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af125ffbbb | ||
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657ff3dedb |
179
build/ludus.mjs
179
build/ludus.mjs
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@ -6,25 +6,22 @@ let result = null
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export function run (source) {
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const output = mod.ludus(source).value
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// console.log(output)
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result = JSON.parse(output)
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return result
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}
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export function stdout () {
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if (!result) return ""
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return result.io.console.data
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}
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export function turtle_commands () {
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if (!result) return []
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return result.io.turtle.data
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}
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export function p5_calls () {
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return p5_call_list
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}
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export function svg () {
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// TODO
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}
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const turtle_init = {
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@ -55,13 +52,14 @@ const colors = {
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aqua: [0, 255, 25, 255],
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}
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let turtle_states = [turtle_init]
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let background_color = "black"
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function last_state () {
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return turtle_states[turtle_states.length - 1]
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function resolve_color (color) {
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if (typeof color === 'string') return colors[color]
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if (typeof color === 'number') return [color, color, color, 255]
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if (Array.isArray(color)) return color
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}
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let background_color = "black"
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function add (v1, v2) {
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const [x1, y1] = v1
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const [x2, y2] = v2
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@ -76,83 +74,84 @@ function mult (vector, scalar) {
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function unit_of (heading) {
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const turns = -heading + 0.25
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const radians = turn_to_rad(turns)
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[Math.cos (radians), Math.sin(radians)]
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return [Math.cos(radians), Math.sin(radians)]
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}
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function command_to_state (previous, command) {
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const verb = command[0]
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function command_to_state (prev_state, curr_command) {
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const verb = curr_command[0]
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switch (verb) {
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case "goto": {
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const [_, x, y] = command
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return {...previous, position: [x, y]}
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const [_, x, y] = curr_command
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return {...prev_state, position: [x, y]}
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}
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case "home": {
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return {...previous, position: [0, 0], heading: 0}
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return {...prev_state, position: [0, 0], heading: 0}
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}
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case "right": {
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const [_, angle] = command
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const {heading} = previous
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return {...previous, heading: heading + angle}
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const [_, angle] = curr_command
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const {heading} = prev_state
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return {...prev_state, heading: heading + angle}
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}
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case "left": {
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const [_, angle] = command
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const {heading} = previous
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return {...previous, heading: heading - angle}
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const [_, angle] = curr_command
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const {heading} = prev_state
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return {...prev_state, heading: heading - angle}
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}
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case "forward": {
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const [_, steps] = command
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const {heading, position} = previous
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const [_, steps] = curr_command
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const {heading, position} = prev_state
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const unit = unit_of(heading)
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const move = mult(unit, steps)
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return {...previous, position: add(position, move)}
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return {...prev_state, position: add(position, move)}
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}
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case "back": {
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const [_, steps] = command
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const {heading, position} = previous
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const [_, steps] = curr_command
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const {heading, position} = prev_state
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const unit = unit_of(heading)
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const move = mult(unit, -steps)
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return {...previous, position: add(position, move)}
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return {...prev_state, position: add(position, move)}
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}
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case "penup": {
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return {...previous, pendown: false}
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return {...prev_state, pendown: false}
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}
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case "pendown": {
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return {...previous, pendown: true}
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return {...prev_state, pendown: true}
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}
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case "pendwith": {
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const [_, width] = command
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return {...previous, penwidth: width}
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const [_, width] = curr_command
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return {...prev_state, penwidth: width}
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}
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case "pencolor": {
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if (command.length = 2) {
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const [_, color] = command
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return {...previous, pencolor: color}
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console.log(curr_command)
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if (curr_command.length = 2) {
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const [_, color] = curr_command
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return {...prev_state, pencolor: color}
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} else {
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const [_, r, g, b, a] = command
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return {...previous, pencolor: [r, g, b, a]}
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const [_, r, g, b, a] = curr_command
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return {...prev_state, pencolor: [r, g, b, a]}
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}
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}
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case "setheading": {
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const [_, heading] = command
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return {...previous, heading: heading}
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const [_, heading] = curr_command
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return {...prev_state, heading: heading}
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}
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case "loadstate": {
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const [_, x, y, heading, visible, pendown, penwidth] = command
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const [_, x, y, heading, visible, pendown, penwidth] = curr_command
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// there are 7 fixed-arity arguments
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// color will either be the last one or four
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let pencolor = command.slice(7)
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let pencolor = curr_command.slice(7)
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// if there's one, it's a string, unpack it
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if (pencolor.length = 1) pencolor = pencolor[0]
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return {position: [x, y], heading, visible, pendown, penwidth, pencolor}
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}
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case "show": {
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return {...position, visible: true}
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return {...prev_state, visible: true}
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}
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case "hide": {
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return {...position, visible: false}
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return {...prev_state, visible: false}
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}
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case "background": {
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let color = command.slice(1)
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let color = curr_command.slice(1)
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if (color.lengh = 1) color = color[0]
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background_color = color
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return
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@ -166,8 +165,26 @@ function are_eq (v1, v2) {
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return (x1 === x2) && (y1 === y2)
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}
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function state_to_call (prev, curr) {
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function states_to_call (prev, curr) {
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const calls = []
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// whose state should we use?
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// pen states will only differ on more than one property
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// if we use `loadstate`
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// my sense is `prev`, but that may change
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if (prev.pendown && !are_eq(prev.position, curr.position)) {
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calls.push(["line", prev.position[0], prev.position[1], curr.position[0], curr.position[1]])
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}
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if (curr.pencolor !== prev.pencolor) {
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if (Array.isArray(curr.pencolor)) {
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calls.push(["stroke", ...curr.pencolor])
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} else {
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calls.push(["stroke", curr.pencolor])
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}
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}
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if (curr.penwidth !== prev.penwidth) {
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calls.push(["strokeWeight", curr.penwidth])
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}
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return calls
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}
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const turtle_radius = 20
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@ -176,47 +193,65 @@ const turtle_angle = 0.385
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const turtle_color = [255, 255, 255, 150]
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let p5_call_list = []
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function add_p5_call (call) {
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p5_call_list.push(call)
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}
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const p5_call_root = [
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["background", ...resolve_color(background_color)],
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["stroke", ...resolve_color(turtle_init.pencolor)]
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]
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function rotate (vector, heading) {
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const radians = turn_to_rad(heading)
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const [x, y] = vector
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return [
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(x * cos (radians)) - (y * sin (radians)),
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(x * sin (radians)) + (y * cos (radians))
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(x * Math.cos (radians)) - (y * Math.sin (radians)),
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(x * Math.sin (radians)) + (y * Math.cos (radians))
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]
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}
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function turn_to_rad (heading) {
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heading * 2 * Math.PI
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return heading * 2 * Math.PI
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}
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function render_turtle () {
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const state = last_state ()
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function render_turtle (state, calls) {
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if (!state.visible) return
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calls.push(["push"])
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const [r, g, b, a] = turtle_color
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add_call("fill", r, g, b, a)
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const {heading, pencolor: [pen_r, pen_g, pen_b, pen_a], position: [x, y], pendown} = state
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calls.push(["fill", r, g, b, a])
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const {heading, pencolor, position: [x, y], pendown} = state
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const origin = [0, turtle_radius]
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const [x1, y1] = origin
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const [x2, y2] = rotate(origin, turtle_angle)
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const [x3, y3] = rotate(origin, -turtle_angle)
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add_p5_call(["push"])
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add_p5_call(["translate", x, y])
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add_p5_call(["rotate", turn_to_rad(heading)])
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add_p5_call(["noStroke"])
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add_p5_call(["beginShape"])
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add_p5_call(["vertex", x1, y1])
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add_p5_call(["vertex", x2, y2])
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add_p5_call(["vertex", x3, y3])
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add_p5_call(["endShape"])
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add_p5_call(["stroke", pen_r, pen_g, pen_b, pen_a])
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if (pendown) add_p5_call(["line", 0, 0, x1, y1])
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add_p5_call(["pop"])
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calls.push(["translate", x, y])
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calls.push(["rotate", turn_to_rad(heading)])
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calls.push(["noStroke"])
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calls.push(["beginShape"])
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calls.push(["vertex", x1, y1])
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calls.push(["vertex", x2, y2])
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calls.push(["vertex", x3, y3])
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calls.push(["endShape"])
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calls.push(["stroke", ...resolve_color(pencolor)])
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if (pendown) calls.push(["line", 0, 0, x1, y1])
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calls.push(["pop"])
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return calls
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}
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export function p5_calls (commands) {
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const states = [turtle_init]
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commands.reduce((prev_state, command) => {
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const new_state = command_to_state(prev_state, command)
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states.push(new_state)
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return new_state
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}, turtle_init)
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const p5_calls = [...p5_call_root]
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for (let i = 1; i < states.length; ++i) {
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const prev = states[i - 1]
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const curr = states[i]
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const calls = states_to_call(prev, curr)
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for (const call of calls) {
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p5_calls.push(call)
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}
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}
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p5_calls[0] = ["background", ...resolve_color(background_color)]
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render_turtle(states[states.length - 1], p5_calls)
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return p5_calls
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}
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@ -3,7 +3,5 @@
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& the goal is to output any global state held in Ludus
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& this does not have base loaded into it, only prelude: must be pure Ludus
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print! ("running postlude")
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store! (turtle_state, turtle_init)
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store! (turtle_commands, [])
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79
prelude.ld
79
prelude.ld
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@ -1106,90 +1106,14 @@ let turtle_init = #{
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box turtle_commands = []
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box turtle_state = turtle_init
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& fn reset_turtle! {
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& "Resets the turtle to its original state."
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& () -> store! (turtle_states, [turtle_init])
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& }
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fn add_command! (command) -> {
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update! (turtle_commands, append! (_, command))
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let prev = unbox (turtle_state)
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let curr = apply_command (prev, command)
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store! (turtle_state, curr)
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& let call = state/call ()
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& if call then { add_call! (call); :ok } else :ok
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:ok
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}
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& fn make_line ((x1, y1), (x2, y2)) -> (:line, x1, y1, x2, y2)
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& let turtle_radius = 20
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& let turtle_angle = 0.385
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& let turtle_color = (255, 255, 255, 150)
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& fn render_turtle! () -> {
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& let state = do turtle_states > unbox > last
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& if state :visible?
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& then {
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& let (r, g, b, a) = turtle_color
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& add_call! ((:fill, r, g, b, a))
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& let #{heading
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& :pencolor (pen_r, pen_g, pen_b, pen_a)
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& :position (x, y)
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& pendown?
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& ...} = state
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& let origin = mult ((0, 1), turtle_radius)
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& let (x1, y1) = origin
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& let (x2, y2) = rotate (origin, turtle_angle)
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& let (x3, y3) = rotate (origin, neg (turtle_angle))
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& add_call! ((:push))
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& add_call! ((:translate, x, y))
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& add_call! ((:rotate, turn/rad (heading)))
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& add_call! ((:noStroke))
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& add_call! ((:beginShape))
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& add_call! ((:vertex, x1, y1))
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& add_call! ((:vertex, x2, y2))
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& add_call! ((:vertex, x3, y3))
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& add_call! ((:endShape))
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& & there's a happy bug here: the stroke will be the same width as the pen width. Keep this for now. Consider also showing the pen colour here?
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& add_call! ((:stroke, pen_r, pen_g, pen_b, pen_a))
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& if pendown? then add_call! ((:line, 0, 0, x1, y1)) else nil
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& add_call! ((:pop))
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& :ok
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& }
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& else :ok
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& }
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& fn state/call () -> {
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& let cmd = do turtle_commands > unbox > last > first
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& let states = unbox (turtle_states)
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& let curr = last (states)
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& let prev = at (states, sub (count (states), 2))
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& match cmd with {
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& :forward -> if curr :pendown?
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& then make_line (prev :position, curr :position)
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& else nil
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& :back -> if curr :pendown?
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& then make_line (prev :position, curr :position)
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& else nil
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& :home -> if curr :pendown?
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& then make_line (prev :position, curr :position)
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& else nil
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& :goto -> if curr :pendown?
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& then make_line (prev :position, curr :position)
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& else nil
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& :penwidth -> (:strokeWeight, curr :penwidth)
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& :pencolor -> {
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& let (r, g, b, a) = curr :pencolor
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& (:stroke, r, g, b, a)
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& }
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& :clear -> (:background, 0, 0, 0, 255)
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& _ -> nil
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& }
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& }
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fn forward! {
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"Moves the turtle forward by a number of steps. Alias: fd!"
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(steps as :number) -> add_command! ((:forward, steps))
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@ -1251,7 +1175,7 @@ let pw! = penwidth!
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fn background! {
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"Sets the background color behind the turtle and path. Alias: bg!"
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(color as :keyword) -> add_command! ((:background, :color))
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(color as :keyword) -> add_command! ((:background, color))
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(gray as :number) -> add_command! ((:background, gray, gray, gray, 255))
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((r as :number, g as :number, b as :number)) -> add_command! ((:background, r, g, b, 255))
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((r as :number, g as :number, b as :number, a as :number)) -> add_command! ((:background, r, g, b, a))
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@ -1338,6 +1262,7 @@ fn apply_command {
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(:loadstate, x, y, heading, visible?, pendown?, penwidth, r, g, b, a) -> #{:position (x, y), heading, visible?, pendown?, penwidth, :pencolor (r, g, b, a)}
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(:show) -> assoc (state, :visible?, true)
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(:hide) -> assoc (state, :visible?, false)
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(:background, _) -> state
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}
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}
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