02
aki:~/breakout$ cd lesson02/
aki:~/breakout/lesson02$
lesson01 をコピーした lesson02 を用意して続きを始める。
今回は ボールを動かす
描画ループを定義する
Halogenドキュメントのこれを参考にして書く。
module Breakout (component) where
import Prelude
import CSS (margin, padding, px)
import Control.Monad.Rec.Class (forever)
import Data.Maybe (Maybe(..))
import Data.Time.Duration (Milliseconds(..))
import Effect (Effect)
import Effect.Aff as Aff
import Effect.Aff.Class (class MonadAff)
import Graphics.Canvas (CanvasElement)
import Graphics.Canvas as Canvas
import Halogen as H
import Halogen.HTML as HH
import Halogen.HTML.CSS (style)
import Halogen.HTML.Properties as HP
import Halogen.Subscription as HS
import Math as Math
canvasId :: String
canvasId = "myCanvas"
type State
= { maybeCanvas :: Maybe CanvasElement
}
data Action
= Initialize
| Tick
component :: forall query input output m. MonadAff m => H.Component query input output m
component =
H.mkComponent
{ initialState
, render
, eval:
H.mkEval
$ H.defaultEval
{ handleAction = handleAction
, initialize = Just Initialize
}
}
initialState :: forall i. i -> State
initialState _ = { maybeCanvas: Nothing }
render :: forall m. State -> H.ComponentHTML Action () m
render _ =
HH.main
[ style do
margin (px 0.0) (px 0.0) (px 0.0) (px 0.0)
padding (px 0.0) (px 0.0) (px 0.0) (px 0.0)
]
[ HH.canvas
[ HP.id canvasId
, HP.width 480
, HP.height 320
]
]
handleAction :: forall output m. MonadAff m => Action -> H.HalogenM State Action () output m Unit
handleAction = case _ of
Initialize -> do
maybeCanvas <- H.liftEffect $ Canvas.getCanvasElementById canvasId
H.modify_ \st -> st { maybeCanvas = maybeCanvas }
_ <- H.subscribe =<< timer Tick
pure unit
Tick -> do
(state :: State) <- H.get
H.liftEffect $ draw state.maybeCanvas
timer :: forall m a. MonadAff m => a -> m (HS.Emitter a)
timer val = do
{ emitter, listener } <- H.liftEffect HS.create
_ <-
H.liftAff $ Aff.forkAff
$ forever do
Aff.delay $ Milliseconds 10.0
H.liftEffect $ HS.notify listener val
pure emitter
draw :: Maybe CanvasElement -> Effect Unit
draw Nothing = mempty
draw (Just canvas) = do
ctx <- Canvas.getContext2D canvas
--
Canvas.beginPath ctx
Canvas.arc ctx
$ { x: 50.0
, y: 50.0
, radius: 10.0
, start: 0.0
, end: Math.pi * 2.0
}
Canvas.setFillStyle ctx "#0095DD"
Canvas.fill ctx
Canvas.closePath ctx
ビルドしてWebブラウザで見る。
aki:~/breakout/lesson01$ spago bundle-app
[info] Build succeeded.
[info] Bundle succeeded and output file to index.js
ボールを動かす
module Breakout (component) where
import Prelude
import CSS (margin, padding, px)
import Control.Monad.Rec.Class (forever)
import Data.Maybe (Maybe(..), maybe)
import Data.Time.Duration (Milliseconds(..))
import Effect (Effect)
import Effect.Aff as Aff
import Effect.Aff.Class (class MonadAff)
import Graphics.Canvas (CanvasElement, Dimensions)
import Graphics.Canvas as Canvas
import Halogen as H
import Halogen.HTML as HH
import Halogen.HTML.CSS (style)
import Halogen.HTML.Properties as HP
import Halogen.Subscription as HS
import Math as Math
canvasId :: String
canvasId = "myCanvas"
type Dataset
= { x :: Number
, y :: Number
, dx :: Number
, dy :: Number
}
type State
= Maybe
{ canvas :: CanvasElement
, dataset :: Dataset
}
data Action
= Initialize
| Tick
component :: forall query input output m. MonadAff m => H.Component query input output m
component =
H.mkComponent
{ initialState
, render
, eval:
H.mkEval
$ H.defaultEval
{ handleAction = handleAction
, initialize = Just Initialize
}
}
initialState :: forall i. i -> State
initialState _ = Nothing
render :: forall m. State -> H.ComponentHTML Action () m
render _ =
HH.main
[ style do
margin (px 0.0) (px 0.0) (px 0.0) (px 0.0)
padding (px 0.0) (px 0.0) (px 0.0) (px 0.0)
]
[ HH.canvas
[ HP.id canvasId
, HP.width 480
, HP.height 320
]
]
handleAction :: forall output m. MonadAff m => Action -> H.HalogenM State Action () output m Unit
handleAction = case _ of
Initialize -> do
maybeCanvas <- H.liftEffect $ Canvas.getCanvasElementById canvasId
case maybeCanvas of
Nothing -> H.put Nothing
Just canvas -> do
dim <- H.liftEffect $ Canvas.getCanvasDimensions canvas
H.put $ initialize canvas dim
_ <- H.subscribe =<< timer Tick
pure unit
Tick ->
H.get
>>= maybe mempty \state -> do
let
(newDataset :: Dataset) =
state.dataset
{ x = state.dataset.x + state.dataset.dx
, y = state.dataset.y + state.dataset.dy
}
H.liftEffect $ draw state.canvas state.dataset
H.put $ Just state { dataset = newDataset }
where
initialize :: CanvasElement -> Dimensions -> State
initialize canvas dim =
Just
{ canvas: canvas
, dataset:
{ x: dim.width / 2.0
, y: dim.height - 30.0
, dx: 2.0
, dy: (-2.0)
}
}
draw :: CanvasElement -> Dataset -> Effect Unit
draw canvas ds = do
ctx <- Canvas.getContext2D canvas
--
Canvas.beginPath ctx
Canvas.arc ctx
{ x: ds.x
, y: ds.y
, radius: 10.0
, start: 0.0
, end: Math.pi * 2.0
}
Canvas.setFillStyle ctx "#0095DD"
Canvas.fill ctx
Canvas.closePath ctx
timer :: forall m a. MonadAff m => a -> m (HS.Emitter a)
timer val = do
{ emitter, listener } <- H.liftEffect HS.create
_ <-
H.liftAff $ Aff.forkAff
$ forever do
Aff.delay $ Milliseconds 10.0
H.liftEffect $ HS.notify listener val
pure emitter
結果こうなる。
フレームの後にCanvasを消去する
draw関数をこう変更してビルドすると
draw :: CanvasElement -> Dataset -> Effect Unit
draw canvas ds = do
ctx <- Canvas.getContext2D canvas
dim <- Canvas.getCanvasDimensions canvas
--
Canvas.clearRect ctx { x: 0.0, y: 0.0, width: dim.width, height: dim.height }
Canvas.beginPath ctx
Canvas.arc ctx
{ x: ds.x
, y: ds.y
, radius: 10.0
, start: 0.0
, end: Math.pi * 2.0
}
Canvas.setFillStyle ctx "#0095DD"
Canvas.fill ctx
Canvas.closePath ctx
今度は軌跡のないボールがみえるはずです。
ですね。
コードを整える
こうなった
module Breakout (component) where
import Prelude
import CSS (background, block, display, margin, marginBottom, marginLeft, marginRight, marginTop, padding, px, rgb)
import CSS.Common (auto)
import Control.Monad.Rec.Class (forever)
import Data.Maybe (Maybe(..), maybe)
import Data.Time.Duration (Milliseconds(..))
import Effect (Effect)
import Effect.Aff as Aff
import Effect.Aff.Class (class MonadAff)
import Graphics.Canvas (CanvasElement, Dimensions)
import Graphics.Canvas as Canvas
import Halogen as H
import Halogen.HTML as HH
import Halogen.HTML.CSS (style)
import Halogen.HTML.Properties as HP
import Halogen.Subscription as HS
import Math as Math
canvasId :: String
canvasId = "myCanvas"
type Dataset
= { x :: Number
, y :: Number
, dx :: Number
, dy :: Number
}
type State
= Maybe
{ canvas :: CanvasElement
, dataset :: Dataset
}
data Action
= Initialize
| Tick
component :: forall query input output m. MonadAff m => H.Component query input output m
component =
H.mkComponent
{ initialState
, render
, eval:
H.mkEval
$ H.defaultEval
{ handleAction = handleAction
, initialize = Just Initialize
}
}
initialState :: forall i. i -> State
initialState _ = Nothing
render :: forall m. State -> H.ComponentHTML Action () m
render _ =
HH.main
[ style do
margin (px 0.0) (px 0.0) (px 0.0) (px 0.0)
padding (px 0.0) (px 0.0) (px 0.0) (px 0.0)
]
[ HH.canvas
[ style do
background (rgb 238 238 238)
display block
marginTop (px 0.0)
marginRight auto
marginBottom (px 0.0)
marginLeft auto
, HP.id canvasId
, HP.width 480
, HP.height 320
]
]
handleAction :: forall output m. MonadAff m => Action -> H.HalogenM State Action () output m Unit
handleAction = case _ of
Initialize -> do
maybeCanvas <- H.liftEffect $ Canvas.getCanvasElementById canvasId
case maybeCanvas of
Nothing -> H.put Nothing
Just canvas -> do
dim <- H.liftEffect $ Canvas.getCanvasDimensions canvas
H.put $ initialize canvas dim
_ <- H.subscribe =<< timer Tick
pure unit
Tick ->
H.get
>>= maybe mempty \state -> do
H.liftEffect $ draw state.canvas state.dataset
H.put $ Just state { dataset = nextDataset state.dataset }
where
initialize :: CanvasElement -> Dimensions -> State
initialize canvas dim =
Just
{ canvas: canvas
, dataset:
{ x: dim.width / 2.0
, y: dim.height - 30.0
, dx: 2.0
, dy: (-2.0)
}
}
drawBall :: CanvasElement -> Dataset -> Effect Unit
drawBall canvas ds = do
ctx <- Canvas.getContext2D canvas
--
Canvas.beginPath ctx
Canvas.arc ctx
{ x: ds.x
, y: ds.y
, radius: 10.0
, start: 0.0
, end: Math.pi * 2.0
}
Canvas.setFillStyle ctx "#0095DD"
Canvas.fill ctx
Canvas.closePath ctx
draw :: CanvasElement -> Dataset -> Effect Unit
draw canvas ds = do
ctx <- Canvas.getContext2D canvas
dim <- Canvas.getCanvasDimensions canvas
--
Canvas.clearRect ctx { x: 0.0, y: 0.0, width: dim.width, height: dim.height }
drawBall canvas ds
nextDataset :: Dataset -> Dataset
nextDataset dataset =
dataset
{ x = dataset.x + dataset.dx
, y = dataset.y + dataset.dy
}
timer :: forall m a. MonadAff m => a -> m (HS.Emitter a)
timer val = do
{ emitter, listener } <- H.liftEffect HS.create
_ <-
H.liftAff $ Aff.forkAff
$ forever do
Aff.delay $ Milliseconds 10.0
H.liftEffect $ HS.notify listener val
pure emitter
GitHubリポジトリ
コードはGitHub上にあります。
https://github.com/ak1211/breakout
まだつづく
よてい