2020-03-26 12:45:53 +00:00
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/**********************************
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BangleJS MARIO CLOCK V0.1.0
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+ Based on Espruino Mario Clock V3 https://github.com/paulcockrell/espruino-mario-clock
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+ Converting images to 1bit BMP: Image > Mode > Indexed and tick the "Use black and white (1-bit) palette", Then export as BMP.
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+ Online Image convertor: https://www.espruino.com/Image+Converter
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**********************************/
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var locale = require("locale");
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// Screen dimensions
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let W, H;
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let intervalRef, displayTimeoutRef = null;
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// Space to draw watch widgets (e.g battery, bluetooth status)
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const WIDGETS_GUTTER = 10;
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// Colours
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const LIGHTEST = "#effedd";
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const LIGHT = "#add795";
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const DARK = "#588d77";
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const DARKEST = "#122d3e";
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// Mario Images
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const marioRunningImage1 = {
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width : 15, height : 20, bpp : 1,
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transparent : 0,
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buffer : E.toArrayBuffer(atob("B8AfwH+B/8f/z4M+KExcnAUSCw87w4L8CJQRNB/YH+AxgCEAPAA="))
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};
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const marioRunningImage1Neg = {
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width : 15, height : 20, bpp : 1,
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transparent : 0,
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buffer : E.toArrayBuffer(atob("AAAAAAAAAAAAAHwB0DOgY/jt8PDAPAEAB2gOyAAgAAAOAB4AAAA="))
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};
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const marioRunningImage2 = {
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width : 15, height : 20, bpp : 1,
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transparent : 0,
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buffer : E.toArrayBuffer(atob("B8AfwH+B/8f/z4M+KExcnAUSCw87w4J6BEsPnSfyT+S+OMAAAAA="))
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};
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const marioRunningImage2Neg = {
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width : 15, height : 20, bpp : 1,
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transparent : 0,
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buffer : E.toArrayBuffer(atob("AAAAAAAAAAAAAHwB0DOgY/jt8PDAPAGEA7QAYhgMMBhAAAAAAAA="))
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};
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const pyramid = {
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width : 20, height : 20, bpp : 1,
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transparent : 0,
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buffer : E.toArrayBuffer(atob("AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAABgAAkAAQgAIEAEAgCAEBAAggAEQAAoAAE="))
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};
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const pipe = {
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width : 9, height : 6, bpp : 1,
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transparent : 0,
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buffer : E.toArrayBuffer(atob("/8BxaCRSCA=="))
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};
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const floor = {
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width : 8, height : 3, bpp : 1,
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transparent : 0,
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buffer : E.toArrayBuffer(atob("/6pE"))
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};
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const sky = {
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width : 128, height : 30, bpp : 1,
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transparent : 0,
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buffer : E.toArrayBuffer(atob("VVVVVVVVVVVVVVVVVVVVVQAAAAAAAAAAAAAAAAAAAABVVVVVVVVVVVVVVVVVVVVVIiIiIiIiIiIiIiIiIiIiIlVVVVVVVVVVVVVVVVVVVVWIiIiIiIiIiIiIiIiIiIiIVVVVVVVVVVVVVVVVVVVVVSIiIiIiIiICIiIiIiIiIiJVVVVVVVVVAVVVVVVVVVVViIiIiIiIiACIiIiIiIiIiFVVVVVVVVQAVVVVVVVVVVUiIiIiIiIgACIiIiIiIiIiVVVVVVVVUAAVVVUBVVVVUKqqqqqqqggAKCqqAKqqqoBVUBVVVVQAABAVVABVVVUAIiACIiIgAAAgAiAAIiIiAFVABVVVUAAAUAVUABRVVQCqgAKCqqAAACAAAAAgCqoAVUABAVVAAAAAAAAAAAVQAKqAAACqoAAAAAAAAAACgABAAAAAUEAAAAAAAAAABQAAgAAAACAAAAAAAAAAAAIAAAAAAABQAAAAAAAAAAAEAAAAAAAAIAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"))
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};
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const brick = {
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width : 21, height : 15, bpp : 1,
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transparent : 0,
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buffer : E.toArrayBuffer(atob("f//0AABoAAsAABgAAMAABgAAMAABgAAMAABgAAMAABoAAsAABf//wA=="))
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};
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const flower = {
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width : 7, height : 7, bpp : 1,
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transparent : 0,
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buffer : E.toArrayBuffer(atob("fY3wjW+OAA=="))
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};
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const pipePlant = {
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width : 9, height : 15, bpp : 1,
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transparent : 0,
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buffer : E.toArrayBuffer(atob("FBsNhsHDWPn/gOLQSKQSKQQ="))
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};
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const marioSprite = {
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frameIdx: 0,
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frames: [
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marioRunningImage1,
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marioRunningImage2
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],
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negFrames: [
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marioRunningImage1Neg,
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marioRunningImage2Neg
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],
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x: 35,
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y: 55,
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jumpCounter: 0,
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jumpIncrement: Math.PI / 10,
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isJumping: false
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};
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const STATIC_TILES = {
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"_": {img: floor, x: 16 * 8, y: 75},
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"X": {img: sky, x: 0, y: 10},
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"#": {img: brick, x: 0, y: 0},
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};
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const TILES = {
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"T": {img: pipe, x: 16 * 8, y: 69},
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"^": {img: pyramid, x: 16 * 8, y: 55},
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"*": {img: flower, x: 16 * 8, y: 68},
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"V": {img: pipePlant, x: 16 * 8, y: 60}
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};
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const ONE_SECOND = 1000;
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let timer = 0;
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let backgroundArr = [];
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function incrementTimer() {
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if (timer > 1000) {
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timer = 0;
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}
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else {
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timer += 50;
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}
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}
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function drawTile(sprite) {
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g.drawImage(sprite.img, sprite.x, sprite.y);
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}
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function drawBackground() {
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g.setColor(LIGHTEST);
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g.fillRect(0, 10, W, H);
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// draw floor
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g.setColor(DARK);
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for (var x = 0; x < 16; x++) {
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var floorSprite = Object.assign({}, STATIC_TILES._, {x: x * 8});
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drawTile(floorSprite);
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}
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// draw sky
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var skySprite = STATIC_TILES.X;
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g.setColor(LIGHT);
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drawTile(skySprite);
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}
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function drawScenery() {
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// new random sprite
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const spriteKeys = Object.keys(TILES);
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const key = spriteKeys[Math.floor(Math.random() * spriteKeys.length)];
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let newSprite = Object.assign({}, TILES[key]);
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// remove first sprite if offscreen
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let firstBackgroundSprite = backgroundArr[0];
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if (firstBackgroundSprite) {
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if (firstBackgroundSprite.x < -20) backgroundArr.splice(0, 1);
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}
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// set background sprite if array empty
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var lastBackgroundSprite = backgroundArr[backgroundArr.length - 1];
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if (!lastBackgroundSprite) {
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lastBackgroundSprite = newSprite;
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backgroundArr.push(lastBackgroundSprite);
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}
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// add random sprites
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if (backgroundArr.length < 6 && lastBackgroundSprite.x < (16 * 7)) {
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var randIdx = Math.floor(Math.random() * 25);
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if (randIdx < spriteKeys.length - 1) {
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backgroundArr.push(newSprite);
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}
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}
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for (x = 0; x < backgroundArr.length; x++) {
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let scenerySprite = backgroundArr[x];
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// clear sprite at previous position
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g.setColor(LIGHTEST);
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drawTile(scenerySprite);
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// draw sprite in new position
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g.setColor(LIGHT);
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scenerySprite.x -= 5;
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drawTile(scenerySprite);
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}
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}
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function drawMario() {
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// clear old mario frame
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g.setColor(LIGHTEST);
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g.drawImage(
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marioSprite.negFrames[marioSprite.frameIdx],
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marioSprite.x,
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marioSprite.y
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);
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g.drawImage(
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marioSprite.frames[marioSprite.frameIdx],
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marioSprite.x,
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marioSprite.y
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);
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// calculate jumping
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const t = new Date(),
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seconds = t.getSeconds(),
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milliseconds = t.getMilliseconds();
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if (seconds == 59 && milliseconds > 800 && !marioSprite.isJumping) {
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marioSprite.isJumping = true;
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}
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if (marioSprite.isJumping) {
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marioSprite.y = (Math.sin(marioSprite.jumpCounter) * -10) + 50 /* Mario Y base value */;
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marioSprite.jumpCounter += marioSprite.jumpIncrement;
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if (marioSprite.jumpCounter.toFixed(1) >= 4) {
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marioSprite.jumpCounter = 0;
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marioSprite.isJumping = false;
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}
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}
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// calculate animation timing
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if (timer % 100 === 0) {
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// shift to next frame
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marioSprite.frameIdx ^= 1;
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}
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// colour in mario
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g.setColor(LIGHT);
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g.drawImage(
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marioSprite.negFrames[marioSprite.frameIdx],
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marioSprite.x,
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marioSprite.y
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);
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// draw mario
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g.setColor(DARKEST);
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g.drawImage(
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marioSprite.frames[marioSprite.frameIdx],
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marioSprite.x,
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marioSprite.y
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);
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}
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function drawBrick(x, y) {
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const brickSprite = Object.assign({}, STATIC_TILES['#'], {x: x, y: y});
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// draw brick background colour
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g.setColor(LIGHT);
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g.fillRect(x, y, x + 20, y+14);
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// draw brick sprite
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g.setColor(DARK);
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drawTile(brickSprite);
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}
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function drawTime() {
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// draw hour brick
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drawBrick(20, 25);
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// draw minute brick
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drawBrick(42, 25);
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const t = new Date();
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const hours = ("0" + t.getHours()).substr(-2);
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const mins = ("0" + t.getMinutes()).substr(-2);
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g.setFont("6x8");
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g.setColor(DARKEST);
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g.drawString(hours, 25, 29);
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g.drawString(mins, 47, 29);
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}
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function drawDate() {
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const date = new Date();
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const day = locale.dow(date).substr(0, 3);
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2020-03-26 20:45:16 +00:00
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const dayNum = ("0" + date.getDate()).substr(-2);
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2020-03-26 12:45:53 +00:00
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const month = locale.month(date).substr(0, 3);
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g.setFont("6x8");
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g.setColor(LIGHTEST);
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2020-03-26 20:45:16 +00:00
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g.drawString(`${day} ${dayNum} ${month}`, 10, 0, true);
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2020-03-26 12:45:53 +00:00
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}
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function redraw() {
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// Update timers
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incrementTimer();
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// Draw frame
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drawScenery();
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drawTime();
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drawDate();
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drawMario();
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// Render new frame
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g.flip();
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}
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function clearTimers(){
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if(intervalRef) {
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clearInterval(intervalRef);
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intervalRef = null;
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}
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if(displayTimeoutRef) {
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clearInterval(displayTimeoutRef);
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displayTimeoutRef = null;
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}
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}
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function resetDisplayTimeout() {
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if (displayTimeoutRef) clearInterval(displayTimeoutRef);
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displayTimeoutRef = setInterval(() => {
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if (Bangle.isLCDOn()) Bangle.setLCDPower(false);
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clearTimers();
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}, ONE_SECOND * 10);
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}
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function startTimers(){
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if(intervalRef) clearTimers();
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intervalRef = setInterval(redraw, 50);
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resetDisplayTimeout();
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drawBackground();
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redraw();
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}
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// Main
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function init() {
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clearInterval();
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// Initialise display
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Bangle.setLCDMode("80x80");
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g.clear();
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// Store screen dimensions
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W = g.getWidth();
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H = g.getHeight();
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// Get Mario to jump!
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setWatch(() => {
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if (intervalRef && !marioSprite.isJumping) marioSprite.isJumping = true;
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resetDisplayTimeout();
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}, BTN1, {repeat:true});
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setWatch(() => {
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Bangle.setLCDMode();
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Bangle.showLauncher();
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}, BTN2, {repeat:false,edge:"falling"});
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Bangle.on('lcdPower', (on) => {
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if (on) {
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startTimers();
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} else {
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clearTimers();
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}
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});
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Bangle.on('faceUp',function(up){
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if (up && !Bangle.isLCDOn()) {
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clearTimers();
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Bangle.setLCDPower(true);
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}
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});
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}
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// Initialise!
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init();
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startTimers();
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