Hi can you help me add a way to have different timer lengths for each light. I'm doing a world state/big bang program that creates a traffic light that cycles between green, yellow and red while it goes immediately to green if you hit the Spacebar. I have everything running but I couldn't adjust the ticker to be different its always a constant time.
(require 2htdp/image)
(require 2htdp/universe)
;; =================
;; Constants:
(define WIDTH 600)
(define HEIGHT 350)
(define MTS (empty-scene WIDTH HEIGHT))
(define RAD 50)
(define WIDTH_2 (/ WIDTH 2))
(define CTR-Y (/ HEIGHT 2))
;; =================
;; Functions:
;; trafficLightNext Tests
(check-expect (trafficLightNext "red") "green")
(check-expect (trafficLightNext "yellow") "red")
(check-expect (trafficLightNext "green") "yellow")
;; Traffic Light -> Boolean
;; Find the current-state of a Traffic Light (red, yellow or green)
(define (isRed? current-state)
(string=? "red" current-state))
(define (isYellow? current-state)
(string=? "yellow" current-state))
(define (isGreen? current-state)
(string=? "green" current-state))
;; Traffic Light -> Traffic Light
;; Finds the next state for the Traffic Light
(define (trafficLightNext current-state)
(cond
[(isRed? current-state) "green"]
[(isYellow? current-state) "red"]
[(isGreen? current-state) "yellow"]))
;; Render Tests
(check-expect (bulb "red" "red") (circle RAD "solid" "red"))
(check-expect (bulb "green" "green") (circle RAD "solid" "green"))
(check-expect (bulb "yellow" "red") (circle RAD "outline" "red"))
(define (light=? current-state color)
(string=? current-state color))
;; Traffic Light -> Image
;; Renders the the light
(define (bulb on c)
(if (light=? on c) (circle RAD "solid" c) (circle RAD "outline" c)))
;; Traffic Light -> Image
;; Takes a Traffic Light places the image on the scene
(define (trafficLightRender current-state)
(place-image
(bulb current-state "red")
WIDTH_2
52
(place-image
(bulb current-state "yellow")
WIDTH_2
CTR-Y
(place-image
(bulb current-state "green")
WIDTH_2
298
MTS))))
;; TrafficLight -> TrafficLight
;; Traffic Light changes every second
(define (traffic-light-simulation initial-state)
(big-bang initial-state (on-tick trafficLightNext 1) (to-draw trafficLightRender) (on-key ambulance)))
;; Key -> TrafficLight
;; Changes light to green everytime key is touched
(define (ambulance initial-state key)
(cond [(key=? key " ") "green"]
(else initial-state)))
(check-expect (ambulance "yellow" " ") "green")
(check-expect (ambulance "red" " ") "green")
(check-expect (ambulance "yellow" "d") "yellow")
As this looks like a school assignment, I won't give you a full solution, only leads.
It would have been easier if the rate-expr of the on-tick clause of big-bang were a function taking the current state as input, but this is not the case, so you need a (functional) way around.
One possibility is to make your world state a bit more complicated: instead of being only the current light, it could be the light plus a countdown value. At each tick, you do not immediately change the light, but instead you decrement (subtract 1 from) the counter of the state. When the countdown hits 0, you change the light and reinitialize the countdown to a value that depends on the new light.
The main changes are in the trafficLightNext function and tests, but the rest of the program must also be modified, as the state is different.
Related
Say I have some long text
(define EXTREMELY-LONG-TEXT "foo foo ...(like 25 times)... foo")
and I need to draw it to a background that is constrained on the x axis but not the y axis. Is there anyway to limit the x direction of the text and have it expand downward by default? Or do I have to define my own function to accomplish this task?
Currently, I have a text adventure game with changing lengths of text and I want to be able to define a constant x for the game to be run at instead of having to define a large background for it to be drawn onto such as
(define BG (empty-scene 500 100))
(overlay/align "center" "top" (text EXTREMELY-LONG-TEXT 16 "black") BG)
You need to do it yourself, but that shouldn't be difficult.
#lang racket
(require 2htdp/image)
(define TEXT-SIZE 16)
(define WIDTH 500)
(define limit (exact-floor (* 2.4 (/ WIDTH TEXT-SIZE))))
(define EXTREMELY-LONG-TEXT (string-append* (make-list 25 "foo ")))
(define (fit-string s)
(string-append*
(map list->string
(add-between (sequence->list (in-slice limit (string->list s)))
'(#\newline)))))
(define BG (empty-scene WIDTH 100))
(overlay/align
"center" "top"
(text (fit-string EXTREMELY-LONG-TEXT) TEXT-SIZE "black") BG)
The formula 2.4 * WIDTH / TEXT-SIZE can be improved further, but it works well enough for this case.
I am trying following code:
#lang racket/gui
(require 2htdp/image)
; list of images to be animated:
(define images (list (circle 30 "outline" "red")
(circle 20 "outline" "red")
(circle 10 "outline" "red")
(circle 5 "outline" "red")))
(define (image->bitmap image) ;from: https://lists.racket-lang.org/users/archive/2014-December/065110.html
(let* ([width (image-width image)]
[height (image-height image)]
[bm (make-bitmap width height)]
[dc (send bm make-dc)])
(send dc clear)
(send image draw dc 0 0 0 0 width height 0 0 #f)
bm))
(define frame (new frame% [label "Frame"] [width 300] [height 300]))
(define canvas (new canvas% [parent frame]))
(define a-dc (send canvas get-dc))
(send frame show #t)
(sleep/yield 1)
(define x 20)
(define y 20)
(define (thunk)
(let loop () ; endless loop
(for ((i images))
(send a-dc draw-bitmap (image->bitmap i) x y)
(sleep 0.5))
(loop)))
(thread thunk)
(set! x 100)
(set! y 100)
(thread thunk)
(set! x 200)
(set! y 200)
(thread thunk)
However, only third animation runs while others show only the largest circle (first image). Apparently, previous threads also take new x and y values. How can I have them preserve initially sent x and y values? I cannot have any argument in thunk function because it has to be sent to thread function that needs an argument-less function argument! (I hope my complex statement/argument is functionally correct).
Where is the problem?
Each thread is referring to the same x and y coordinates. This means all threads are drawing at the same place.
Here is an example that shows that having two different sets of x and y variables work.
#lang racket/gui
(require 2htdp/image)
; list of images to be animated:
(define images (list (circle 30 "outline" "red")
(circle 20 "outline" "red")
(circle 10 "outline" "red")
(circle 5 "outline" "red")))
(define (image->bitmap image) ;from: https://lists.racket-lang.org/users/archive/2014-December/065110.html
(let* ([width (image-width image)]
[height (image-height image)]
[bm (make-bitmap width height)]
[dc (send bm make-dc)])
(send dc clear)
(send image draw dc 0 0 0 0 width height 0 0 #f)
bm))
(define frame (new frame% [label "Frame"] [width 300] [height 300]))
(define canvas (new canvas% [parent frame]))
(define a-dc (send canvas get-dc))
(send frame show #t)
(sleep/yield 1)
(define x 20)
(define y 20)
(define (thunk)
(let loop () ; endless loop
(for ((i images))
(send a-dc draw-bitmap (image->bitmap i) x y)
(sleep 0.5))
(loop)))
(thread thunk)
(define X 100)
(define Y 100)
(define (thunk2)
(let loop () ; endless loop
(for ((i images))
(send a-dc draw-bitmap (image->bitmap i) X Y)
(sleep 0.5))
(loop)))
(thread thunk2)
Rather than having variables for each coordinate, consider storing them in a data structure (for example a hash table) and letting the threads read the coordinates from the data structure.
It would be simpler to have a single drawing function that draws all objects at once.
However if you want multiple threads, then use a function to create the thunk:
(define (make-thunk n)
(lambda ()
(let loop () ... )))
use n to pick out the coordinates of the n'th object ...)) Then create the threads with (thread (make-thunk 0)) (thread (make-thunk 1))
Based on answer by #soegaard I found following animateImageList fn to be very convenient for showing a list of images at multiple places and with different speeds:
#lang racket/gui
(require 2htdp/image)
(define (image->bitmap image) ;from: https://lists.racket-lang.org/users/archive/2014-December/065110.html
(let* ([width (image-width image)]
[height (image-height image)]
[bm (make-bitmap width height)]
[dc (send bm make-dc)])
(send dc clear)
(send image draw dc 0 0 0 0 width height 0 0 #f)
bm))
(define (animateImageList imglist sent-dc x y secs)
(λ ()
(let loop ()
(for ((i imglist))
;(send sent-dc clear) ; this may be added to clear previous image;
(send sent-dc draw-bitmap (image->bitmap i) x y)
(sleep secs))
(loop))))
(define imglist (list (circle 40 "outline" "yellow")
(circle 30 "outline" "red")
(circle 20 "outline" "blue")
(circle 10 "outline" "green")
(circle 5 "outline" "black")))
(define frame (new frame% [label "Frame"] [width 300] [height 300]))
(define canvas (new canvas% [parent frame]))
(define a-dc (send canvas get-dc))
(send frame show #t)
(sleep/yield 1)
(thread (animateImageList imglist a-dc 10 10 0.1))
(thread (animateImageList imglist a-dc 100 100 0.4))
(thread (animateImageList imglist a-dc 200 200 0.7))
Output:
I am having problem with this. It's quite long.
First, heres the data definition for this
(define-struct ball (x y color))
;; Ball = (make-ball Number Number Color)
;; Color is one of 'red, 'yellow, 'blue, etc.
Heres my program
(require 2htdp/image)
(require 2htdp/universe)
;;An LoB is one of
;;--empty
;;--(cons ball LoB)
;;(define (ball-template lob)
;; (cond
;; [(empty? lob) ...]
;; [else
;; (first lob)...
;; (ball-template (rest lob))]))
;;lob-length : LoB -> number
;;Counts the balls in the list
(define (lob-length lob)
(cond
[(empty? lob) 0]
[else
(add1 (lob-length (rest lob)))]))
;;Examples
(check-expect (lob-length empty) 0)
(check-expect (lob-length(cons (make-ball 1 2 "red")
(cons(make-ball 3 3 "blue")
(cons(make-ball 5 86 "white")empty))))3)
;;lob-draw : LoB -> Scene
;;Adds the balls to an empty scene in the form of circles
(define (lob-draw lob)
(cond
[(empty? lob) (empty-scene 300 300)]
[else
(place-image (circle 3 "solid" (ball-color (first lob)))
(ball-x (first lob))
(ball-y (first lob))
(lob-draw (rest lob)))]))
;;Examples
(lob-draw empty)
(lob-draw (cons (make-ball 50 60 "red")
(cons(make-ball 20 15 "blue")
(cons(make-ball 5 200 "black")empty))))
;;lob-member? LoB, ball -> boolean
;;Checks to see if the ball is in the list
(define (lob-member? lob b)
(cond
[(empty? lob) false]
[(same-ball? b (first lob)) true]
[else (lob-member? (rest lob) b)]))
;;Examples
(check-expect (lob-member? empty (make-ball 300 70 "blue"))
false)
(check-expect (lob-member? (cons (make-ball 30 70 "blue")
(cons (make-ball 310 500 "black")
(cons (make-ball 30 340 "yellow") empty)))
(make-ball 310 500 "black")) true)
;;same-ball? ball ball -> boolean
;;Compares two balls
(define (same-ball? b1 b2)
(and (= (ball-x b1) (ball-x b2))
(= (ball-y b1) (ball-y b2))
(string=? (ball-color b1) (ball-color b2))))
;;Example
(check-expect (same-ball? (make-ball 30 30 "white")(make-ball 30 30 "white"))
true)
(check-expect (same-ball? (make-ball 30 30 "white")(make-ball 23 40 "black"))
false)
Just a simple program where consume lists of balls, add them to empty scenes, count how many balls are on a given list, etc...
I've done everything but one thing. I have to design a function lob-yellow, which changes the color of all the balls in a list of Balls to yellow. I am guessing I need cond, but I am not sure how to. Any ideas?
Assuming that the struct is immutable, here are some hints to get you started, fill-in the blanks:
(define (lob-yellow lob)
(cond [<???> ; if the list is empty
<???>] ; return the empty list
[else ; otherwise,
(cons (make-ball ; cons a new ball, build it with:
(<???> (first lob)) ; the x coordinate of the first ball
(ball-y <???>) ; the y coordinate of the first ball
<???>) ; and always the yellow color
(lob-yellow <???>))])) ; recur over the rest of the list
But if the struct were defined like this:
(define-struct ball (x y color) #:mutable) ; now the struct is mutable
... We could implement a solution that modifies each ball in the list in-place:
(define (lob-yellow lob)
(cond [<???> ; if the list is empty
<???>] ; return the empty list
[else ; otherwise,
(set-ball-color! <???> 'yellow) ; set the color of the first ball
(lob-yellow <???>)])) ; recur over the rest of the list
I have filled in a little of your template.
(define (yellow-to-blue lob)
(cond
[(empty? lob) ...]
[else
(cond
[(symbol=? (first lob) 'yellow)
(cons ... (yellow-to-blue (rest lob)))]
[else (cons ... (yellow-to-blue (rest lob)))])]))
Remember to write some test cases before you fill out the dots.
(require 2htdp/image)
(require 2htdp/universe)
(define (render t)
(text (number->string t) 10 "red"))
(define (ball-image t)
(place-image (circle 10 "solid" "red")
150
150
(empty-scene 300 300)))
(define (change w a-key)
(cond
[(key=? a-key "left") (ball-image w)]
[(key=? a-key "right") (ball-image w )]
[(= (string-length a-key) 1) w]
[(key=? a-key "up") (ball-image w )]
[(key=? a-key "down") (ball-image w )]
[else w]))
(big-bang 100
(on-tick sub1 )
(to-draw ball-image)
(on-key change))
I am trying to get the red ball I have placed in the middle to move up, down, left, or right. When I press any of the arrow keys, it says it expects a number but given an image. What am I doing wrong?
First of all you need to understand how the world is processed in this main circle:
The system takes the first argument of big-bang - 100, and remembers it as a WorldState.
Then it passes it to a on-tick (sub1) function, provided it exists on each tick.
When the key is pressed, it calls on-key (change) and passes the woldState there, as a w argument.
There you draw some pictures and return it in case of an arrow key is pressed. So when an arrow is pressed, it returns the result of ball-image = result of place-image - image
The system remembers it as a current worldState,
and with the next tick, it passes the new value to the old procedure: sub1.
Since the value is now an image, sub1 rejects it.
--
If you want to move a ball in two directions, you have to store at least two coordinates (x . y). So let now the WorldState be the pair of two numbers. We don't need a on-tick function, since nothing changes on its own. Also we don't need to draw the ball in the keyboard processor, so let's simple change the corresponding value in the pair (worldState), and draw it only during the call (ball-image) which puts the ball into the new place (remember, x = (car t), y = (cdr t), and (x . y) = (cons x y)):
(require 2htdp/image)
(require 2htdp/universe)
(define (ball-image t) ;<-- the t-parameter is our WorldState
(place-image (circle 10 "solid" "red")
(car t) ;<-- here now x variable coordinate
(cdr t) ;<-- here now y variable, instead of 150
(empty-scene 300 300)))
(define (change w a-key)
(cond ;w - is the previous worldState, V here we change it
[(key=? a-key "left") (cons (sub1 (car w)) (cdr w))];and
[(key=? a-key "right") (cons (add1 (car w)) (cdr w))];return
[(= (string-length a-key) 1) w] ;<-- this line is excess
[(key=? a-key "up") (cons (car w) (sub1 (cdr w)))]
[(key=? a-key "down") (cons (car w) (add1 (cdr w)))]
[else w])) ;<-- If the key of no interest, just
return the previous WorldState
(big-bang '(150 . 150) ;<-- initial state
(to-draw ball-image) ;<-- redraws the world
(on-key change)) ;<-- process the event of key press
So I'm going through the first chapter of How To Design Programs 2nd Edition. I believe I made pretty good progress. But there's a "suggestion" to add another graphic to the grid. Every time I try I get an error. At this point, I'm stuck. Below is the code and the error.
Note: the ROCKET image is in the Chapter 1. I just copy and pasted it into the IDE.
Note: The "suggestion" is: How would change the program so that the rocket lands on a flat rock bed that is 10 pixels higher than the bottom of the scene? Don’t forget to change the scenery, too.
HTDP Chapter 1
Here's code that works.
(define BOARDWIDTH 200)
(define BOARDHEIGHT 200)
(define STARTPOSITION 50)
(define BOARDBKGR "blue")
(define GAMEBOARD (empty-scene BOARDWIDTH BOARDHEIGHT BOARDBKGR))
(define ROCKET .)
(define UFO (overlay (circle 10 "solid" "red")
(rectangle 40 4 "solid" "green")))
(define FLATBED (rectangle 60 10 "outline" "black"))
(define (SPACESHIP option)
(cond
[(= option 1) ROCKET]
[(= option 2) UFO]))
(define SHOWNSHIP (SPACESHIP 1))
(define V 20) ;Velocity
(define A 1) ;Acceleration
(define (distance t) ;t = Time
(- (* V t) (* 1/2 A (sqr t))))
(define SPACESHIP-BOTTOM (- BOARDHEIGHT (/ (image-height SHOWNSHIP) 2)))
(define (render-shownship x y)
(place-image SHOWNSHIP x y GAMEBOARD))
(define (create-rocket-scene.v7 t)
(cond
[(<= (distance t) SPACESHIP-BOTTOM)
(render-shownship STARTPOSITION (distance t))]
[(> (distance t) SPACESHIP-BOTTOM)
(render-shownship STARTPOSITION SPACESHIP-BOTTOM)]))
Here's the code that doesn't work:
(define BOARDWIDTH 200)
(define BOARDHEIGHT 200)
(define STARTPOSITION 50)
(define BOARDBKGR "blue")
(define GAMEBOARD (empty-scene BOARDWIDTH BOARDHEIGHT BOARDBKGR))
(define ROCKET .)
(define UFO (overlay (circle 10 "solid" "red")
(rectangle 40 4 "solid" "green")))
(define FLATBED (rectangle 60 10 "outline" "black"))
(define (SPACESHIP option)
(cond
[(= option 1) ROCKET]
[(= option 2) UFO]))
(define SHOWNSHIP (SPACESHIP 1))
(define V 20) ;Velocity
(define A 1) ;Acceleration
(define (distance t) ;t = Time
(- (* V t) (* 1/2 A (sqr t))))
(define SPACESHIP-BOTTOM (- BOARDHEIGHT (/ (image-height SHOWNSHIP) 2)))
(define (render-shownship x y)
(place-image SHOWNSHIP x y GAMEBOARD)
(place-image FLATBED STARTPOSITION 195 GAMEBOARD)) ;offender
(define (create-rocket-scene.v7 t)
(cond
[(<= (distance t) SPACESHIP-BOTTOM)
(render-shownship STARTPOSITION (distance t))]
[(> (distance t) SPACESHIP-BOTTOM)
(render-shownship STARTPOSITION SPACESHIP-BOTTOM)]))
And the error I get is:
define: expected only one expression for the function body, but found
1 extra part
place-image always takes 4 arguments - the image to be placed, x and y coordinates, and the scene (background) on which to place the image. The problem in your code is that the expression (place-image FLATBED STARTPOSITION 195) is providing only 3 inputs to place-image.
So, back up a little and consider: what does the first expression produce? (place-image SHOWNSHIP x y GAMEBOARD) produces a game board scene with a ship on it, correct? Now on top of that scene you further want to place the FLATBED. So instead of sequencing the place-image function calls, instead consider composing them - i.e. what do you think the missing piece is in (place-image FLATBED STARTPOSITION 195 ____)? upon what scene do you want to place the FLATBED? (Hint: we just answered that above). What expression produces that scene? (hint: you already have that expression).
If you understand the idea, you see that to place multiple images on a scene, you compose or nest the function calls (instead of sequencing them as you are attempting):
(place-image img1 x1 y1 (place-image img2 x2 y2 ...))