When solving the exercises, strive to create not just code that works, but code that is stylish and concise. Try to write small functions which perform just a single task, and then combine those smaller pieces to create more complex functions. Don’t repeat yourself: write one function for each logical task, and reuse functions as necessary.
In these exercises, you will be creating lots of drawing and animations. The exercises will describe what you have to do, and maybe give an (simple) example, but you are always welcome to make it prettier and more shiny.
In the class, we defined a traffic light animation. Real traffic lights have an amber light in the middle.
Change the code to include the yellow light, and animate a correct sequence of traffic light signaling:
- a long green phase
- a short amber phase
- a long red phase
- a short red and amber phase1
- back to green
Yon can start with the traffic light code from above, and the result could look like this:
RUN(code/trafficController-solution.hs)
I know that traffic lights in the US do not have this phase, but it is the correct sequence for most of Germany, and it works better for the homework.
In the class, we defined a tree, but it looks a bit dire. Here is the code again:
tree :: Integer -> Picture
tree 0 = blank
tree n = polyline [(0,0),(0,1)] & translated 0 1 (
rotated (pi/10) (tree (n-1)) & rotated (- pi/10) (tree (n-1)))
Make the tree bloom! Create an animation that looks like the dire tree 8
initially, and then grows blossoms at the end of each twig within 10
seconds. After 10 seconds, the tree should be in full bloom and the
animation should stop.
A bloom could be a yellow circle growing in size, or something more intricate with petals and better colors and whatnot.
In your code, modify tree
to be abstract in the actual shape of the
blossoms. This way, the tree
function itself is independent of time.
Do not pass the time parameter to the tree
function!
The result could look like this:
RUN(code/tree-bloom.hs)
Until the end of the tutorial, you will implement a game of Sokoban. The rules are simple (quoted from https://en.wikipedia.org/wiki/Sokoban, which also contains a nice animation that you can look at):
The game is played on a board of squares, where each square is a floor or a wall. Some floor squares contain boxes, and some floor squares are marked as storage locations.
The player is confined to the board, and may move horizontally or vertically onto empty squares (never through walls or boxes). The player can also move into a box, which pushes it into the square beyond. Boxes may not be pushed into other boxes or walls, and they cannot be pulled. The puzzle is solved when all boxes are at storage locations.
We do some preparations this week. In particular, we need the different squares that may occur:
-
Walls
-
Ground, i.e. empty spaces
-
Ground marked as storage
-
Boxes
After this exercise, we will have the necessary code to draw a sokoban level. You can use this code to get started.
-
Create a functions
wall
,ground
,storage
andbox
of typePicture
, which draw the corresponding thing, with a width and height of 1 and positioned at the center of the picture.The example picture below is very much on the dull side. Make it prettier! You can search for screenshots of the real game for inspiration.
-
Create a function
drawTile :: Integer -> Picture
that draws a tile according to the given number2, according to the above list. If the argument is not one of these four numbers, it should not draw anything (but should also not crash). -
A maze can be represented as a function with the type
Integer -> Integer -> Integer
, which, given two coordinates, returns the kind of tile to be present there.For now, we have one such maze, with the creative name
maze
:maze :: Integer -> Integer -> Integer maze x y | abs x > 4 || abs y > 4 = 0 | abs x == 4 || abs y == 4 = 1 | x == 2 && y <= 0 = 1 | x == 3 && y <= 0 = 3 | x >= -2 && y == 0 = 4 | otherwise = 2
Define a picture
pictureOfMaze :: Picture
which will, for every coordinate
$(x,y)$ with$x,y\in -10,\ldots,10$ , uses themaze
above to determine what tile to place there, usesdrawTile
to draw that tile, translated into the right spot.Of course, do not hard-code 441 invocations of
drawTile
into your program! Instead, use recursion to traverse the positions in the grid. You will likely need one recursive function to draw one row after another, which in turn calls a second recursive function, which then draw each element in that row. -
Define
main
to be drawing ofpictureOfMaze
.
The result could look like this:
RUN(code/sokoban-ex1-sol.hs)