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BangleApps/apps/multidice/app.js

215 lines
4.8 KiB
JavaScript

var settings = Object.assign({
vibrate: true,
shake: true,
screen: false,
shake_timeout: 200,
shake_duration: 100,
}, require('Storage').readJSON("multidice.json", true) || {});
var menu = true; // defaults to having the menu open
const DICE_ARRAY = [0, 4, 6, 8, 10, 12, 20, 100]; // 0 means nothing selected
const SELECTION_ARRAY = [6, 0, 0, 0, 0, 0, 0, 0]; // default to selecting a single d20
// function to draw the selection menu
function drawMenu() {
var stringArr = new Array ("", "", "", "", "", "", "", "");
for (var i = 0; i < 8; i++) {
if (SELECTION_ARRAY [i] != 0) {
stringArr [i] = "" + DICE_ARRAY [SELECTION_ARRAY [i]];
} else {
stringArr [i] = " . "; // more clearly defines where the user can tap
}
}
g.clear();
g.setFont ("Vector", 40);
// " ".slice(-3) left-pads all numbers with spaces
g.drawString ((" " + stringArr [0]).slice (-3), 5, 10);
g.drawString ((" " + stringArr [1]).slice (-3), 5, 50);
g.drawString ((" " + stringArr [2]).slice (-3), 5, 90);
g.drawString ((" " + stringArr [3]).slice (-3), 5, 130);
g.drawString ((" " + stringArr [4]).slice (-3), 96, 10);
g.drawString ((" " + stringArr [5]).slice (-3), 96, 50);
g.drawString ((" " + stringArr [6]).slice (-3), 96, 90);
g.drawString ((" " + stringArr [7]).slice (-3), 96, 130);
}
// function to change what dice is selected in the menu
function touchHandler (button, xy) {
if (! menu) { // if menu isn't open, open it & return
menu = true;
drawMenu();
return;
}
var selection;
if (xy.x <= 87) { // left
if (xy.y <= 43) { // first
selection = 0;
} else if (xy.y <= 87) { // second
selection = 1;
} else if (xy.y <= 131) { // third
selection = 2;
} else { // fourth
selection = 3;
}
} else { // right
if (xy.y <= 43) { // first
selection = 4;
} else if (xy.y <= 87) { // second
selection = 5;
} else if (xy.y <= 131) { // third
selection = 6;
} else { // fourth
selection = 7;
}
}
if (SELECTION_ARRAY [selection] == SELECTION_ARRAY.length - 1) { // if last dice is selected, go back to first
SELECTION_ARRAY [selection] = 0;
} else {
SELECTION_ARRAY [selection] += 1;
}
drawMenu();
}
var shaken = false;
var last_shaken = null;
function accelHandler (xyz) {
// if the screen should be on *and* it isn't, return
if (settings.screen && ! Bangle.isBacklightOn()) {
return;
}
if (xyz.diff >= 0.3) {
shaken = true;
last_shaken = Date.now();
} else if (shaken && last_shaken !== null) {
if (Date.now() - last_shaken > settings.shake_timeout) {
last_shaken = null;
shaken = false;
menu = false;
mutex (rollDice).catch (() => { return; });
}
}
}
// returns a resolved promise if no other mutex call is active, all further ones return a rejected one
let lock = false;
function mutex (functionRef) {
if (lock) {
return Promise.reject (new Error ("mutex is busy"));
}
lock = true;
return new Promise ((resolve, reject) => {
functionRef().then ((result) => {
lock = false;
resolve (result);
}).catch ((error) => {
lock = false;
reject (error);
});
});
}
// function to roll all selected dice, and display them
function rollDice() {
var resultsArr = new Uint8Array (8);
for (var i = 0; i < 8; i++) {
if (SELECTION_ARRAY [i] != 0) {
resultsArr [i] = random (DICE_ARRAY [SELECTION_ARRAY [i]]);
}
}
g.clear();
g.setFont ("Vector", 40);
for (var i = 0; i < 4; i++) {
if (SELECTION_ARRAY [i] != 0) {
g.drawString ((" " + resultsArr [i]).slice (-3), 5, 10 + 40 * i);
}
}
for (var i = 4; i < 8; i++) {
if (SELECTION_ARRAY [i] != 0) {
g.drawString ((" " + resultsArr [i]).slice (-3), 96, 10 + 40 * (i - 4));
}
}
return vibrate();
}
// triggers the vibration, then pauses before returning
function vibrate() {
if (! settings.vibrate) {
return (Promise.resolve (0));
}
return new Promise ((resolve, reject) => {
return Bangle.buzz (settings.shake_duration, 1).then ((value) => {
setTimeout (() => {
resolve (value);
}, 2 * settings.shake_duration + settings.shake_timeout);
});
});
}
// returns a integer [1, max]
function random (max) {
return Math.round (Math.random() * (max - 1) + 1);
}
drawMenu();
Bangle.on ('touch', touchHandler);
if (settings.shake) { Bangle.on ('accel', accelHandler); }
setWatch (function() {
menu = false;
mutex (rollDice);
}, BTN, {repeat: true, edge: "falling", debounce: 10});