Homework 1: Functions and Pictures
CIS 194: Homework 1
Due Tuesday, September 6
Preamble
When solving the homework, strive to create not just code that works, but code that is stylish and concise. See the style guide on the website for some general guidelines. Try to write small functions which perform just a single task, and then combine those smaller pieces to create more complex functions. Don’t repeat yourself: write one function for each logical task, and reuse functions as necessary.
Be sure to write functions with exactly the specified name and type signature for each exercise (to help us test your code). You may create additional helper functions with whatever names and type signatures you wish.
In this and the next few homeworks, you will be creating lots of drawing and animations. The exercises will describe what you have to do, and maybe give an (simple) example, but you are alway welcome to make it prettier and more shiny. This is all good as long as you do not simplify the task this way, or make the code too convoluted. Extra effort in that direction contributes towards your participation score.
All homework this week can be performed within the web IDE https://code.world/haskell. In fact, it is recommended that you start with https://code.world/haskell#Po6Ok3j0o3TiYqZWUJ-8I-Q.
Submitting
You will submit all exercises in one file. Every exercise results in one top-level function called exercise1
, exercise2
etc. of type IO ()
. To run a specific exercise, define main = exercise1
.
Only submit code that compiles. If you cannot get it to compile, ask for help!
On CodeWorld, after you ran a program, you can use the Share button to get a link to your code. Submit that. If you developed your code locally, submit the Haskell file.
Exercise 0: Piazza
Sign up on Piazza at http://piazza.com/upenn/fall2016/cis194. We will be using Piazza for Q&A and online discussions.
Exercise 1: Traffic lights
In the class, we defined a traffic light animation. Real traffic lights have an amber light in the middle.
Change the code to include the yellow light, and animate a correct sequence of traffic light signalling:
- a long green phase
- a short amber phase
- a long red phase
- a short red and amber phase1
- back to green
The resulting program should be called exercise1
.
Exercise 2: Blooming trees
In the class, we defined a tree, but it looks a bit dire. The code was
tree :: Integer -> Picture
tree 0 = blank
tree n = path [(0,0),(0,1)] & translated 0 1 (
rotated (pi/10) (tree (n-1)) & rotated (- pi/10) (tree (n-1)))
Make the tree bloom! Create an animation that looks like the dire tree 8
initially, and then grows blossoms at the end of each twig within 10 seconds. After 10 seconds, the tree should be in full bloom and the animation should stop.
A bloom could be a yellow circle growing in size, or something more intricate with petals and better colors and whatnot.
In your code, modify tree
to be abstact in the actual shape of the blossoms. This way, the tree
function itself is independent of time. Do not pass the time paramter to the tree
function!
The resulting program should be called exercise2
.
Exercise 3: Sokoban tiles
Over the next few homeworks, you will implement a game of Sokoban. The rules are simple (quoted from https://en.wikipedia.org/wiki/Sokoban, which also contains a nice animation that you can look at):
The game is played on a board of squares, where each square is a floor or a wall. Some floor squares contain boxes, and some floor squares are marked as storage locations.
The player is confined to the board, and may move horizontally or vertically onto empty squares (never through walls or boxes). The player can also move into a box, which pushes it into the square beyond. Boxes may not be pushed into other boxes or walls, and they cannot be pulled. The puzzle is solved when all boxes are at storage locations.
We do some preparations this week. In particular, we need the different squares that may occur:
Walls
Ground, i.e. empty spaces
Ground marked as storage
Boxes
After this exercise, we will have the necessary code to draw a sokoban level.
Create a functions
wall
,ground
,storage
andbox
of typePicture
, which draw the corresponding thing, with a width and height of 1 and positioned at the center of the picture.The example picture below is very much on the dull side. Make it prettier! You can search for screenshots of the real game for inspiration.
Create a function
drawTile :: Integer -> Picture
that draws a tile according to the given number2, according to the above list. If the argument is not one of these four numbers, it should not draw anything (but should also not crash).A maze can be represented as a function with the type
Integer -> Integer -> Integer
, which, given two coordinates, returns the kind of tile to be present there.For now, we have one such maze, with the creative name
maze
:maze :: Integer -> Integer -> Integer maze x y | abs x > 4 || abs y > 4 = 0 | abs x == 4 || abs y == 4 = 1 | x == 2 && y <= 0 = 1 | x == 3 && y <= 0 = 3 | x >= -2 && y == 0 = 4 | otherwise = 2
Define a picture
pictureOfMaze :: Picture
which will, for every coordinate \((x,y)\) with \(x,y\in -10,\ldots,10\), uses the
maze
above to determine what tile to place there, usesdrawTile
to draw that tile, translated into the right spot.Of course, do not hard-code 441 invocations of
drawTile
into your program! Instead, use recursion to traverse the positions in the grid. You will likely need one recursive function to draw one row after another, which in turn calls a second recursive function, which then draw each element in that row.Define
exercise3
to be drawing ofpictureOfMaze
.