The example he put above is fine: :)
```
subscriptions : Model -> Sub Msg
subscriptions model =
if (gameIsNotFinished model && model.turn == AIToMove) then
Time.every second AIMove
else
Sub.none
```
Though if you want it in another function you can do that too (useful to
batch functionality together):
```
subAITick : Model -> Sub Msg
subAITick model =
if (gameIsNotFinished model && model.turn == AIToMove) then
Time.every second AIMove
else
Sub.none
subscriptions : Model -> Sub Msg
subscriptions model =
subAITick
```
Or if you have other subscriptions too, batching them together:
```
subscriptions : Model -> Sub Msg
subscriptions model =
Sub.batch
[ subAITick
; otherSubscriptionsHere
]
```
On Monday, October 10, 2016 at 10:48:34 AM UTC-6, [email protected] wrote:
>
> Can you show code example :D I'm quite new to Elm and javascript.
>
> Vào 23:45:45 UTC+7 Thứ Hai, ngày 10 tháng 10 năm 2016, OvermindDL1 đã viết:
>>
>> Yep, just call it from the subscriptions callback then.
>>
>>
>> On Monday, October 10, 2016 at 10:36:58 AM UTC-6, [email protected]
>> wrote:
>>>
>>> This is quite a good idea. But can we define our own function that can
>>> return a Sub Msg?
>>>
>>> Vào 20:41:40 UTC+7 Thứ Hai, ngày 10 tháng 10 năm 2016, Wouter In t Velt
>>> đã viết:
>>>>
>>>> (disclaimer: I am also quite new to Elm)
>>>> I always try to avoid creating my own Cmd: there is usually a better,
>>>> less bug-prone way to achieve this (e.g. with resursive update calls).
>>>>
>>>> That said: I can see the logic in having a Msg originating from a
>>>> "real" player, and another Msg from your AI player.
>>>>
>>>> What you could do, is make a subscription to Time, that is only active
>>>> if it is the AI's turn to move.
>>>> That way, you get a) a delay before the AI makes a move + b) you do not
>>>> need to create your own command
>>>> Whenever it is the user's turn, or as soon as the game is over, the
>>>> subscription is turned off.
>>>>
>>>> Something like this:
>>>>
>>>> subscriptions : Model -> Sub Msg
>>>> subscriptions model =
>>>> if (gameIsNotFinished model && model.turn == AIToMove) then
>>>> Time.every second AIMove
>>>> else
>>>> Sub.none
>>>>
>>>> You would of course have to define your own functions to check if the
>>>> game is still playing (no winner and no draw) and if it is the AI's turn
>>>> to
>>>> play.
>>>>
>>>
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