mirror of https://github.com/espruino/BangleApps
Create appb2.js
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//g.setTheme({fg : 0xFFFF, fg2 : 0xFFFF,bg2 : 0x0007,fgH : 0xFFFF,bgH : 0x02F7,dark : true});
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/* Choozi - Choose people or things at random using Bangle.js.
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* Inspired by the "Chwazi" Android app
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*
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* James Stanley 2021
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*/
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var colours = ['#ff0000', '#ff8080', '#00ff00', '#80ff80', '#0000ff', '#8080ff', '#ffff00', '#00ffff', '#ff00ff', '#ff8000', '#ff0080', '#8000ff', '#0080ff'];
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var stepAngle = 0.18; // radians - resolution of polygon
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var gapAngle = 0.035; // radians - gap between segments
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var perimMin = 80; // px - min. radius of perimeter
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var perimMax = 87; // px - max. radius of perimeter
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var segmentMax = 70; // px - max radius of filled-in segment
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var segmentStep = 5; // px - step size of segment fill animation
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var circleStep = 4; // px - step size of circle fill animation
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// rolling ball animation:
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var maxSpeed = 0.08; // rad/sec
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var minSpeed = 0.001; // rad/sec
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var animStartSteps = 300; // how many steps before it can start slowing?
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var accel = 0.0002; // rad/sec/sec - acc-/deceleration rate
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var ballSize = 3; // px - ball radius
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var ballTrack = 75; // px - radius of ball path
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var centreX = 88; // px - centre of screen
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var centreY = 88; // px - centre of screen
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var fontSize = 50; // px
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var radians = 2*Math.PI; // radians per circle
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var defaultN = 3; // default value for N
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var minN = 2;
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var maxN = colours.length;
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var N;
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var arclen;
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// https://www.frankmitchell.org/2015/01/fisher-yates/
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function shuffle (array) {
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var i = 0
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, j = 0
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, temp = null;
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for (i = array.length - 1; i > 0; i -= 1) {
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j = Math.floor(Math.random() * (i + 1));
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temp = array[i];
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array[i] = array[j];
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array[j] = temp;
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}
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}
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// draw an arc between radii minR and maxR, and between
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// angles minAngle and maxAngle
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function arc(minR, maxR, minAngle, maxAngle) {
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var step = stepAngle;
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var angle = minAngle;
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var inside = [];
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var outside = [];
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var c, s;
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while (angle < maxAngle) {
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c = Math.cos(angle);
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s = Math.sin(angle);
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inside.push(centreX+c*minR); // x
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inside.push(centreY+s*minR); // y
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// outside coordinates are built up in reverse order
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outside.unshift(centreY+s*maxR); // y
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outside.unshift(centreX+c*maxR); // x
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angle += step;
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}
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c = Math.cos(maxAngle);
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s = Math.sin(maxAngle);
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inside.push(centreX+c*minR);
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inside.push(centreY+s*minR);
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outside.unshift(centreY+s*maxR);
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outside.unshift(centreX+c*maxR);
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var vertices = inside.concat(outside);
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g.fillPoly(vertices, true);
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}
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// draw the arc segments around the perimeter
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function drawPerimeter() {
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g.clear();
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for (var i = 0; i < N; i++) {
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g.setColor(colours[i%colours.length]);
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var minAngle = (i/N)*radians;
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arc(perimMin,perimMax,minAngle,minAngle+arclen);
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}
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}
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// animate a ball rolling around and settling at "target" radians
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function animateChoice(target) {
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var angle = 0;
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var speed = 0;
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var oldx = -10;
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var oldy = -10;
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var decelFromAngle = -1;
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var allowDecel = false;
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for (var i = 0; true; i++) {
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angle = angle + speed;
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if (angle > radians) angle -= radians;
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if (i < animStartSteps || (speed < maxSpeed && !allowDecel)) {
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speed = speed + accel;
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if (speed > maxSpeed) {
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speed = maxSpeed;
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/* when we reach max speed, we know how long it takes
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* to accelerate, and therefore how long to decelerate, so
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* we can work out what angle to start decelerating from */
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if (decelFromAngle < 0) {
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decelFromAngle = target-angle;
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while (decelFromAngle < 0) decelFromAngle += radians;
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while (decelFromAngle > radians) decelFromAngle -= radians;
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}
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}
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} else {
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if (!allowDecel && (angle < decelFromAngle) && (angle+speed >= decelFromAngle)) allowDecel = true;
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if (allowDecel) speed = speed - accel;
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if (speed < minSpeed) speed = minSpeed;
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if (speed == minSpeed && angle < target && angle+speed >= target) return;
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}
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var r = i/2;
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if (r > ballTrack) r = ballTrack;
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var x = centreX+Math.cos(angle)*r;
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var y = centreY+Math.sin(angle)*r;
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g.setColor('#000000');
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g.fillCircle(oldx,oldy,ballSize+1);
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g.setColor('#ffffff');
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g.fillCircle(x, y, ballSize);
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oldx=x;
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oldy=y;
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}
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}
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// choose a winning segment and animate its selection
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function choose() {
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var chosen = Math.floor(Math.random()*N);
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var minAngle = (chosen/N)*radians;
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var maxAngle = minAngle + arclen;
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animateChoice((minAngle+maxAngle)/2);
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g.setColor(colours[chosen%colours.length]);
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for (var i = segmentMax-segmentStep; i >= 0; i -= segmentStep)
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arc(i, perimMax, minAngle, maxAngle);
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arc(0, perimMax, minAngle, maxAngle);
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for (var r = 1; r < segmentMax; r += circleStep)
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g.fillCircle(centreX,centreY,r);
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g.fillCircle(centreX,centreY,segmentMax);
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}
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// draw the current value of N in the middle of the screen, with
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// up/down arrows
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function drawN() {
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g.setColor('#000000');
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g.setFont("Vector",fontSize);
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g.drawString(N,centreX-g.stringWidth(N)/2+4,centreY-fontSize/2);
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if (N < maxN)
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g.fillPoly([centreX-6,centreY-fontSize/2-7, centreX+6,centreY-fontSize/2-7, centreX, centreY-fontSize/2-14]);
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if (N > minN)
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g.fillPoly([centreX-6,centreY+fontSize/2+5, centreX+6,centreY+fontSize/2+5, centreX, centreY+fontSize/2+12]);
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}
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// update number of segments, with min/max limit, "arclen" update,
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// and screen reset
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function setN(n) {
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N = n;
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if (N < minN) N = minN;
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if (N > maxN) N = maxN;
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arclen = radians/N - gapAngle;
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drawPerimeter();
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}
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// save N to choozi.txt
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function writeN() {
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var file = require("Storage").open("choozi.txt","w");
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file.write(N);
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}
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// load N from choozi.txt
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function readN() {
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var file = require("Storage").open("choozi.txt","r");
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var n = file.readLine();
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if (n !== undefined) setN(parseInt(n));
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else setN(defaultN);
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}
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shuffle(colours); // is this really best?
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Bangle.setLCDTimeout(0); // keep screen on
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readN();
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drawN();
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setWatch(() => {
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writeN();
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drawPerimeter();
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choose();
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}, BTN1, {repeat:true});
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Bangle.on('touch', function(zone,e) {
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if(e.x>+88){
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setN(N-1);
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drawN();
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}else{
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setN(N+1);
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drawN();
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}
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});
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