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BangleApps/apps/puzzle15/puzzle15.app.js

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// A 15-puzzle game for the Bangle.js 2 clock
// (C) Dirk Hillbrecht 2022
// Released unter the terms of the MIT license
// *** Global settings
// Note: These could be changed by settings later...
// Minimum number of pixels to interpret it as drag gesture
const dragThreshold = 10;
// Maximum number of pixels to interpret a click from a drag event series
const clickThreshold = 3;
// Number of steps in button move animation
const animationSteps = 6;
// Milliseconds to wait between move animation steps
const animationWaitMillis = 30;
// *** Global settings derived by device characteristics
// Total width of the playing field (full screen width)
const fieldw = g.getWidth();
// Total height of the playing field (screen height minus widget zones)
const fieldh = g.getHeight() - 48;
// Size of the playing field
var buttonsPerLine;
// Size of one button
var buttonsize;
// Actual left start of the playing field (so that it is centered)
var leftstart;
// Actual top start of the playing field (so that it is centered)
var topstart;
// Number of buttons on the board (needed at several occasions)
var buttonsPerBoard;
// Set the buttons per line globally and all derived values, too
function setButtonsPerLine(bPL) {
buttonsPerLine = bPL;
buttonsize = Math.floor(Math.min(fieldw / (buttonsPerLine + 1), fieldh / buttonsPerLine)) - 2;
leftstart = (fieldw - ((buttonsPerLine + 1) * buttonsize + 8)) / 2;
topstart = 24 + ((fieldh - (buttonsPerLine * buttonsize + 6)) / 2);
buttonsPerBoard = (buttonsPerLine * buttonsPerLine);
}
// *** Low level helper classes
// One node of a first-in-first-out storage
class FifoNode {
constructor(payload) {
this.payload = payload;
this.next = null;
}
}
// Simple first-in-first-out (fifo) storage
// Needed to keep the stone movements in order
class Fifo {
// Initialize an empty Fifo
constructor() {
this.first = null;
this.last = null;
}
// Add an element to the end of the internal fifo queue
add(payload) {
if (this.last === null) { // queue is empty
this.first = new FifoNode(payload);
this.last = this.first;
} else {
let newlast = new FifoNode(payload);
this.last.next = newlast;
this.last = newlast;
}
}
// Returns the first element in the queue, null if it is empty
remove() {
if (this.first === null)
return null;
let oldfirst = this.first;
this.first = this.first.next;
if (this.first === null)
this.last = null;
return oldfirst.payload;
}
// Returns if the fifo is empty, i.e. it does not hold any elements
isEmpty() {
return (this.first === null);
}
}
// Helper class to keep track of tasks
// Executes tasks given by addTask.
// Tasks must call Worker.endTask() when they are finished, for this they get the worker passed as parameter.
// If a task is given with addTask() while another task is still running,
// it is queued and executed once the currently running task and all
// previously scheduled tasks have finished.
// Tasks must be functions with the Worker as first and only parameter.
class Worker {
// Create an empty worker
constructor() {
this.tasks = new Fifo();
this.busy = false;
}
// Add a task to the worker
addTask(task) {
if (this.busy) // other task is running: Queue this task
this.tasks.add(task);
else { // No other task is running: Execute directly
this.busy = true;
task(this);
}
}
// Called by the task once it finished
endTask() {
if (this.tasks.isEmpty()) // No more tasks queued: Become idle
this.busy = false;
else // Call the next task immediately
this.tasks.remove()(this);
}
}
// Evaluate "drag" events from the UI and call handlers for drags or clicks
// The UI sends a drag as a series of events indicating partial movements
// of the finger.
// This class combines such parts to a long drag from start to end
// If the drag is short, it is interpreted as click,
// otherwise as drag.
// The approprate method is called with the data of the drag.
class Dragger {
constructor(clickHandler, dragHandler, clickThreshold, dragThreshold) {
this.clickHandler = clickHandler;
this.dragHandler = dragHandler;
this.clickThreshold = (clickThreshold === undefined ? 3 : clickThreshold);
this.dragThreshold = (dragThreshold === undefined ? 10 : dragThreshold);
this.dx = 0;
this.dy = 0;
this.enabled = true;
}
// Enable or disable the Dragger
setEnabled(b) {
this.enabled = b;
}
// Handle a raw drag event from the UI
handleRawDrag(e) {
if (!this.enabled)
return;
this.dx += e.dx; // Always accumulate
this.dy += e.dy;
if (e.b === 0) { // Drag event ended: Evaluate full drag
if (Math.abs(this.dx) < this.clickThreshold && Math.abs(this.dy) < this.clickThreshold)
this.clickHandler({
x: e.x - this.dx,
y: e.y - this.dy
}); // take x and y from the drag start
else if (Math.abs(this.dx) > this.dragThreshold || Math.abs(this.dy) > this.dragThreshold)
this.dragHandler({
x: e.x - this.dx,
y: e.y - this.dy,
dx: this.dx,
dy: this.dy
});
this.dx = 0; // Clear the drag accumulator
this.dy = 0;
}
}
// Attach the drag evaluator to the UI
attach() {
Bangle.on("drag", e => this.handleRawDrag(e));
}
}
// *** Mid-level game mechanics
// Representation of a position where a stone is set.
// Stones can be moved from field to field.
// The playing field consists of a fixed set of fields forming a square.
// During an animation, a series of interim field instances is generated
// which represents the locations of a stone during the animation.
class Field {
// Generate a field with a left and a top coordinate.
// Note that these coordinates are "cooked", i.e. they contain all offsets
// needed place the elements globally correct on the screen
constructor(left, top) {
this.left = left;
this.top = top;
this.centerx = (left + buttonsize / 2) + 1;
this.centery = (top + buttonsize / 2) + 2;
}
// Returns whether this field contains the given coordinate
contains(x, y) {
return (this.left < x && this.left + buttonsize > x &&
this.top < y && this.top + buttonsize > y);
}
// Generate a field for the given playing field index.
// Playing field indexes start at top left with "0"
// and go from left to right line by line from top to bottom.
static forIndex(index) {
return new Field(leftstart + (index % buttonsPerLine) * (buttonsize + 2),
topstart + (Math.floor(index / buttonsPerLine)) * (buttonsize + 2));
}
// Special field for the result "stone"
static forResult() {
return new Field(leftstart + (buttonsPerLine * (buttonsize + 2)),
topstart + ((buttonsPerLine - 1) * (buttonsize + 2)));
}
// Special field for the menu
static forMenu() {
return new Field(leftstart + (buttonsPerLine * (buttonsize + 2)),
topstart);
}
}
// Representation of a moveable stone of the game.
// Stones are moved from field to field to solve the puzzle
// Stones are numbered from 0 to the maximum number ot stones.
// Stone "0" represents the gap on the playing field.
// The main knowledge of a Stone instance is how to draw itself.
class Stone {
// Create stone with the given number
// The constructor creates the "draw()" function which is used to draw the stone
constructor(number, targetindex) {
this.number = number;
this.targetindex = targetindex;
// gap: Does not draw anything
if (number === 0)
this.draw = function(field) {};
else if ((number + (buttonsPerLine % 2 == 0 ? (Math.floor((number - 1) / buttonsPerLine)) : 0)) % 2 == 0) {
// Black stone
this.draw = function(field) {
g.setFont("Vector", 20).setFontAlign(0, 0).setColor(0, 0, 0);
g.fillRect(field.left, field.top, field.left + buttonsize, field.top + buttonsize);
g.setColor(1, 1, 1).drawString(number, field.centerx, field.centery);
};
} else {
// White stone
this.draw = function(field) {
g.setFont("Vector", 20).setFontAlign(0, 0).setColor(0, 0, 0);
g.drawRect(field.left, field.top, field.left + buttonsize, field.top + buttonsize);
g.drawString(number, field.centerx, field.centery);
};
}
}
// Returns whether this stone is on its target index
isOnTarget(index) {
return index === this.targetindex;
}
}
// Helper class which knows how to clear the rectangle opened up by the two given fields
class Clearer {
// Create a clearer for the area between the two given fields
constructor(startfield, endfield) {
this.minleft = Math.min(startfield.left, endfield.left);
this.mintop = Math.min(startfield.top, endfield.top);
this.maxleft = Math.max(startfield.left, endfield.left);
this.maxtop = Math.max(startfield.top, endfield.top);
}
// Clear the area defined by this clearer
clearArea() {
g.setColor(1, 1, 1);
g.fillRect(this.minleft, this.mintop,
this.maxleft + buttonsize, this.maxtop + buttonsize);
}
}
// Helper class which moves a stone between two fields
class Mover extends Clearer {
// Create a mover which moves the given stone from startfield to endfield
// and animate the move in the given number of steps
constructor(stone, startfield, endfield, steps) {
super(startfield, endfield);
this.stone = stone;
this.startfield = startfield;
this.endfield = endfield;
this.steps = steps;
}
// Create the coordinate between start and end for the given step
// Computation uses sinus for a smooth movement
stepCoo(start, end, step) {
return start + ((end - start) * ((1 + Math.sin((step / this.steps) * Math.PI - (Math.PI / 2))) / 2));
}
// Compute the interim field for the stone to place during the animation
stepField(step) {
return new Field(
(this.minleft === this.maxleft ? this.minleft :
this.stepCoo(this.startfield.left, this.endfield.left, step)),
(this.mintop === this.maxtop ? this.mintop :
this.stepCoo(this.startfield.top, this.endfield.top, step)));
}
// Perform one animation step
animateStep(step, worker) {
this.clearArea();
this.stone.draw(this.stepField(step));
if (step < this.steps) // still steps left: Issue next step
setTimeout(function(t) {
t.animateStep(step + 1, worker);
}, animationWaitMillis, this);
else // all steps done: Inform the worker
worker.endTask();
}
// Start the animation, this method is called by the worker
animate(worker) {
this.animateStep(1, worker);
}
}
// Representation of the playing field
// Knows to draw the field and to move a stone into a gap
// TODO: More game mechanics (solving,...)
class Board {
// Generates the actual playing field with all fields and buttons
constructor() {
this.fields = [];
this.resultField = Field.forResult();
this.menuField = Field.forMenu();
for (i = 0; i < buttonsPerBoard; i++)
this.fields[i] = Field.forIndex(i);
this.setShuffled();
}
// Set the board into the "solved" position
setSolved() {
this.buttons = [];
for (i = 0; i < buttonsPerBoard; i++)
this.buttons[i] = new Stone((i + 1) % buttonsPerBoard, i);
this.moveCount = 0;
}
setShuffled() {
let nrs = [];
for (i = 0; i < buttonsPerBoard; i++)
nrs[i] = i;
this.buttons = [];
let count = buttonsPerBoard;
for (i = 0; i < buttonsPerBoard; i++) {
let curridx = Math.floor(Math.random() * count);
let currnr = nrs[curridx];
this.buttons[i] = new Stone(currnr, (currnr + (buttonsPerBoard - 1)) % buttonsPerBoard);
for (j = curridx + 1; j < count; j++)
nrs[j - 1] = nrs[j];
count -= 1;
}
if (!this.isSolvable()) {
let a = (this.buttons[0].number === 0 ? 2 : 0);
let b = (this.buttons[1].number === 0 ? 2 : 1);
let bx = this.buttons[a];
this.buttons[a] = this.buttons[b];
this.buttons[b] = bx;
}
this.moveCount = 0;
}
// Draws the complete playing field
draw() {
new Clearer(this.fields[0], this.fields[this.fields.length - 1]).clearArea();
for (i = 0; i < this.fields.length; i++)
this.buttons[i].draw(this.fields[i]);
this.drawResult(null);
this.drawMenu();
}
// returns the index of the field left of the field with the given index,
// -1 if there is none (index indicates already a leftmost field on the board)
leftOf(index) {
return (index % buttonsPerLine === 0 ? -1 : index - 1);
}
rightOf(index) {
return (index % buttonsPerLine === (buttonsPerLine - 1) ? -1 : index + 1);
}
topOf(index) {
return (index >= buttonsPerLine ? index - buttonsPerLine : -1);
}
bottomOf(index) {
return (index < (buttonsPerLine - 1) * buttonsPerLine ? index + buttonsPerLine : -1);
}
// Return the index of the gap in the field, -1 if there is none (should never happel)
indexOf0() {
for (i = 0; i < this.buttons.length; i++)
if (this.buttons[i].number === 0)
return i;
return -1;
}
// Returns the row in which the gap is, 0 is upmost
rowOf0() {
let idx = this.indexOf0();
if (idx < 0)
return -1;
return Math.floor(idx / buttonsPerLine);
}
// Moves the stone at the field with the index found by the startfunc operation
// into the gap field.
moveTo0(startfunc, worker) {
let endidx = this.indexOf0(); // Target field (the gap)
if (endidx === -1) {
worker.endTask();
return;
}
let startidx = startfunc(endidx); // Start field (relative to the gap)
if (startidx === -1) {
worker.endTask();
return;
}
let moved = this.buttons[startidx];
this.buttons[startidx] = this.buttons[endidx];
this.buttons[endidx] = moved;
this.moveCount += 1;
new Mover(moved, this.fields[startidx], this.fields[endidx], animationSteps).animate(worker);
}
// Move the stone right fro the gap into the gap
moveRight(worker) {
this.moveTo0(this.leftOf, worker);
}
moveLeft(worker) {
this.moveTo0(this.rightOf, worker);
}
moveUp(worker) {
this.moveTo0(this.bottomOf, worker);
}
moveDown(worker) {
this.moveTo0(this.topOf, worker);
}
// Check if the board is solved (all stones at the right position)
isSolved() {
for (i = 0; i < this.buttons.length; i++)
if (!this.buttons[i].isOnTarget(i))
return false;
return true;
}
// counts the inversions on the board
// see https://www.geeksforgeeks.org/check-instance-15-puzzle-solvable/
getInversionCount() {
let inversions = 0;
for (outer = 0; outer < buttonsPerBoard - 1; outer++) {
let outernr = this.buttons[outer].number;
if (outernr === 0)
continue;
for (inner = outer + 1; inner < buttonsPerBoard; inner++) {
let innernr = this.buttons[inner].number;
if (innernr > 0 && outernr > innernr)
inversions++;
}
}
return inversions;
}
// return whether the puzzle is solvable
// see https://www.geeksforgeeks.org/check-instance-15-puzzle-solvable/
isSolvable() {
let invs = this.getInversionCount();
if (buttonsPerLine % 2 !== 0) // odd number of rows/columns
return (invs % 2 === 0);
else {
return ((invs + this.rowOf0()) % 2 !== 0);
}
}
// draw the result field, pass null as argument if not called from worker
drawResult(worker) {
let field = this.resultField;
if (this.isSolved())
g.setColor(0, 1, 0);
else
g.setColor(1, 0, 0);
g.fillRect(field.left, field.top, field.left + buttonsize, field.top + buttonsize);
g.setColor(0, 0, 0);
g.drawRect(field.left, field.top, field.left + buttonsize, field.top + buttonsize);
g.setFont("Vector", 14).setFontAlign(0, 0).drawString(this.moveCount, field.centerx, field.centery);
if (worker !== null)
worker.endTask();
}
// draws the menu button
drawMenu() {
let field = this.menuField;
g.setColor(0.5, 0.5, 0.5);
g.fillRect(field.left, field.top, field.left + buttonsize, field.top + buttonsize);
g.setColor(0, 0, 0);
g.drawRect(field.left, field.top, field.left + buttonsize, field.top + buttonsize);
let l = field.left + 8;
let r = field.left + buttonsize - 8;
let t = field.top + 5;
for (i = 0; i < 3; i++)
g.fillRect(l, t + (i * 7), r, t + (i * 7) + 3);
}
}
/*
// Main class, containing the complete game logic
class Puzzle15 {
constructor() {
this.worker=new Worker();
this.board=new Board();
}
}
*/
// *** Main program
// We need a worker...
var worker = new Worker();
setButtonsPerLine(3);
// ...and the board
var board = new Board();
var dragger;
function initGame(bpl) {
setButtonsPerLine(bpl);
board = new Board();
board.draw();
dragger.setEnabled(true);
}
function showMenu() {
var mainmenu = {
"": {
"title": "15 Puzzle"
},
"< Back": () => {
E.showMenu();
dragger.setEnabled(true);
board.draw();
}, // remove the menu
"Start 3x3": function() {
E.showMenu();
initGame(3);
},
"Start 4x4": function() {
E.showMenu();
initGame(4);
},
"Start 5x5": function() {
E.showMenu();
initGame(5);
}
};
dragger.setEnabled(false);
E.showMenu(mainmenu);
}
function handleclick(e) {
if (board.menuField.contains(e.x, e.y)) {
console.log("GGG - handleclick, dragger: " + dragger);
g.reset();
showMenu();
console.log("showing menu ended");
}
}
// Handle a drag event
function handledrag(e) {
worker.addTask(Math.abs(e.dx) > Math.abs(e.dy) ?
(e.dx > 0 ? e => board.moveRight(e) : e => board.moveLeft(e)) :
(e.dy > 0 ? e => board.moveDown(e) : e => board.moveUp(e)));
worker.addTask(e => board.drawResult(e));
}
// Clear the screen once, at startup
g.clear();
// Clock mode allows short-press on button to exit
Bangle.setUI("clock");
// Load widgets
Bangle.loadWidgets();
Bangle.drawWidgets();
// Draw the board initially
board.draw();
dragger = new Dragger(handleclick, handledrag, clickThreshold, dragThreshold);
showMenu();
// Start the interaction
dragger.attach();
console.log("GGG - main program, dragger: " + dragger);
// end of file