The lab is done in groups of 2. In the beginning of each file please write (in comments) the names of all group members.
At the end of the lab please send me and your group partner(s) all your Racket files as e-mail attachments. My e-mail is elenam at morris.umn.edu. The subject of your e-mail must be "1301 Lab 3" followed by "Final" or "Not final", depending on whether this is a final submission or you are still working on it. If you need to finish it, make sure to set up a time with your group partner(s) to finish the lab.
The lab asks you to build upon examples of Racket "worlds". Racket "worlds" allow you to create programs similar to animations, but worlds are interactive, i.e. they can react to mouse movements, pressed keys, and the like. Functions for worlds are given in the universe.rkt teachpack.
Examples we have considered in class: binary world, moving dot
Start from the moving dot example that we did in class. Your tasks are as follows:
Now we would like to be able to click on a spot on the canvas and make
the dot jump to the place that was clicked. For this we need to add
another event handling function
to the big-bang
to handle mouse events, such as clicks:
(define (main duration)
(big-bang (make-posn half-w half-h)
[to-draw show]
[on-tick do-nothing 1 duration]
[on-key move]
[on-mouse handle-mouse-event]
))
The function that handles a mouse event takes four parameters:
(define (handle-mouse-event ws x y type)
Here ws
is the world state (the position of the dot in
our example), x,y
are the coordinates of the event (such
as the coordinates of where the user clicks), and type
is
an item of the enumeration of mouse events which includes
"button-down", "button-up",
etc. (see documentation
for details). In this case you will be handling the "button-up"
event (the end of the click).
Your function should check that the type of event is "button-up"
using a mouse=?
function, and if it is, it should return
the state of the dot as the the x and y cooridnates of the
click. Don't forget to include the else part of the condition to leave
the dot position unchanged.
As always, pay attention to code quality: use of functions, well-chosen names, function documentation, comments, etc.
Copy your current moving dot solution into a separate file: you will be making changes in multiple places.
The only way to keep track of the color of the dot is to incorporate
it into the world state. This means expanding the structure that you
currently have. You can do it in two different ways: use a nested
structure that contains the posn
structure and the
color, or define your own structure that contains x, y, and a
color. Discuss which of these approaches you would like to take and
change the world state accordngly. This means changing all the current
functions that consume the state (you don't have to copy over all the
functionality that you have implemented earlier, just a couple of
key events and the mouse event). Use the color part of the structure
in show
(instead of the current magenta) to display the color.
Test your changes carefully, use a color different from magenta when you provide the initial world state to the big bang.
Pick some letter keys to denote color, for instance "y" for yellow,
"b" for blue, etc. Add these cases to your key event handling functions to
change the world state to the color determined by the key. If
your show
function uses the color in the world state then
this should be sufficient to see the color changes. Test your world to
see if all events are working as expected.