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MDN ブロックくずしゲームでウェブゲーム開発に入門してみた。その4

「パドルとキーボード操作」編

このプログラムはGitHub Pagesで公開しています。

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4番目のステップ。

lesson04

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aki:~/breakout$ cp -r lesson03/ lesson04
aki:~/breakout$ cd lesson04/
aki:~/breakout/lesson04$

lesson03 をコピーした lesson04 を用意して続きを始める。

今回は パドルとキーボード操作

ボールにぶつかるパドルを定義する

そういうわけで、ボールに当てるパドルが必要になりました。パドルに用いるいくつかの変数を定義しましょう。次の変数を、他の変数と一緒にコードの一番上に追加してください。

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var paddleHeight = 10;
var paddleWidth = 75;
var paddleX = (canvas.width-paddleWidth)/2;

paddleHeight と paddleWidth は変化しないので定数でいいな。 考えたらballRadiusも変化しないので定数でよかった。

ほかにMaybeが複数あるのは面倒なので1つにしてついでに状態を表示しておこう。

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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(..))
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"

paddleHeight = 10.0 :: Number

paddleWidth = 75.0 :: Number

ballRadius = 10.0 :: Number

type Dataset
  = { x :: Number
    , y :: Number
    , dx :: Number
    , dy :: Number
    , paddleX :: Number
    }

type State
  = { maybeCanvas :: Maybe 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 _ =
  { maybeCanvas: Nothing
  , dataset:
      { x: 0.0
      , y: 0.0
      , dx: 0.0
      , dy: 0.0
      , paddleX: 0.0
      }
  }

render :: forall m. State -> H.ComponentHTML Action () m
render state =
  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
        ]
    , HH.text $ show state.dataset
    ]

handleAction :: forall output m. MonadAff m => Action -> H.HalogenM State Action () output m Unit
handleAction = case _ of
  Initialize -> do
    init <- H.liftEffect initialize
    H.put init
    -- timer
    _ <- H.subscribe =<< timer Tick
    pure unit
  Tick -> do
    (state :: State) <- H.get
    case state.maybeCanvas of
      Nothing -> pure unit
      Just canvas -> do
        newDataset <- H.liftEffect $ draw canvas state.dataset
        H.modify_ \st -> st { dataset = newDataset }
  where
  initialize :: Effect State
  initialize =
    Canvas.getCanvasElementById canvasId
      >>= case _ of
          Nothing -> pure $ initialState unit
          Just canvas -> do
            dim <- Canvas.getCanvasDimensions canvas
            pure
              { maybeCanvas: Just canvas
              , dataset:
                  { x: dim.width / 2.0
                  , y: dim.height - 30.0
                  , dx: 2.0
                  , dy: (-2.0)
                  , paddleX: (dim.width - paddleWidth) / 2.0
                  }
              }

draw :: CanvasElement -> Dataset -> Effect Dataset
draw canvas dataset = do
  dim <- H.liftEffect $ Canvas.getCanvasDimensions canvas
  ctx <- Canvas.getContext2D canvas
  --
  Canvas.clearRect ctx { x: 0.0, y: 0.0, width: dim.width, height: dim.height }
  drawBall
  drawPaddle dim
  pure $ nextDataset dim
  where
  drawBall :: Effect Unit
  drawBall = do
    ctx <- Canvas.getContext2D canvas
    --
    Canvas.beginPath ctx
    Canvas.arc ctx
      { x: dataset.x
      , y: dataset.y
      , radius: ballRadius
      , start: 0.0
      , end: Math.pi * 2.0
      }
    Canvas.setFillStyle ctx "#0095DD"
    Canvas.fill ctx
    Canvas.closePath ctx

  drawPaddle :: Dimensions -> Effect Unit
  drawPaddle { height: height } = do
    ctx <- Canvas.getContext2D canvas
    --
    Canvas.beginPath ctx
    Canvas.rect ctx
      { x: dataset.paddleX
      , y: height - paddleHeight
      , width: paddleWidth
      , height: paddleHeight
      }
    Canvas.setFillStyle ctx "#0095DD"
    Canvas.fill ctx
    Canvas.closePath ctx

  nextDataset :: Dimensions -> Dataset
  nextDataset c =
    let
      { x: x, y: y, dx: dx, dy: dy } = dataset

      r = ballRadius
    in
      dataset
        { x = x + dx
        , y = y + dy
        , dx =
          if between (0.0 + r) (c.width - r) (x + dx) then
            dx
          else
            (-dx)
        , dy =
          if between (0.0 + r) (c.height - r) (y + dy) then
            dy
          else
            (-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

コンパイラに従っているだけで順調にすすむ。 lesson04-1

パドルを操作できるようにする

Halogenでのイベントの取り扱いはこれを参考に書く。

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  HandleKeyDown ev
    | KE.key ev == "Right" || KE.key ev == "ArrowRight" -> do
      H.liftEffect $ E.preventDefault (KE.toEvent ev)
      H.modify_ \st -> st { dataset { rightPressed = true } }
    | KE.key ev == "Left" || KE.key ev == "ArrowLeft" -> do
      H.liftEffect $ E.preventDefault (KE.toEvent ev)
      H.modify_ \st -> st { dataset { leftPressed = true } }
    | otherwise -> pure unit
  HandleKeyUp ev
    | KE.key ev == "Right" || KE.key ev == "ArrowRight" -> do
      H.liftEffect $ E.preventDefault (KE.toEvent ev)
      H.modify_ \st -> st { dataset { rightPressed = false } }
    | KE.key ev == "Left" || KE.key ev == "ArrowLeft" -> do
      H.liftEffect $ E.preventDefault (KE.toEvent ev)
      H.modify_ \st -> st { dataset { leftPressed = false } }
    | otherwise -> pure unit

パドルの移動ロジック

左カーソルが押されていたら7ピクセル左に動き、右カーソルが押されていたら7ピクセル右に動きます。これだけでも良さそうですが、どちらかのキーを長く押し続けたらパドルがCanvasの縁から消えてしまいます。コードを次のように変えることでCanvasの境界内でのみ動くように改善できます。

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if(rightPressed && paddleX < canvas.width-paddleWidth) {
    paddleX += 7;
}
else if(leftPressed && paddleX > 0) {
    paddleX -= 7;
}

左カーソルが押されていたら7ピクセル左に動き、右カーソルが押されていたら7ピクセル右に動きます。 これはそのまま実装して

どちらかのキーを長く押し続けたらパドルがCanvasの縁から消えてしまいます。 この問題には (clamp関数)[https://pursuit.purescript.org/packages/purescript-prelude/5.0.1/docs/Data.Ord#v:clamp]でCanvasの境界内にとどめておくことにした。

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  nextDataset c =
    let
      { x: x, y: y, dx: dx, dy: dy } = dataset

      r = ballRadius

      newPaddleX = case { left: dataset.leftPressed, right: dataset.rightPressed } of
        { left: false, right: true } -> dataset.paddleX + 7.0
        { left: true, right: false } -> dataset.paddleX - 7.0
        _ -> dataset.paddleX
    in
      dataset
        { x = x + dx
        , y = y + dy
        , dx =
          if between (0.0 + r) (c.width - r) (x + dx) then
            dx
          else
            (-dx)
        , dy =
          if between (0.0 + r) (c.height - r) (y + dy) then
            dy
          else
            (-dy)
        , paddleX = clamp 0.0 (c.width - paddleWidth) newPaddleX
        }

結果こうなる。

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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(..))
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.Query.Event (eventListener)
import Halogen.Subscription as HS
import Math as Math
import Web.Event.Event as E
import Web.HTML (window)
import Web.HTML.HTMLDocument as HTMLDocument
import Web.HTML.Window as Window
import Web.UIEvent.KeyboardEvent as KE
import Web.UIEvent.KeyboardEvent.EventTypes as KET

canvasId :: String
canvasId = "myCanvas"

paddleHeight = 10.0 :: Number

paddleWidth = 75.0 :: Number

ballRadius = 10.0 :: Number

type Dataset
  = { x :: Number
    , y :: Number
    , dx :: Number
    , dy :: Number
    , paddleX :: Number
    , leftPressed :: Boolean
    , rightPressed :: Boolean
    }

type State
  = { maybeCanvas :: Maybe CanvasElement
    , dataset :: Dataset
    }

data Action
  = Initialize
  | Tick
  | HandleKeyDown KE.KeyboardEvent
  | HandleKeyUp KE.KeyboardEvent

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
  , dataset:
      { x: 0.0
      , y: 0.0
      , dx: 0.0
      , dy: 0.0
      , paddleX: 0.0
      , leftPressed: false
      , rightPressed: false
      }
  }

render :: forall m. State -> H.ComponentHTML Action () m
render state =
  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
        ]
    , HH.text $ show state.dataset
    ]

handleAction :: forall output m. MonadAff m => Action -> H.HalogenM State Action () output m Unit
handleAction = case _ of
  Initialize -> do
    init <- H.liftEffect initialize
    H.put init
    -- keyboard event
    document <- H.liftEffect $ Window.document =<< window
    H.subscribe' \_ ->
      eventListener
        KET.keydown
        (HTMLDocument.toEventTarget document)
        (map HandleKeyDown <<< KE.fromEvent)
    H.subscribe' \_ ->
      eventListener
        KET.keyup
        (HTMLDocument.toEventTarget document)
        (map HandleKeyUp <<< KE.fromEvent)
    -- timer
    _ <- H.subscribe =<< timer Tick
    pure unit
  Tick -> do
    (state :: State) <- H.get
    case state.maybeCanvas of
      Nothing -> pure unit
      Just canvas -> do
        newDataset <- H.liftEffect $ draw canvas state.dataset
        H.modify_ \st -> st { dataset = newDataset }
  HandleKeyDown ev
    | KE.key ev == "Right" || KE.key ev == "ArrowRight" -> do
      H.liftEffect $ E.preventDefault (KE.toEvent ev)
      H.modify_ \st -> st { dataset { rightPressed = true } }
    | KE.key ev == "Left" || KE.key ev == "ArrowLeft" -> do
      H.liftEffect $ E.preventDefault (KE.toEvent ev)
      H.modify_ \st -> st { dataset { leftPressed = true } }
    | otherwise -> pure unit
  HandleKeyUp ev
    | KE.key ev == "Right" || KE.key ev == "ArrowRight" -> do
      H.liftEffect $ E.preventDefault (KE.toEvent ev)
      H.modify_ \st -> st { dataset { rightPressed = false } }
    | KE.key ev == "Left" || KE.key ev == "ArrowLeft" -> do
      H.liftEffect $ E.preventDefault (KE.toEvent ev)
      H.modify_ \st -> st { dataset { leftPressed = false } }
    | otherwise -> pure unit
  where
  initialize :: Effect State
  initialize =
    Canvas.getCanvasElementById canvasId
      >>= case _ of
          Nothing -> pure $ initialState unit
          Just canvas -> do
            dim <- Canvas.getCanvasDimensions canvas
            pure
              { maybeCanvas: Just canvas
              , dataset:
                  { x: dim.width / 2.0
                  , y: dim.height - 30.0
                  , dx: 2.0
                  , dy: (-2.0)
                  , paddleX: (dim.width - paddleWidth) / 2.0
                  , leftPressed: false
                  , rightPressed: false
                  }
              }

draw :: CanvasElement -> Dataset -> Effect Dataset
draw canvas dataset = do
  dim <- H.liftEffect $ Canvas.getCanvasDimensions canvas
  ctx <- Canvas.getContext2D canvas
  --
  Canvas.clearRect ctx { x: 0.0, y: 0.0, width: dim.width, height: dim.height }
  drawBall
  drawPaddle dim
  pure $ nextDataset dim
  where
  drawBall :: Effect Unit
  drawBall = do
    ctx <- Canvas.getContext2D canvas
    --
    Canvas.beginPath ctx
    Canvas.arc ctx
      { x: dataset.x
      , y: dataset.y
      , radius: ballRadius
      , start: 0.0
      , end: Math.pi * 2.0
      }
    Canvas.setFillStyle ctx "#0095DD"
    Canvas.fill ctx
    Canvas.closePath ctx

  drawPaddle :: Dimensions -> Effect Unit
  drawPaddle { height: height } = do
    ctx <- Canvas.getContext2D canvas
    --
    Canvas.beginPath ctx
    Canvas.rect ctx
      { x: dataset.paddleX
      , y: height - paddleHeight
      , width: paddleWidth
      , height: paddleHeight
      }
    Canvas.setFillStyle ctx "#0095DD"
    Canvas.fill ctx
    Canvas.closePath ctx

  nextDataset :: Dimensions -> Dataset
  nextDataset c =
    let
      { x: x, y: y, dx: dx, dy: dy } = dataset

      r = ballRadius

      newPaddleX = case { left: dataset.leftPressed, right: dataset.rightPressed } of
        { left: false, right: true } -> dataset.paddleX + 7.0
        { left: true, right: false } -> dataset.paddleX - 7.0
        _ -> dataset.paddleX
    in
      dataset
        { x = x + dx
        , y = y + dy
        , dx =
          if between (0.0 + r) (c.width - r) (x + dx) then
            dx
          else
            (-dx)
        , dy =
          if between (0.0 + r) (c.height - r) (y + dy) then
            dy
          else
            (-dy)
        , paddleX = clamp 0.0 (c.width - paddleWidth) newPaddleX
        }

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

これでleftPressedがtrueなら左へ, rightPressedがtrueなら右へと
きちんとパドルを操作できている。

breakout-game

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

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