(set-game-properties! #:title "Gacela Asteroids")
-(define draw-asteroid
- (let ((asteroid (load-texture "Asteroid.png")))
- (lambda (a)
- (to-origin)
- (translate (car a) (cadr a))
- (draw-texture asteroid))))
-
-(define (move-asteroid a)
- (let* ((x (car a)) (y (cadr a))
- (vx (caddr a)) (vy (cadddr a))
- (nx (+ x vx)) (ny (+ y vy)))
- (cond ((> nx 320) (set! vx -1))
- ((< nx -320) (set! vx 1)))
- (cond ((> ny 240) (set! vy -1))
- ((< ny -240) (set! vy 1)))
- (list (+ x vx) (+ y vy) vx vy)))
-
-(let ((asteroids '((100 100 1 1) (-100 -100 -1 1))))
- (run-game
- (set! asteroids (map move-asteroid asteroids))
- (for-each draw-asteroid asteroids)))
+(define max-x (/ (assoc-ref (get-game-properties) 'width) 2))
+(define min-x (- max-x))
+(define max-y (/ (assoc-ref (get-game-properties) 'height) 2))
+(define min-y (- max-y))
+
+(define-mob (asteroid
+ (image (load-texture "Asteroid.png"))
+ (x 0) (y 0) (angle 0)
+ (vx 1) (vy 1))
+ (set! x (+ x vx))
+ (set! y (+ y vy))
+ (cond ((> x max-x) (set! vx -1))
+ ((< x min-x) (set! vx 1)))
+ (cond ((> y max-y) (set! vy -1))
+ ((< y min-y) (set! vy 1)))
+
+ (translate x y)
+ (rotate angle)
+ (draw-texture image))
+
+(show-mob (make-asteroid))
+
+;; (define (move-asteroid a)
+;; (let ((x (assoc-ref a 'x)) (y (assoc-ref a 'y))
+;; (angle (assoc-ref a 'angle))
+;; (vx (assoc-ref a 'vx)) (vy (assoc-ref a 'vy)))
+;; (set! x (+ x vx))
+;; (set! y (+ y vy))
+;; (cond ((> x max-x) (set! vx -1))
+;; ((< x min-x) (set! vx 1)))
+;; (cond ((> y max-y) (set! vy -1))
+;; ((< y min-y) (set! vy 1)))
+
+;; (assoc-multiple-set! a 'x x 'y y 'angle (+ angle 1) 'vx vx 'vy vy)))
+
+;; (define draw-ship
+;; (let ((ship1 (load-texture "Ship1.png"))
+;; (ship2 (load-texture "Ship2.png")))
+;; (lambda (s)
+;; (to-origin)
+;; (translate (assoc-ref s 'x) (assoc-ref s 'y))
+;; (rotate (assoc-ref s 'angle))
+;; (let ((ship (if (assoc-ref s 'moving) ship2 ship1)))
+;; (draw-texture ship)))))
+
+;; (define (move-ship ship)
+;; (let* ((s ship)
+;; (x (assoc-ref s 'x)) (y (assoc-ref s 'y))
+;; (angle (assoc-ref s 'angle))
+;; (moving (assoc-ref s 'moving)))
+;; (cond ((key? 'left) (set! angle (+ angle 5)))
+;; ((key? 'right) (set! angle (- angle 5))))
+;; (cond ((key? 'up)
+;; (let ((r (degrees-to-radians (- angle))))
+;; (set! x (+ x (* 4 (sin r))))
+;; (set! y (+ y (* 4 (cos r)))))
+;; (cond ((> x max-x) (set! x min-x))
+;; ((< x min-x) (set! x max-x)))
+;; (cond ((> y max-y) (set! y min-y))
+;; ((< y min-y) (set! y max-y)))
+;; (set! moving #t))
+;; (else
+;; (set! moving #f)))
+
+;; (assoc-multiple-set! s 'x x 'y y 'angle angle 'moving moving)))
+
+;; (define (ship-shot s)
+;; (cond ((key-pressed? 'space)
+;; `((x . ,(assoc-ref s 'x)) (y . ,(assoc-ref s 'y)) (angle . ,(assoc-ref s 'angle))))
+;; (else
+;; #f)))
+
+;; (define (draw-shot sh)
+;; (to-origin)
+;; (translate (assoc-ref sh 'x) (assoc-ref sh 'y))
+;; (rotate (assoc-ref sh 'angle))
+;; (draw-line 10))
+
+;; (define (move-shots shots)
+;; (cond ((null? shots) '())
+;; (else
+;; (let* ((sh (car shots))
+;; (x (assoc-ref sh 'x)) (y (assoc-ref sh 'y))
+;; (angle (assoc-ref sh 'angle))
+;; (r (degrees-to-radians (- angle))))
+;; (set! x (+ x (* 10 (sin r))))
+;; (set! y (+ y (* 10 (cos r))))
+;; (cond ((and (<= x max-x)
+;; (>= x min-x)
+;; (<= y max-y)
+;; (>= y min-y))
+;; (cons `((x . ,x) (y . ,y) (angle . ,angle))
+;; (move-shots (cdr shots))))
+;; (else
+;; (move-shots (cdr shots))))))))
+
+;; (define (make-asteroids n)
+;; (define (xy n r)
+;; (let ((n2 (- (random (* n 2)) n)))
+;; (cond ((and (< n2 r) (>= n2 0)) r)
+;; ((and (> n2 (- r)) (< n2 0)) (- r))
+;; (else n2))))
+
+;; (cond ((= n 0) '())
+;; (else
+;; (cons `((x . ,(xy max-x 20)) (y . ,(xy max-y 20)) (angle . 0) (vx . 1) (vy . 1) (size . 95))
+;; (make-asteroids (- n 1))))))
+
+;; (define (killed-ship? s a)
+;; (cond ((null? a) #f)
+;; (else
+;; (or (< (distance-between-points (list (assoc-ref s 'x) (assoc-ref s 'y))
+;; (list (assoc-ref (car a) 'x) (assoc-ref (car a) 'y)))
+;; (assoc-ref (car a) 'size))
+;; (killed-ship? s (cdr a))))))
+
+;; (define (kill-asteroids s a)
+;; (define (f1 s1 a)
+;; (cond ((null? a)
+;; (values a #f))
+;; (else
+;; (let ((a1 (car a)))
+;; (cond ((< (distance-between-points (list (assoc-ref s1 'x) (assoc-ref s1 'y))
+;; (list (assoc-ref a1 'x) (assoc-ref a1 'y)))
+;; (assoc-ref a1 'size))
+;; (values (cdr a) #t))
+;; (else
+;; (receive (an k) (f1 s1 (cdr a))
+;; (values (cons a1 an) k))))))))
+
+;; (cond ((null? s)
+;; (values s a))
+;; (else
+;; (let ((s1 (car s)))
+;; (receive (an k) (f1 s1 a)
+;; (cond (k
+;; (kill-asteroids (cdr s) an))
+;; (else
+;; (receive (sn an) (kill-asteroids (cdr s) an)
+;; (values (cons s1 sn) an)))))))))
+
+
+;; (let ((asteroids #f) (ship #f) (shots #f))
+;; (define (new-game n)
+;; (set! asteroids (make-asteroids n))
+;; (set! ship '((x . 0) (y . 0) (angle . 0) (moving . #f)))
+;; (set! shots '()))
+
+;; (new-game 2)
+
+;; (run-game
+;; (cond ((killed-ship? ship asteroids)
+;; (new-game 2)))
+;; (receive (s a) (kill-asteroids shots asteroids)
+;; (set! shots s)
+;; (set! asteroids a))
+;; (set! asteroids (map move-asteroid asteroids))
+;; (set! ship (move-ship (alist-copy ship)))
+;; (let ((shot (ship-shot ship)))
+;; (cond (shot
+;; (set! shots (cons shot shots)))))
+;; (set! shots (move-shots shots))
+;; (for-each draw-asteroid asteroids)
+;; (for-each draw-shot shots)
+;; (draw-ship ship)))