Merge remote-tracking branch 'origin/master' into modern-harvey2

modern-harvey2
Doug Coleman 2018-03-23 16:36:01 -05:00
commit 25bf216bf4
9 changed files with 156 additions and 340 deletions

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@ -117,6 +117,10 @@ HELP: log
{ $values { "x" number } { "y" number } }
{ $description "Natural logarithm function. Outputs negative infinity if " { $snippet "x" } " is 0." } ;
HELP: logn
{ $values { "x" number } { "n" number } { "y" number } }
{ $description "Finds the base " { $snippet "n" } " logarithm of " { $snippet "x" } "." } ;
HELP: log1+
{ $values { "x" number } { "y" number } }
{ $description "Takes the natural logarithm of " { $snippet "1 + x" } ". Outputs negative infinity if " { $snippet "1 + x" } " is zero. This word may be more accurate than " { $snippet "1 + log" } " for very small values of " { $snippet "x" } "." } ;

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@ -69,6 +69,10 @@ IN: math.functions.tests
{ 0.0 } [ 1.0 log ] unit-test
{ 1.0 } [ e log ] unit-test
{ 0.0 } [ 1 e logn ] unit-test
{ 0.0 } [ 1.0 e logn ] unit-test
{ 1.0 } [ e e logn ] unit-test
CONSTANT: log-factorial-1000 0x1.71820d04e2eb6p12
CONSTANT: log10-factorial-1000 0x1.40f3593ed6f8ep11

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@ -196,6 +196,8 @@ M: real log >float log ; inline
M: complex log >polar [ flog ] dip rect> ; inline
: logn ( x n -- y ) [ log ] bi@ / ;
<PRIVATE
: most-negative-finite-float ( -- x )

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@ -32,7 +32,7 @@ CONSTANT: elevator-padding 4
: elevator-length ( slider -- n )
[ elevator>> dim>> ] [ orientation>> ] bi v.
elevator-padding 2 * - ;
elevator-padding 2 * [-] ;
CONSTANT: min-thumb-dim 30

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@ -1,227 +0,0 @@
USING: accessors arrays combinators combinators.short-circuit
fry kernel locals math math.intervals math.vectors multi-methods
sequences ;
IN: flatland
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
! Two dimensional world protocol
MULTI-GENERIC: x ( obj -- x )
MULTI-GENERIC: y ( obj -- y )
MULTI-GENERIC: (x!) ( x obj -- )
MULTI-GENERIC: (y!) ( y obj -- )
: x! ( obj x -- obj ) over (x!) ;
: y! ( obj y -- obj ) over (y!) ;
MULTI-GENERIC: width ( obj -- width )
MULTI-GENERIC: height ( obj -- height )
MULTI-GENERIC: (width!) ( width obj -- )
MULTI-GENERIC: (height!) ( height obj -- )
: width! ( obj width -- obj ) over (width!) ;
: height! ( obj height -- obj ) over (width!) ;
! Predicates on relative placement
MULTI-GENERIC: to-the-left-of? ( obj obj -- ? )
MULTI-GENERIC: to-the-right-of? ( obj obj -- ? )
MULTI-GENERIC: below? ( obj obj -- ? )
MULTI-GENERIC: above? ( obj obj -- ? )
MULTI-GENERIC: in-between-horizontally? ( obj obj -- ? )
MULTI-GENERIC: horizontal-interval ( obj -- interval )
MULTI-GENERIC: move-to ( obj obj -- )
MULTI-GENERIC: move-by ( obj delta -- )
MULTI-GENERIC: move-left-by ( obj obj -- )
MULTI-GENERIC: move-right-by ( obj obj -- )
MULTI-GENERIC: left ( obj -- left )
MULTI-GENERIC: right ( obj -- right )
MULTI-GENERIC: bottom ( obj -- bottom )
MULTI-GENERIC: top ( obj -- top )
MULTI-GENERIC: distance ( a b -- c )
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
! Some of the above methods work on two element sequences.
! A two element sequence may represent a point in space or describe
! width and height.
METHOD: x { sequence } first ;
METHOD: y { sequence } second ;
METHOD: (x!) { number sequence } set-first ;
METHOD: (y!) { number sequence } set-second ;
METHOD: width { sequence } first ;
METHOD: height { sequence } second ;
: changed-x ( seq quot -- ) over [ [ x ] dip call ] dip (x!) ; inline
: changed-y ( seq quot -- ) over [ [ y ] dip call ] dip (y!) ; inline
METHOD: move-to { sequence sequence } [ x x! ] [ y y! ] bi drop ;
METHOD: move-by { sequence sequence } dupd v+ [ x x! ] [ y y! ] bi drop ;
METHOD: move-left-by { sequence number } '[ _ - ] changed-x ;
METHOD: move-right-by { sequence number } '[ _ + ] changed-x ;
! METHOD: move-left-by { sequence number } neg 0 2array move-by ;
! METHOD: move-right-by { sequence number } 0 2array move-by ;
! METHOD:: move-left-by { SEQ:sequence X:number -- )
! SEQ { X 0 } { -1 0 } v* move-by ;
METHOD: distance { sequence sequence } v- norm ;
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
! A class for objects with a position
TUPLE: pos pos ;
METHOD: x { pos } pos>> first ;
METHOD: y { pos } pos>> second ;
METHOD: (x!) { number pos } pos>> set-first ;
METHOD: (y!) { number pos } pos>> set-second ;
METHOD: to-the-left-of? { pos number } [ x ] dip < ;
METHOD: to-the-right-of? { pos number } [ x ] dip > ;
METHOD: move-left-by { pos number } [ pos>> ] dip move-left-by ;
METHOD: move-right-by { pos number } [ pos>> ] dip move-right-by ;
METHOD: above? { pos number } [ y ] dip > ;
METHOD: below? { pos number } [ y ] dip < ;
METHOD: move-by { pos sequence } '[ _ v+ ] change-pos drop ;
METHOD: distance { pos pos } [ pos>> ] bi@ distance ;
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
! A class for objects with velocity. It inherits from pos. Hey, if
! it's moving it has a position right? Unless it's some alternate universe...
TUPLE: vel < pos vel ;
: moving-up? ( obj -- ? ) vel>> y 0 > ;
: moving-down? ( obj -- ? ) vel>> y 0 < ;
: step-size ( vel time -- dist ) [ vel>> ] dip v*n ;
: move-for ( vel time -- ) dupd step-size move-by ;
: reverse-horizontal-velocity ( vel -- ) vel>> [ x neg ] [ ] bi (x!) ;
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
! The 'pos' slot indicates the lower left hand corner of the
! rectangle. The 'dim' is holds the width and height.
TUPLE: rectangle < pos dim ;
METHOD: width { rectangle } dim>> first ;
METHOD: height { rectangle } dim>> second ;
METHOD: left { rectangle } x ;
METHOD: right { rectangle } [ x ] [ width ] bi + ;
METHOD: bottom { rectangle } y ;
METHOD: top { rectangle } [ y ] [ height ] bi + ;
: bottom-left ( rectangle -- pos ) pos>> ;
: center-x ( rectangle -- x ) [ left ] [ width 2 / ] bi + ;
: center-y ( rectangle -- y ) [ bottom ] [ height 2 / ] bi + ;
: center ( rectangle -- seq ) [ center-x ] [ center-y ] bi 2array ;
METHOD: to-the-left-of? { pos rectangle } [ x ] [ left ] bi* < ;
METHOD: to-the-right-of? { pos rectangle } [ x ] [ right ] bi* > ;
METHOD: below? { pos rectangle } [ y ] [ bottom ] bi* < ;
METHOD: above? { pos rectangle } [ y ] [ top ] bi* > ;
METHOD: horizontal-interval { rectangle }
[ left ] [ right ] bi [a,b] ;
METHOD: in-between-horizontally? { pos rectangle }
[ x ] [ horizontal-interval ] bi* interval-contains? ;
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
TUPLE: extent left right bottom top ;
METHOD: left { extent } left>> ;
METHOD: right { extent } right>> ;
METHOD: bottom { extent } bottom>> ;
METHOD: top { extent } top>> ;
METHOD: width { extent } [ right>> ] [ left>> ] bi - ;
METHOD: height { extent } [ top>> ] [ bottom>> ] bi - ;
! METHOD: to-extent ( rectangle -- extent )
! { [ left>> ] [ right>> ] [ bottom>> ] [ top>> ] } cleave extent boa ;
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
METHOD: to-the-left-of? { sequence rectangle } [ x ] [ left ] bi* < ;
METHOD: to-the-right-of? { sequence rectangle } [ x ] [ right ] bi* > ;
METHOD: below? { sequence rectangle } [ y ] [ bottom ] bi* < ;
METHOD: above? { sequence rectangle } [ y ] [ top ] bi* > ;
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
! Some support for the' 'rect' class from math.geometry.rect'
! METHOD: width ( rect -- width ) dim>> first ;
! METHOD: height ( rect -- height ) dim>> second ;
! METHOD: left ( rect -- left ) loc>> x
! METHOD: right ( rect -- right ) [ loc>> x ] [ width ] bi + ;
! METHOD: to-the-left-of? ( sequence rect -- ? ) [ x ] [ loc>> x ] bi* < ;
! METHOD: to-the-right-of? ( sequence rect -- ? ) [ x ] [ loc>> x ] bi* > ;
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
:: wrap ( POINT RECT -- POINT )
{
{ [ POINT RECT to-the-left-of? ] [ RECT right ] }
{ [ POINT RECT to-the-right-of? ] [ RECT left ] }
{ [ t ] [ POINT x ] }
}
cond
{
{ [ POINT RECT below? ] [ RECT top ] }
{ [ POINT RECT above? ] [ RECT bottom ] }
{ [ t ] [ POINT y ] }
}
cond
2array ;
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
MULTI-GENERIC: within? ( a b -- ? )
METHOD: within? { pos rectangle }
{
[ left to-the-right-of? ]
[ right to-the-left-of? ]
[ bottom above? ]
[ top below? ]
}
2&& ;

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@ -1 +1,2 @@
demos
games

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@ -1,135 +1,166 @@
USING: accessors alien.c-types alien.data arrays calendar colors
combinators combinators.short-circuit flatland generalizations
grouping kernel locals math math.intervals math.order
math.rectangles math.vectors namespaces opengl opengl.gl
opengl.glu processing.shapes sequences sequences.generalizations
shuffle threads ui ui.gadgets ui.gestures ui.render ;
USING: accessors arrays calendar colors.constants
combinators.short-circuit fonts fry kernel literals locals math
math.order math.ranges math.vectors namespaces opengl random
sequences timers ui ui.commands ui.gadgets ui.gadgets.worlds
ui.gestures ui.pens.solid ui.render ui.text ;
IN: pong
! Inspired by this Ruby/Shoes version by why: http://gist.github.com/26431
!
! Which was based on this Nodebox version: http://billmill.org/pong.html
! by Bill Mill.
CONSTANT: BOUNCE 6/5
CONSTANT: MAX-SPEED 6
CONSTANT: BALL-SIZE 10
CONSTANT: BALL-DIM ${ BALL-SIZE BALL-SIZE }
CONSTANT: PADDLE-SIZE 80
CONSTANT: PADDLE-DIM ${ PADDLE-SIZE 10 }
CONSTANT: FONT $[
monospace-font
t >>bold?
COLOR: red >>foreground
COLOR: gray95 >>background
]
: clamp-to-interval ( x interval -- x )
[ from>> first ] [ to>> first ] bi clamp ;
TUPLE: ball pos vel ;
TUPLE: play-field < rectangle ;
TUPLE: pong-gadget < gadget timer ball player computer game-over? ;
TUPLE: paddle < rectangle ;
TUPLE: computer < paddle { speed initial: 10 } ;
: computer-move-left ( computer -- ) dup speed>> move-left-by ;
: computer-move-right ( computer -- ) dup speed>> move-right-by ;
TUPLE: ball < vel
{ diameter initial: 20 }
{ bounciness initial: 1.2 }
{ max-speed initial: 10 } ;
: above-lower-bound? ( ball field -- ? ) bottom 50 - above? ;
: below-upper-bound? ( ball field -- ? ) top 50 + below? ;
: in-bounds? ( ball field -- ? )
{
[ above-lower-bound? ]
[ below-upper-bound? ]
} 2&& ;
:: bounce-change-vertical-velocity ( BALL -- )
BALL vel>> y neg
BALL bounciness>> *
BALL max-speed>> min
BALL vel>> (y!) ;
:: bounce-off-paddle ( BALL PADDLE -- )
BALL bounce-change-vertical-velocity
BALL x PADDLE center x - 0.25 * BALL vel>> (x!)
PADDLE top BALL pos>> (y!) ;
: mouse-x ( -- x ) hand-loc get first ;
:: valid-paddle-interval ( PADDLE PLAY-FIELD -- interval )
PLAY-FIELD [ left ] [ right ] bi PADDLE width - [a,b] ;
:: align-paddle-with-mouse ( PADDLE PLAY-FIELD -- )
mouse-x
PADDLE PLAY-FIELD valid-paddle-interval
clamp-to-interval
PADDLE pos>> (x!) ;
! Protocol for drawing PONG objects
GENERIC: draw ( obj -- )
M: paddle draw [ bottom-left ] [ dim>> ] bi draw-rectangle ;
M: ball draw [ pos>> ] [ diameter>> 2 / ] bi draw-circle ;
TUPLE: pong-gadget < gadget paused field ball player computer ;
: pong ( -- gadget )
pong-gadget new
T{ play-field { pos { 0 0 } } { dim { 400 400 } } } clone >>field
: initial-state ( gadget -- gadget )
T{ ball { pos { 50 50 } } { vel { 3 4 } } } clone >>ball
T{ paddle { pos { 200 396 } } { dim { 75 4 } } } clone >>player
T{ computer { pos { 200 0 } } { dim { 75 4 } } } clone >>computer ;
200 >>player
200 >>computer
f >>game-over? ;
M: pong-gadget pref-dim* ( <pong> -- dim ) drop { 400 400 } ;
DEFER: on-tick
M: pong-gadget ungraft* ( <pong> -- ) t >>paused drop ;
: <pong-gadget> ( -- gadget )
pong-gadget new initial-state
COLOR: gray95 <solid> >>interior
dup '[ _ on-tick ] f 16 milliseconds <timer> >>timer ;
M: pong-gadget pref-dim* drop { 400 400 } ;
M: pong-gadget ungraft*
[ timer>> stop-timer ] [ call-next-method ] bi ;
M:: pong-gadget draw-gadget* ( PONG -- )
PONG computer>> draw
PONG player>> draw
PONG ball>> draw ;
COLOR: gray80 gl-color
15 390 20 <range> [
197 2array { 10 6 } gl-fill-rect
] each
COLOR: black gl-color
{ 0 0 } { 10 400 } gl-fill-rect
{ 390 0 } { 10 400 } gl-fill-rect
PONG computer>> 0 2array PADDLE-DIM gl-fill-rect
PONG player>> 390 2array PADDLE-DIM gl-fill-rect
PONG ball>> pos>> BALL-DIM gl-fill-rect
PONG game-over?>> [
FONT 48 >>size
PONG ball>> pos>> second 200 <
"YOU WIN!" "YOU LOSE!" ?
[ text-width 390 swap - 2 / 100 2array ]
[ '[ _ _ draw-text ] with-translation ] 2bi
] [
PONG timer>> thread>> [
FONT 24 >>size
{ " N - New Game" "SPACE - Pause" }
[ text-width 390 swap - 2 / 100 2array ]
[ '[ _ _ draw-text ] with-translation ] 2bi
] unless
] if ;
:: move-player ( GADGET -- )
hand-loc get first PADDLE-SIZE 2 / -
10 390 PADDLE-SIZE - clamp GADGET player<< ;
:: move-ball ( GADGET -- )
GADGET ball>> :> BALL
! minimum movement to hit wall or paddle
BALL vel>> first dup 0 > 380 10 ?
BALL pos>> first - swap / 1 min
BALL vel>> second dup 0 > 380 10 ?
BALL pos>> second - swap / 1 min min :> movement
movement 0 > [ movement throw ] unless
BALL pos>> BALL vel>> movement v*n v+ BALL pos<< ;
: move-computer-by ( GADGET N -- )
'[ _ + 10 390 PADDLE-SIZE - clamp ] change-computer drop ;
:: move-computer ( GADGET -- )
GADGET ball>> pos>> first :> X
GADGET computer>> PADDLE-SIZE 2/ + :> COMPUTER
! ball on the left
X BALL-SIZE + COMPUTER - dup 0 < [
>integer -10 max 0 [a,b] random
GADGET swap move-computer-by
] [ drop ] if
! ball on the right
X COMPUTER - dup 0 > [
>integer 10 min [0,b] random
GADGET swap move-computer-by
] [ drop ] if ;
:: bounce-off-paddle ( BALL PADDLE -- )
BALL pos>> first BALL-SIZE 2 / +
PADDLE PADDLE-SIZE 2 / + - 1/4 *
BALL vel>> second neg BOUNCE * MAX-SPEED min 2array
BALL vel<< ;
:: ?bounce-off-paddle ( BALL GADGET PADDLE -- )
BALL pos>> first dup BALL-SIZE +
PADDLE dup PADDLE-SIZE + '[ _ _ between? ] either? [
BALL PADDLE bounce-off-paddle
] [
GADGET t >>game-over? timer>> stop-timer
] if ;
: bounce-off-wall ( BALL -- )
0 swap vel>> [ neg ] change-nth ;
:: on-tick ( GADGET -- )
GADGET move-player
GADGET move-ball
GADGET move-computer
:: iterate-system ( GADGET -- )
GADGET field>> :> FIELD
GADGET ball>> :> BALL
GADGET player>> :> PLAYER
GADGET computer>> :> COMPUTER
BALL FIELD in-bounds? [
BALL pos>> first2 :> ( X Y )
BALL vel>> first2 :> ( DX DY )
PLAYER FIELD align-paddle-with-mouse
{ [ DY 0 > ] [ Y 380 >= ] } 0&&
[ BALL GADGET PLAYER ?bounce-off-paddle ] when
BALL 1 move-for
{ [ DY 0 < ] [ Y 10 <= ] } 0&&
[ BALL GADGET COMPUTER ?bounce-off-paddle ] when
! computer reaction
X { [ 10 <= ] [ 380 >= ] } 1||
[ BALL bounce-off-wall ] when
BALL COMPUTER to-the-left-of? [ COMPUTER computer-move-left ] when
BALL COMPUTER to-the-right-of? [ COMPUTER computer-move-right ] when
GADGET relayout-1 ;
! check if ball bounced off something
: com-new-game ( gadget -- )
initial-state timer>> start-timer ;
! player-blocked-ball?
BALL PLAYER { [ above? ] [ in-between-horizontally? ] } 2&&
[ BALL PLAYER bounce-off-paddle ] when
: com-pause ( gadget -- )
dup game-over?>> [
dup timer>> dup thread>>
[ stop-timer ] [ restart-timer ] if
] unless relayout-1 ;
! computer-blocked-ball?
BALL COMPUTER { [ below? ] [ in-between-horizontally? ] } 2&&
[ BALL COMPUTER bounce-off-paddle ] when
pong-gadget "gestures" f {
{ T{ key-down { sym "n" } } com-new-game }
{ T{ key-down { sym " " } } com-pause }
} define-command-map
! bounced-off-wall?
BALL FIELD in-between-horizontally? not
[ BALL reverse-horizontal-velocity ] when
] [ t GADGET paused<< ] if ;
:: start-pong-thread ( GADGET -- )
f GADGET paused<< [
[
GADGET paused>>
[ f ]
[ GADGET iterate-system GADGET relayout-1 25 milliseconds sleep t ]
if
] loop
] in-thread ;
MAIN-WINDOW: pong-window
{ { title "PONG" } }
pong [ >>gadgets ] [ start-pong-thread ] bi ;
MAIN-WINDOW: pong-window {
{ title "PONG" }
{ window-controls
{ normal-title-bar close-button minimize-button } }
} <pong-gadget> >>gadgets ;

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@ -1 +1,2 @@
demos
games

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@ -53,7 +53,7 @@
#endif
// Record compilation time
#define FACTOR_COMPILE_TIME __TIMESTAMP__
#define FACTOR_COMPILE_TIME __DATE__ " " __TIME__
// Detect target CPU type
#if defined(__arm__)