frp

How to make a player jump (set it's y velocity)?

﹥>﹥吖頭↗ 提交于 2019-12-23 02:09:06
问题 Given the following: integralB :: Num a => Behavior t a -> Behavior t a -- definite integral of a behaviour eJump :: Event t a -- tells the player to jump bYAccel = pure 4000 -- y acceleration bYVel = integralB bYAccel -- y velocity bY = integralB bYVel -- y position How do I make the player jump (probably by setting its y velocity) when a jump event arrives? 回答1: You'll need to be able to apply an impulse to the Y velocity for the jump. From your own answer, you've come up with a way to do

Implementing a timer in Traveller game

廉价感情. 提交于 2019-12-22 18:04:29
问题 This problem is a continuation of what I started here. I'm using the asteroid example as a model to work from. The problem I want to talk about here is the one of a timer. The asteroids example uses the event0 function to make one, which relies on the Graphics.UI.WX library. I don't want to use WX for this project. Could someone tell me what event0 is doing generally, so that I can figure out what I need to do to make a similar function? 回答1: To bind reactive-banana to an external event-based

Reset timeout on event with RxJS

ぐ巨炮叔叔 提交于 2019-12-22 14:58:23
问题 I'm experimenting with RxJS (with the JQuery extension) and I'm trying to solve the following use case: Given that I have two buttons (A & B) I'd like to print a message if a certain "secret combination" is clicked within a given timeframe. For example the "secret combination" could be to click "ABBABA" within 5 seconds. If the combination is not entered within 5 seconds a timeout message should be displayed. This is what I currently have: var secretCombination = "ABBABA"; var buttonA = $("

reactive-banana throttling events

牧云@^-^@ 提交于 2019-12-22 04:48:15
问题 I would like to implement a certain type of throttling of events in reactive-banana. It should work such that an event is not let through if arrives at less then delta seconds from the last event that passed through. If it is not let through then it is stored and is fired after delta seconds from the last fired event. Below is a program that implements this for lists of time stamped numbers. Would it be possible to translate this to reactive-banana ? Also, in reactive-banana how do I fire an

Reactive Banana: how to use values from a remote API and merge them in the event stream

心不动则不痛 提交于 2019-12-21 17:22:33
问题 I am using Reactive-Banana in a WX interface. I need to retrieve a value from an external service API when a button is pressed. I have a generic Behavior based on the data type AppState that “accums” the transformed changes based on a function transformation ( doSomeTransformation ). The values that get transformed are transported by the events and they come from a remote API ( getRemoteValue ) when a button on the interface is pressed. I have written a slim version of the code that

Is the 'Signal' representation of Functional Reactive Programming correct?

那年仲夏 提交于 2019-12-20 10:30:07
问题 I have been researching FRP and found a bunch of different implementations. One model I have seen is one I will refer to as the 'Signal' representation. This essential combines Events and Behaviours into one entity. Firstly, a Signal is an object thats value is a Behaviour. Secondly, a Signal has an Event 'stream' that can be seen and operated on as a standard data structure (you can use 'each', 'map' and 'filter' etc on the Signal to define how Events are reacted to). For example I can do

Does push-pull FRP help when implementing games?

孤街醉人 提交于 2019-12-20 09:30:19
问题 I've been comparing pull-only FRP (ie netwire) with push-pull FRP (ie reactive-bannana) in the implementation of games. Are there advantages to one over the other? Things I've notices are: Push events make it easy to have events for mouse clicks / key presses from GLFW or GLUT Arrowized FRP that netwire uses has much less IO floating around, which is always better. It looks like having pull-only responses to things like mouse movement could cause time leaks. What else have I missed? Edit, to

Functional Reactive F# - Storing States in Games

蓝咒 提交于 2019-12-20 08:41:29
问题 I am a student currently learning about Functional Reactive paradigm using F#. It's radically new viewpoint for me. Yesterday I learned about creating a simple ping-pong game using this paradigm. The idea I grasp so far is : we think values as functions of time. On its pure form, it's stateless. However, I need to remember the position of the ball (or state). So I always pass the current position of the ball as the parameter of the global function. If we talk about slight more complex games,

全端口映射(继于 frp 和NR)

♀尐吖头ヾ 提交于 2019-12-19 08:48:01
全端口映射 场景 准备 配置Sakura Frp 端口映射 配置Sakura Frp客户端 安装 NeoRouter服务端(和Sakura Frp 同一台机器) 安装 NeoRouter 客户端 场景 ​ 有时候我们需要访问家里或者公司的服务等相关的东西,例如:A 电脑需要访问 B 电脑所有的所有端口,不需要挨个的进行端口映射。 准备 在 https://www.natfrp.com/page/panel/ 选择下载 Sakura Frp 客户端 (注册自己的账号 这不需要提醒吧! 嘻嘻) Windows 平台 :https://cdn.tcotp.cn:4443/client/SakuraFrp-GUI.exe Linux 平台 :https://cdn.tcotp.cn:4443/client/Sakura_frpc_linux_amd64.tar.gz 在 http://www.neorouter.com/downloads 下载 NeoRouter(包括客户端和服务端) 配置Sakura Frp 端口映射 登录后选择映射列表 本地端口:32976 (此端口号是NeoRouter默认的端口) 远程端口:可以点击 随机端口 点击 添加 完成端口映射 配置Sakura Frp客户端 在服务器 端启动 Sakura Frp客户端,然后选择自己的线路 例如:线路2 即可 安装

“Behavior now” in FRP

馋奶兔 提交于 2019-12-19 05:45:17
问题 In a previous SO question (Is it possible?: Behavior t [Behavior t a] -> Behavior t [a]) we were analyzing the existence of a Behavior join (to use reactive-banana terms). Behavior t (Behavior t a) -> Behavior t a Implemented in the semantic model as follows type Behavior t a = t -> a behaviorNow :: Behavior t (Behavior t a) -> Behavior t a behaviorNow f t = f t t While implementing this directly would be unfortunate since we could produce a Behavior Monad using const and behaviorNow , if and