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8


by AKIHIRO YAMAMOTO | Published on 2022-05-03

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8番目のステップ。

lesson08

aki:~/breakout$ cp -r lesson07/ lesson08
aki:~/breakout$ cd lesson08/
aki:~/breakout/lesson08$

lesson07 をコピーした lesson08 を用意して続きを始める。

今回は スコアと勝ち負けを記録する

スコアを数える

スコアを記録する変数が必要です。次の行を自分のJavaScriptの他の変数のあとに追記してください。

ということでscore変数を追加。

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

スコア表示を作成し更新するためにdrawScore()関数も必要です。

ということでdrawScore関数を追加。

  drawScore :: Int -> Effect Unit
  drawScore score = do
    ctx <- Canvas.getContext2D canvas
    Canvas.setFont ctx "16px Arial"
    Canvas.setFillStyle ctx "#0095DD"
    Canvas.fillText ctx ("Score: " <> Int.toStringAs Int.decimal score) 8.0 20.0

全てのブロックが崩されたときに勝利を伝えるメッセージを表示する

いろいろやってこうなる。

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 Control.Monad.ST (for)
import Control.Monad.ST as ST
import Control.Monad.ST.Ref as STRef
import Data.Array as Array
import Data.Generic.Rep (class Generic)
import Data.Int as Int
import Data.Map (Map)
import Data.Map as Map
import Data.Maybe (Maybe(..))
import Data.Show.Generic (genericShow)
import Data.Time.Duration (Milliseconds(..))
import Data.Traversable (for_)
import Data.Tuple (Tuple(..))
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 (SubscriptionId)
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.Location as Location
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

brickRowCount = 3 :: Int

brickColumnCount = 5 :: Int

brickWidth = 75 :: Int

brickHeight = 20 :: Int

brickPadding = 10 :: Int

brickOffsetTop = 30 :: Int

brickOffsetLeft = 30 :: Int

data BrickStatus
  = InActive
  | Active

derive instance genericBrickStatus :: Generic BrickStatus _

derive instance eqBrickStatus :: Eq BrickStatus

instance showBrickStatus :: Show BrickStatus where
  show = genericShow

newtype BricksIndex
  = BricksIndex { row :: Int, column :: Int }

derive newtype instance showBricksIndex :: Show BricksIndex

derive newtype instance ordBricksIndex :: Ord BricksIndex

derive newtype instance eqBricksIndex :: Eq BricksIndex

newtype Brick
  = Brick { x :: Number, y :: Number, status :: BrickStatus }

derive newtype instance showBrick :: Show Brick

type Bricks
  = Map BricksIndex Brick

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

data GameSet
  = OnGame
  | GameOver
  | GameClear

type State
  = { maybeCanvas :: Maybe CanvasElement
    , maybeTimer :: Maybe SubscriptionId
    , 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
  , maybeTimer: Nothing
  , dataset:
      { x: 0.0
      , y: 0.0
      , dx: 0.0
      , dy: 0.0
      , paddleX: 0.0
      , leftPressed: false
      , rightPressed: false
      , bricks: Map.empty
      , score: 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
    -- 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
    sid <- H.subscribe =<< timer Tick
    --
    init <- H.liftEffect initialize
    H.put init { maybeTimer = Just sid }
  Tick -> do
    (state :: State) <- H.get
    case { a: state.maybeCanvas, b: state.maybeTimer } of
      { a: Just canvas, b: Just timerSubscriptionId } -> do
        ret <- H.liftEffect $ draw canvas state.dataset
        case ret.gameset of
          GameOver -> do
            H.liftEffect $ Window.alert "GAME OVER" =<< window
            H.unsubscribe timerSubscriptionId
            H.liftEffect $ Location.reload =<< Window.location =<< window
          GameClear -> do
            H.liftEffect $ Window.alert "YOU WIN, CONGRATULATIONS!" =<< window
            H.unsubscribe timerSubscriptionId
            H.liftEffect $ Location.reload =<< Window.location =<< window
          OnGame -> H.modify_ \st -> st { dataset = ret.nextDataset }
      _ -> pure unit
  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
              , maybeTimer: Nothing
              , 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
                  , bricks: Map.empty
                  , score: 0
                  }
              }

draw :: CanvasElement -> Dataset -> Effect { nextDataset :: Dataset, gameset :: GameSet }
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
  drawScore dataset.score
  bricks <- pure $ coordinateBricks dataset.bricks
  drawBricks bricks
  pure $ nextDataset dataset { bricks = bricks } 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

  drawBricks :: Bricks -> Effect Unit
  drawBricks bricks =
    for_ bricks case _ of
      (Brick brick)
        | brick.status == Active -> do
          ctx <- Canvas.getContext2D canvas
          Canvas.beginPath ctx
          Canvas.rect ctx
            { x: brick.x
            , y: brick.y
            , width: Int.toNumber brickWidth
            , height: Int.toNumber brickHeight
            }
          Canvas.setFillStyle ctx "#0095DD"
          Canvas.fill ctx
          Canvas.closePath ctx
      _ -> pure unit

  coordinateBricks :: Bricks -> Bricks
  coordinateBricks bricks =
    ST.run do
      var <- STRef.new bricks
      for 0 brickColumnCount \c ->
        for 0 brickRowCount \r ->
          let
            key = BricksIndex { row: r, column: c }

            value = coord Active key
          in
            STRef.modify (Map.insertWith modify key value) var
      STRef.read var
    where
    modify :: Brick -> Brick -> Brick
    modify (Brick current) (Brick new) = Brick new { status = current.status }

    coord :: BrickStatus -> BricksIndex -> Brick
    coord status (BricksIndex { row: r, column: c }) =
      Brick
        { x: (c * (brickWidth + brickPadding)) + brickOffsetLeft # Int.toNumber
        , y: (r * (brickHeight + brickPadding)) + brickOffsetTop # Int.toNumber
        , status: status
        }

  drawScore :: Int -> Effect Unit
  drawScore score = do
    ctx <- Canvas.getContext2D canvas
    Canvas.setFont ctx "16px Arial"
    Canvas.setFillStyle ctx "#0095DD"
    Canvas.fillText ctx ("Score: " <> Int.toStringAs Int.decimal score) 8.0 20.0

nextDataset :: Dataset -> Dimensions -> { nextDataset :: Dataset, gameset :: GameSet }
nextDataset dataset@{ x: x, y: y, dx: dx, dy: dy } c =
  let
    { nextBricks: nextBricks, collisioned: collisioned } = nextBricksAndCollisioned

    { nextDy: nextDy, gameset: gameset } = nextDyAndGameset collisioned

    nextScore = if collisioned then dataset.score + 1 else dataset.score

    nextGameSet = case gameset of
      OnGame
        | nextScore == brickRowCount * brickColumnCount -> GameClear
      _ -> gameset
  in
    { nextDataset:
        dataset
          { x = x + dx
          , y = y + dy
          , dx = nextDx
          , dy = nextDy
          , paddleX = nextPaddleX
          , bricks = nextBricks
          , score = nextScore
          }
    , gameset: nextGameSet
    }
  where
  nextPaddleX :: Number
  nextPaddleX =
    clamp 0.0 (c.width - paddleWidth)
      $ 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

  nextBricksAndCollisioned :: { nextBricks :: Bricks, collisioned :: Boolean }
  nextBricksAndCollisioned = case collisionDetection { x: x, y: y } dataset.bricks of
    Nothing ->
      { nextBricks: dataset.bricks
      , collisioned: false
      }
    Just (Tuple key value) ->
      { nextBricks: Map.insert key value dataset.bricks
      , collisioned: true
      }

  nextDx :: Number
  nextDx =
    if between ballRadius (c.width - ballRadius) (x + dx) then
      dx
    else
      (-dx)

  nextDyAndGameset :: Boolean -> { nextDy :: Number, gameset :: GameSet }
  nextDyAndGameset collisioned =
    let
      touchTheCeiling = (y + dy) < ballRadius

      touchTheFloor = (y + dy) > (c.height - ballRadius)

      touchThePaddle = touchTheFloor && between dataset.paddleX (dataset.paddleX + paddleWidth) (x + dx)
    in
      case true of
        _
          | touchTheCeiling -> { nextDy: (-dy), gameset: OnGame }
          | touchThePaddle -> { nextDy: (-dy), gameset: OnGame }
          | touchTheFloor -> { nextDy: (-dy), gameset: GameOver }
          | collisioned -> { nextDy: (-dy), gameset: OnGame }
          | otherwise -> { nextDy: dy, gameset: OnGame }

  collisionDetection :: { x :: Number, y :: Number } -> Bricks -> Maybe (Tuple BricksIndex Brick)
  collisionDetection ball bricks =
    Array.head
      $ map inactivate
      $ Map.toUnfoldableUnordered
      $ Map.filterWithKey collisioned bricks
    where
    inactivate :: Tuple BricksIndex Brick -> Tuple BricksIndex Brick
    inactivate (Tuple idx (Brick brick)) =
      Tuple
        idx
        $ Brick
            brick { status = InActive }

    collisioned :: BricksIndex -> Brick -> Boolean
    collisioned _ (Brick brick) = case brick.status of
      InActive -> false
      Active
        | between brick.x (brick.x + (Int.toNumber brickWidth)) ball.x
            && between brick.y (brick.y + (Int.toNumber brickHeight)) ball.y -> true
        | otherwise -> false

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

lesson08-1

スコアと勝ち負けを記録できました。

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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