Today I worked on adding signals between the various models for the world map. This ensures the models only know about their child and not their parent.
Editor -> World -> TileList -> [Tile]
In Elm signals are kinda equivalent to events, but described as "a value that changes over time". I don't quite fully grok them at the moment, so I suggest reading the info here if you're interested - http://elm-lang.org/learn/What-is-FRP.elm
No exciting screenshot for this though today.
+ Game_Over state
+ Basic particle effects
+ Collision tweaking
Lots of work done tonight. I can actually see the resulting HTML/CSS output of my components/layout! At the end of my coding session when I started to play around with the language, I realized it was desperately lacking components using components for the layout so hopefully tomorrow night I can rectify that.
Code:
http://pastebin.com/1UuHjfcG
Compiles to:
http://pastebin.com/5eD33hEM
Trying to work on some Forth, I've basically read through Starting Forth, but didn't do the examples. For tonight, I decided to pick an example and give it a go.
I ended up with:
VARIABLE i : N-MAX 0 i ! BEGIN 50 i +! i @ 0 <= UNTIL BEGIN i @ 1 - i ! i @ 0>= UNTIL i @ . ;
I wasn't too disappointed with this solution. As I was attempting it, I realized +1 wasn't as fast as I had hoped. To compensate I over count, and then count back. The solution they give is here: http://www.forth.com/starting-forth/sf7/7-1.forth
Pay attention to the comments about the note. With that in mind I realized I overly complicated it with a variable (force of habit with every other programming languages.) I was able to very quickly iterate their solution to include the second loop after over counting in the first. Overall, not a bad night.