forked from FOSS/BangleApps
Puzzle15: v0.02 with shuffled board init, menu-based control flow etc.
Now it actually starts making sense…master
parent
d5a4e7b93e
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43e87247d7
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@ -5393,7 +5393,7 @@
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{
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"id": "puzzle15",
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"name": "15 puzzle",
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"version": "0.01",
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"version": "0.02",
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"description": "A 15 puzzle game with drag gesture interface",
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"readme":"README.md",
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"icon": "puzzle15.app.png",
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@ -1 +1,2 @@
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0.01: Initial version, UI mechanics ready, no real game play so far
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0.02: Lots of enhancements, menu system not yet functional, but packaging should be now...
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@ -8,14 +8,14 @@
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// Minimum number of pixels to interpret it as drag gesture
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const dragThreshold = 10;
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// Maximum number of pixels to interpret a click from a drag event series
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const clickThreshold = 3;
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// Number of steps in button move animation
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const animationSteps = 5;
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const animationSteps = 6;
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// Milliseconds to wait between move animation steps
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const animationWaitMillis = 70;
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// Size of the playing field
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const buttonsPerLine = 4;
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const animationWaitMillis = 30;
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// *** Global settings derived by device characteristics
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@ -25,14 +25,29 @@ const fieldw = g.getWidth();
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// Total height of the playing field (screen height minus widget zones)
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const fieldh = g.getHeight() - 48;
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// Size of the playing field
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var buttonsPerLine;
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// Size of one button
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const buttonsize = Math.floor(Math.min(fieldw / (buttonsPerLine + 1), fieldh / buttonsPerLine)) - 2;
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var buttonsize;
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// Actual left start of the playing field (so that it is centered)
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const leftstart = (fieldw - ((buttonsPerLine + 1) * buttonsize + 8)) / 2;
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var leftstart;
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// Actual top start of the playing field (so that it is centered)
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const topstart = 24 + ((fieldh - (buttonsPerLine * buttonsize + 6)) / 2);
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var topstart;
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// Number of buttons on the board (needed at several occasions)
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var buttonsPerBoard;
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// Set the buttons per line globally and all derived values, too
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function setButtonsPerLine(bPL) {
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buttonsPerLine = bPL;
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buttonsize = Math.floor(Math.min(fieldw / (buttonsPerLine + 1), fieldh / buttonsPerLine)) - 2;
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leftstart = (fieldw - ((buttonsPerLine + 1) * buttonsize + 8)) / 2;
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topstart = 24 + ((fieldh - (buttonsPerLine * buttonsize + 6)) / 2);
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buttonsPerBoard = (buttonsPerLine * buttonsPerLine);
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}
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// *** Low level helper classes
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@ -67,7 +82,7 @@ class Fifo {
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remove() {
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if (this.first === null)
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return null;
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oldfirst = this.first;
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let oldfirst = this.first;
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this.first = this.first.next;
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if (this.first === null)
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this.last = null;
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@ -110,6 +125,56 @@ class Worker {
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}
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}
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// Evaluate "drag" events from the UI and call handlers for drags or clicks
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// The UI sends a drag as a series of events indicating partial movements
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// of the finger.
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// This class combines such parts to a long drag from start to end
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// If the drag is short, it is interpreted as click,
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// otherwise as drag.
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// The approprate method is called with the data of the drag.
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class Dragger {
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constructor(clickHandler, dragHandler, clickThreshold, dragThreshold) {
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this.clickHandler = clickHandler;
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this.dragHandler = dragHandler;
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this.clickThreshold = (clickThreshold === undefined ? 3 : clickThreshold);
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this.dragThreshold = (dragThreshold === undefined ? 10 : dragThreshold);
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this.dx = 0;
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this.dy = 0;
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this.enabled = true;
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}
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// Enable or disable the Dragger
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setEnabled(b) {
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this.enabled = b;
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}
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// Handle a raw drag event from the UI
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handleRawDrag(e) {
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if (!this.enabled)
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return;
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this.dx += e.dx; // Always accumulate
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this.dy += e.dy;
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if (e.b === 0) { // Drag event ended: Evaluate full drag
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if (Math.abs(this.dx) < this.clickThreshold && Math.abs(this.dy) < this.clickThreshold)
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this.clickHandler({
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x: e.x - this.dx,
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y: e.y - this.dy
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}); // take x and y from the drag start
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else if (Math.abs(this.dx) > this.dragThreshold || Math.abs(this.dy) > this.dragThreshold)
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this.dragHandler({
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x: e.x - this.dx,
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y: e.y - this.dy,
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dx: this.dx,
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dy: this.dy
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});
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this.dx = 0; // Clear the drag accumulator
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this.dy = 0;
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}
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}
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// Attach the drag evaluator to the UI
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attach() {
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Bangle.on("drag", e => this.handleRawDrag(e));
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}
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}
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// *** Mid-level game mechanics
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// Representation of a position where a stone is set.
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@ -127,6 +192,11 @@ class Field {
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this.centerx = (left + buttonsize / 2) + 1;
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this.centery = (top + buttonsize / 2) + 2;
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}
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// Returns whether this field contains the given coordinate
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contains(x, y) {
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return (this.left < x && this.left + buttonsize > x &&
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this.top < y && this.top + buttonsize > y);
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}
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// Generate a field for the given playing field index.
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// Playing field indexes start at top left with "0"
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// and go from left to right line by line from top to bottom.
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@ -134,6 +204,16 @@ class Field {
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return new Field(leftstart + (index % buttonsPerLine) * (buttonsize + 2),
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topstart + (Math.floor(index / buttonsPerLine)) * (buttonsize + 2));
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}
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// Special field for the result "stone"
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static forResult() {
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return new Field(leftstart + (buttonsPerLine * (buttonsize + 2)),
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topstart + ((buttonsPerLine - 1) * (buttonsize + 2)));
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}
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// Special field for the menu
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static forMenu() {
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return new Field(leftstart + (buttonsPerLine * (buttonsize + 2)),
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topstart);
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}
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}
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// Representation of a moveable stone of the game.
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@ -232,22 +312,54 @@ class Mover extends Clearer {
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// Representation of the playing field
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// Knows to draw the field and to move a stone into a gap
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// TODO: More game mechanics (shuffling, solving,...)
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// TODO: More game mechanics (solving,...)
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class Board {
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// Generates the actual playing field with all fields and buttons
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constructor() {
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this.fields = [];
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this.buttons = [];
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for (i = 0; i < (buttonsPerLine * buttonsPerLine); i++) {
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this.resultField = Field.forResult();
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this.menuField = Field.forMenu();
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for (i = 0; i < buttonsPerBoard; i++)
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this.fields[i] = Field.forIndex(i);
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this.buttons[i] = new Stone((i + 1) % (buttonsPerLine * buttonsPerLine),i);
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this.setShuffled();
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}
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// Set the board into the "solved" position
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setSolved() {
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this.buttons = [];
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for (i = 0; i < buttonsPerBoard; i++)
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this.buttons[i] = new Stone((i + 1) % buttonsPerBoard, i);
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this.moveCount = 0;
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}
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setShuffled() {
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let nrs = [];
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for (i = 0; i < buttonsPerBoard; i++)
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nrs[i] = i;
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this.buttons = [];
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let count = buttonsPerBoard;
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for (i = 0; i < buttonsPerBoard; i++) {
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let curridx = Math.floor(Math.random() * count);
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let currnr = nrs[curridx];
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this.buttons[i] = new Stone(currnr, (currnr + (buttonsPerBoard - 1)) % buttonsPerBoard);
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for (j = curridx + 1; j < count; j++)
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nrs[j - 1] = nrs[j];
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count -= 1;
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}
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if (!this.isSolvable()) {
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let a = (this.buttons[0].number === 0 ? 2 : 0);
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let b = (this.buttons[1].number === 0 ? 2 : 1);
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let bx = this.buttons[a];
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this.buttons[a] = this.buttons[b];
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this.buttons[b] = bx;
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}
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this.moveCount = 0;
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}
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// Draws the complete playing field
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draw() {
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new Clearer(this.fields[0], this.fields[this.fields.length - 1]).clearArea();
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for (i = 0; i < this.fields.length; i++)
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this.buttons[i].draw(this.fields[i]);
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this.drawResult(null);
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this.drawMenu();
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}
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// returns the index of the field left of the field with the given index,
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// -1 if there is none (index indicates already a leftmost field on the board)
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@ -270,36 +382,44 @@ class Board {
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return i;
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return -1;
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}
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// Returns the row in which the gap is, 0 is upmost
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rowOf0() {
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let idx = this.indexOf0();
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if (idx < 0)
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return -1;
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return Math.floor(idx / buttonsPerLine);
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}
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// Moves the stone at the field with the index found by the startfunc operation
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// into the gap field.
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moveTo0(startfunc, animator) {
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moveTo0(startfunc, worker) {
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let endidx = this.indexOf0(); // Target field (the gap)
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if (endidx === -1) {
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animator.endTask();
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worker.endTask();
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return;
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}
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let startidx = startfunc(endidx); // Start field (relative to the gap)
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if (startidx === -1) {
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animator.endTask();
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worker.endTask();
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return;
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}
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let moved = this.buttons[startidx];
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this.buttons[startidx] = this.buttons[endidx];
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this.buttons[endidx] = moved;
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new Mover(moved, this.fields[startidx], this.fields[endidx], animationSteps).animate(animator);
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this.moveCount += 1;
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new Mover(moved, this.fields[startidx], this.fields[endidx], animationSteps).animate(worker);
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}
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// Move the stone right fro the gap into the gap
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moveRight(animator) {
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this.moveTo0(this.leftOf, animator);
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moveRight(worker) {
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this.moveTo0(this.leftOf, worker);
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}
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moveLeft(animator) {
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this.moveTo0(this.rightOf, animator);
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moveLeft(worker) {
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this.moveTo0(this.rightOf, worker);
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}
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moveUp(animator) {
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this.moveTo0(this.bottomOf, animator);
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moveUp(worker) {
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this.moveTo0(this.bottomOf, worker);
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}
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moveDown(animator) {
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this.moveTo0(this.topOf, animator);
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moveDown(worker) {
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this.moveTo0(this.topOf, worker);
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}
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// Check if the board is solved (all stones at the right position)
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isSolved() {
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return false;
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return true;
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}
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// counts the inversions on the board
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// see https://www.geeksforgeeks.org/check-instance-15-puzzle-solvable/
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getInversionCount() {
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let inversions = 0;
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for (outer = 0; outer < buttonsPerBoard - 1; outer++) {
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let outernr = this.buttons[outer].number;
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if (outernr === 0)
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continue;
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for (inner = outer + 1; inner < buttonsPerBoard; inner++) {
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let innernr = this.buttons[inner].number;
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if (innernr > 0 && outernr > innernr)
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inversions++;
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}
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}
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return inversions;
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}
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// return whether the puzzle is solvable
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// see https://www.geeksforgeeks.org/check-instance-15-puzzle-solvable/
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isSolvable() {
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let invs = this.getInversionCount();
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if (buttonsPerLine % 2 !== 0) // odd number of rows/columns
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return (invs % 2 === 0);
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else {
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return ((invs + this.rowOf0()) % 2 !== 0);
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}
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}
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// draw the result field, pass null as argument if not called from worker
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drawResult(worker) {
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let field = this.resultField;
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if (this.isSolved())
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g.setColor(0, 1, 0);
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else
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g.setColor(1, 0, 0);
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g.fillRect(field.left, field.top, field.left + buttonsize, field.top + buttonsize);
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g.setColor(0, 0, 0);
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g.drawRect(field.left, field.top, field.left + buttonsize, field.top + buttonsize);
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g.setFont("Vector", 14).setFontAlign(0, 0).drawString(this.moveCount, field.centerx, field.centery);
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if (worker !== null)
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worker.endTask();
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}
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// draws the menu button
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drawMenu() {
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let field = this.menuField;
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g.setColor(0.5, 0.5, 0.5);
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g.fillRect(field.left, field.top, field.left + buttonsize, field.top + buttonsize);
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g.setColor(0, 0, 0);
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g.drawRect(field.left, field.top, field.left + buttonsize, field.top + buttonsize);
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let l = field.left + 8;
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let r = field.left + buttonsize - 8;
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let t = field.top + 5;
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for (i = 0; i < 3; i++)
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g.fillRect(l, t + (i * 7), r, t + (i * 7) + 3);
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}
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}
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/*
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// Main class, containing the complete game logic
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class Puzzle15 {
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constructor() {
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this.worker=new Worker();
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this.board=new Board();
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}
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}
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*/
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// *** Main program
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// We need a worker...
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var worker = new Worker();
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setButtonsPerLine(3);
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// ...and the board
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var board = new Board();
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// UI: Accumulation of current drag operation
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var currentdrag = {
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x: 0,
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y: 0
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};
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var dragger;
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function initGame(bpl) {
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setButtonsPerLine(bpl);
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board = new Board();
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board.draw();
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dragger.setEnabled(true);
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}
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function showMenu() {
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var mainmenu = {
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"": {
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"title": "15 Puzzle"
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},
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"< Back": () => {
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E.showMenu();
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dragger.setEnabled(true);
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board.draw();
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}, // remove the menu
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"Start 3x3": function() {
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E.showMenu();
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initGame(3);
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},
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"Start 4x4": function() {
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E.showMenu();
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initGame(4);
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},
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"Start 5x5": function() {
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E.showMenu();
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initGame(5);
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}
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};
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dragger.setEnabled(false);
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E.showMenu(mainmenu);
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}
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function handleclick(e) {
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if (board.menuField.contains(e.x, e.y)) {
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console.log("GGG - handleclick, dragger: " + dragger);
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g.reset();
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showMenu();
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console.log("showing menu ended");
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}
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}
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// Handle a drag event
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function handledrag(e) {
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if (e.b === 0) { // Drag event ended: Evaluate drag and start move operation
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if (Math.abs(currentdrag.x) > Math.abs(currentdrag.y)) { // Horizontal drag
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if (currentdrag.x > dragThreshold)
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worker.addTask(e => board.moveRight(e));
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else if (currentdrag.x < -dragThreshold)
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worker.addTask(e => board.moveLeft(e));
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} else { // Vertical drag
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if (currentdrag.y > dragThreshold)
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worker.addTask(e => board.moveDown(e));
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else if (currentdrag.y < -dragThreshold)
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worker.addTask(e => board.moveUp(e));
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}
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currentdrag.x = 0; // Clear the drag accumulator
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currentdrag.y = 0;
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} else { // Drag still running: Accumulate drag shifts
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currentdrag.x += e.dx;
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currentdrag.y += e.dy;
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}
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worker.addTask(Math.abs(e.dx) > Math.abs(e.dy) ?
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(e.dx > 0 ? e => board.moveRight(e) : e => board.moveLeft(e)) :
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(e.dy > 0 ? e => board.moveDown(e) : e => board.moveUp(e)));
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worker.addTask(e => board.drawResult(e));
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}
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// Clear the screen once, at startup
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g.clear();
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// Drop mode as this is a game
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Bangle.setUI(undefined);
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// Clock mode allows short-press on button to exit
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Bangle.setUI("clock");
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// Load widgets
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Bangle.loadWidgets();
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Bangle.drawWidgets();
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// Draw the board initially
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board.draw();
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dragger = new Dragger(handleclick, handledrag, clickThreshold, dragThreshold);
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showMenu();
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// Start the interaction
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Bangle.on("drag", handledrag);
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dragger.attach();
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console.log("GGG - main program, dragger: " + dragger);
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// end of file
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