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==== Bouncing ==== The timer event handler uses <tt>nextBalls</tt> to advance all the balls to their next postion. <pre> -- advance all the balls to their next position nextBalls :: Var [[Point]] -> Panel () -> IO () nextBalls vballs p = do varUpdate vballs (filter (not.null) . map (drop 1)) repaint p</pre> Updating the positions simply consists of dropping all initial positions and filtering out all empty lists. The function <tt>repaint</tt> is used to invoke the paint event handler of the panel. When a users clicks on the panel, a new ball is created in <tt>dropBall</tt>. <pre> -- drop a new ball, gets mouse position as last argument dropBall :: Var [[Point]] -> Panel () -> Point -> IO () dropBall vballs p pt = do varUpdate vballs (bouncing pt:) repaint p -- calculate all future positions bouncing (Point x y) = map (\h -> Point x (maxH-h)) (bounce (maxH-y) 0) -- calculate all future heights bounce h v | h <= 0 && v == 0 = replicate 20 0 -- keep still for 20 frames | h <= 0 && v  < 0 = bounce 0 ((-v)-2) | otherwise        = h : bounce (h+v) (v-1)</pre> We prepend a new list of ball positions to the existing list using the <tt>varUpdate</tt> function and we repaint the panel. The new list of positions is calculated with the <tt>bouncing</tt> function that takes the position of the mouse pointer as its argument. This function uses the <tt>bounce</tt> function to calculate all future heights given an initial height and speed. Each time the ball touches the ground, it loses 2 units of speed. Hopefully this sample inspires you to write more interesting GUI's. Don't forget to look at the samples provided with the wxHaskell documentation. [[Category:wxHaskell|Quick start]] [[Category:Chinese]]
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