ballmaze game: Navigate a ball through a maze using the accelerometer

pull/353/head
Richard de Boer 2020-04-26 03:29:45 +02:00
parent 950e6dfdbb
commit 66264ea61c
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{"name":"pong.app.js","url":"app.js"}, {"name":"pong.app.js","url":"app.js"},
{"name":"pong.img","url":"app-icon.js","evaluate":true} {"name":"pong.img","url":"app-icon.js","evaluate":true}
] ]
},
{ "id": "ballmaze",
"name": "Ball Maze",
"icon": "icon.png",
"version": "0.01",
"description": "Navigate a ball through a maze by tilting your watch.",
"readme": "README.md",
"tags": "game",
"type": "app",
"storage": [
{"name": "ballmaze.app.js","url":"app.js"},
{"name": "ballmaze.img","url":"icon.js","evaluate": true}
],
"data": [
{"name": "ballmaze.json"}
]
} }
] ]

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apps/ballmaze/README.md Normal file
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# Ball Maze
Navigate a ball through a maze by tilting your watch.
![Screenshot](size_select.png)
![Screenshot](maze.png)
## Usage
Select a maze size to begin the game.
Tilt your watch to steer the ball towards the target and advance to the next level.
## Creator
Richard de Boer <rigrig+banglejs@tubul.net>

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apps/ballmaze/app.js Normal file
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(() => {
let intervalID;
let settings = require("Storage").readJSON("ballmaze.json") || {};
// density, elasticity of bounces, "drag coefficient"
const rho = 100, e = 0.3, C = 0.01;
// screen width & height in pixels
const sW = 240, sH = 160;
// gravity constant (lowercase was already taken)
const G = 9.80665;
// wall bit flags
const TOP = 1<<0, LEFT = 1<<1, BOTTOM = 1<<2, RIGHT = 1<<3,
LINKED = 1<<4; // used in maze generation
// The play area is 240x160, sizes are the ball radius, so we can use common
// denominators of 120x80 to get square rooms
// Reverse the order to show the easiest on top of the menu
const sizes = [1, 2, 4, 5, 8, 10, 16, 20, 40].reverse(),
// even size 1 actually works, but larger mazes take forever to generate
minSize = 4, defaultSize = 10;
const sizeNames = {
1: "Insane", 2: "Gigantic", 4: "Enormous", 5: "Huge", 8: "Large",
10: "Medium", 16: "Small", 20: "Tiny", 40: "Trivial",
};
/**
* Draw something to all screen buffers
* @param draw {function} Callback which performs the drawing
*/
function drawAll(draw) {
draw();
g.flip();
draw();
g.flip();
}
/**
* Clear all buffers
*/
function clearAll() {
drawAll(() => g.clear());
}
// use unbuffered graphics for UI stuff
function showMessage(message, title) {
Bangle.setLCDMode();
return E.showMessage(message, title);
}
function showPrompt(prompt, options) {
Bangle.setLCDMode();
return E.showPrompt(prompt, options);
}
function showMenu(menu) {
Bangle.setLCDMode();
return E.showMenu(menu);
}
const sign = (n) => n<0?-1:1; // we don't really care about zero
/**
* Play the game, using a ball with radius size
* @param size {number}
*/
function playMaze(size) {
const r = size;
// ball mass, weight, "drag"
// Yes, larger maze = larger ball = heavier ball
// (atm our physics is so oversimplified that mass cancels out though)
const m = rho*(r*r*r), w = G*m, d = C*w;
// number of columns/rows
const cols = Math.round(sW/(r*2.5)),
rows = Math.round(sH/(r*2.5));
// width & height of one column/row in pixels
const cW = sW/cols, rH = sH/rows;
// list of rooms, every room can have one or more wall bits set
// actual layout: 0 1 2
// 3 4 5
// this means that for room with index "i": (except edge cases!)
// i-1 = room to the left
// i+1 = room to the right
// i-cols = room above
// i+cols = room below
let rooms = new Uint8Array(rows*cols);
// shortest route from start to finish
let route;
let x, y, // current position
px, py, ppx, ppy, // previous positions (for erasing old image)
vx, vy; // velocity
function start() {
// start in top left corner
x = cW/2;
y = rH/2;
vx = vy = 0;
ppx = px = x;
ppy = py = y
clearWatch();
generateMaze(); // this shows unbuffered progress messages
if (settings.cheat && r>1) findRoute(); // not enough memory for r==1 :-(
Bangle.setLCDMode("doublebuffered");
clearAll();
drawAll(drawMaze);
intervalID = setInterval(tick, 100);
}
// Position conversions
// index: index of room in rooms[]
// rowcol: position measured in roomsizes
// xy: position measured in pixels
/**
* Index from RowCol
* @param row {number}
* @param col {number}
* @returns {number} rooms[] index
*/
function iFromRC(row, col) {
return row*cols+col;
}
/**
* RowCol from index
* @param index {number}
* @returns {(number)[]} [row,column]
*/
function rcFromI(index) {
return [
Math.floor(index/cols),
index%cols,
];
}
/**
* RowCol from Xy
* @param x {number}
* @param y {number}
* @returns {(number)[]} [row,column]
*/
function rcFromXy(x, y) {
return [
Math.floor(y/sH*rows),
Math.floor(x/sW*cols),
];
}
/**
* Link another room up
* @param index {number} Dig from already linked room with this index
* @param dir {number} in this direction
* @return {number} index of room we just linked up
*/
function dig(index, dir) {
rooms[index] &= ~dir;
let neighbour;
switch(dir) {
case LEFT:
neighbour = index-1;
rooms[neighbour] &= ~RIGHT;
break;
case RIGHT:
neighbour = index+1;
rooms[neighbour] &= ~LEFT;
break;
case TOP:
neighbour = index-cols;
rooms[neighbour] &= ~BOTTOM;
break;
case BOTTOM:
neighbour = index+cols;
rooms[neighbour] &= ~TOP;
break;
}
rooms[neighbour] |= LINKED;
return neighbour;
}
/**
* Generate the maze
*/
function generateMaze() {
// Maze generation basically works like this:
// 1. Start with all rooms set to completely walled off and "unlinked"
// 2. Then mark a room as "linked", and add it to the "to do" list
// 3. When the "to do" list is empty, we're done
// 4. pick a random room from the list
// 5. if all adjacent rooms are linked -> remove room from list, goto 3
// 6. pick a random unlinked adjacent room
// 7. remove the walls between the rooms
// 8. mark the adjacent room as linked and add it to the "to do" list
// 9. go to 4
let pdotnum = 0;
const title = "Please wait",
message = "Generating maze\n",
showProgress = (done, total) => {
const dotnum = Math.floor(done/total*10);
if (dotnum>pdotnum) {
const dots = ".".repeat(dotnum)+" ".repeat(10-dotnum);
showMessage(message+dots, title);
pdotnum = dotnum;
}
};
showProgress(0, 100);
// start with all rooms completely walled off
rooms.fill(TOP|LEFT|BOTTOM|RIGHT);
const
// is room at row,col already linked?
linked = (row, col) => !!(rooms[iFromRC(row, col)]&LINKED),
// pick random array element
pickRandom = (arr) => arr[Math.floor(Math.random()*arr.length)];
// starting with top-right room seems to generate more interesting mazes
rooms[cols] |= LINKED;
let todo = [cols], done = 1;
while(todo.length) {
const index = pickRandom(todo);
const rc = rcFromI(index),
row = rc[0], col = rc[1];
let sides = [];
if ((col>0) && !linked(row, col-1)) sides.push(LEFT);
if ((col<cols-1) && !linked(row, col+1)) sides.push(RIGHT);
if ((row>0) && !linked(row-1, col)) sides.push(TOP);
if ((row<rows-1) && !linked(row+1, col)) sides.push(BOTTOM);
if (sides.length<=1) {
// no need to visit this room again
todo.splice(todo.indexOf(index), 1);
}
if (!sides.length) {
// no neighbours need linking
continue;
}
todo.push(dig(index, pickRandom(sides)));
showProgress(done++, rooms.length);
}
}
/**
* We wouldn't want to generate a maze we can't solve ourselves...
*/
function findRoute() {
let dist = new Uint16Array(rooms.length), todo = [0];
dist.fill(-1);
dist[0] = 0;
while(true) {
const i = todo.shift(), d = dist[i], walls = rooms[i],
rc = rcFromI(i),
row = rc[0], col = rc[1];
if (i===rooms.length-1) { break; }
if (col>0 && !(walls&LEFT) && dist[i-1]>d+1) {
dist[i-1] = d+1;
todo.push(i-1);
}
if (row>0 && !(walls&TOP) && dist[i-cols]>d+1) {
dist[i-cols] = d+1;
todo.push(i-cols);
}
if (col<cols-1 && !(walls&RIGHT) && dist[i+1]>d+1) {
dist[i+1] = d+1;
todo.push(i+1);
}
if (row<rows-1 && !(walls&BOTTOM) && dist[i+cols]>d+1) {
dist[i+cols] = d+1;
todo.push(i+cols);
}
}
route = [rooms.length-1];
while(true) {
const i = route[0], d = dist[i], walls = rooms[i],
rc = rcFromI(i),
row = rc[0], col = rc[1];
if (i===0) { break; }
if (col<cols-1 && !(walls&RIGHT) && dist[i+1]<d) {
route.unshift(i+1);
continue;
}
if (row<rows-1 && !(walls&BOTTOM) && dist[i+cols]<d) {
route.unshift(i+cols);
continue;
}
if (row>0 && !(walls&TOP) && dist[i-cols]<d) {
route.unshift(i-cols);
continue;
}
if (col>0 && !(walls&LEFT) && dist[i-1]<d) {
route.unshift(i-1);
continue;
}
// this should never happen!
console.log("No route found!");
break;
}
}
/**
* Draw the maze:
* - room borders
* - maze border
* - exit
*/
function drawMaze() {
const range = {top: 0, left: 0, bottom: rows, right: cols};
const w = sW/cols, h = sH/rows;
g.clear();
g.setColor(0.76, 0.60, 0.42);
for(let row = range.top; row<=range.bottom; row++) {
for(let col = range.left; col<=range.right; col++) {
const walls = rooms[row*cols+col], x = col*w, y = row*h;
if (walls&BOTTOM) g.drawLine(x, y+h, x+w, y+h);
if (walls&RIGHT) g.drawLine(x+w, y, x+w, y+h);
}
}
// outline
g.setColor(0.29, 0.23, 0.17).drawRect(0, 0, sW-1, sH-1);
// target
g.setColor(0, 0.5, 0).fillCircle(sW-cW/2, sH-rH/2, r-1);
if (route) drawRoute();
}
/**
* Redraw a part of the maze (after we erased the ball image)
* @param range Draw rooms in this range {top,left,bottom,right}
*/
function redrawMaze(range) {
const w = sW/cols, h = sH/rows;
g.setColor(0.76, 0.60, 0.42);
for(let row = range.top; row<=range.bottom; row++) {
for(let col = range.left; col<=range.right; col++) {
const walls = rooms[row*cols+col], x = col*w, y = row*h;
if (row===range.top && walls&TOP) g.drawLine(x, y, x+w, y);
if (col===range.left && walls&LEFT) g.drawLine(x, y, x, y+h);
if (walls&BOTTOM) g.drawLine(x, y+h, x+w, y+h);
if (walls&RIGHT) g.drawLine(x+w, y, x+w, y+h);
}
}
g.setColor(0.29, 0.23, 0.17).drawRect(0, 0, sW-1, sH-1);
}
/**
* Draw the ball, with glare offset depending on ball position
*/
function drawBall() {
g.setColor(0.7, 0.7, 0.8).fillCircle(x, y, r-1);
const gx = -x/sW, gy = -y/sH;
g.setColor(0.8, 0.8, 0.9).fillCircle(x+gx*r/5, y+gy*r/5, r/2)
.setColor(0.85, 0.85, 0.95).fillCircle(x+gx*r/4, y+gy*r/4.5, r/2.5)
.setColor(0.9, 0.9, 1).fillCircle(x+gx*r/3, y+gy*r/3, r/3.5)
.setColor(1, 1, 1).fillCircle(x+gx*r/3, y+gy*r/3, r/6);
}
/**
* Update the screen:
* - erase previous ball image
* - redraw maze around the erased area
* - draw the ball
*/
function drawUpdate() {
g.clearRect(ppx-r, ppy-r, ppx+r, ppy+r);
const rc = rcFromXy(ppx, ppy),
row = rc[0], col = rc[1];
redrawMaze({top: row-1, left: col-1, bottom: row+1, right: col+1});
drawBall();
g.flip();
}
function drawRoute() {
let i = route[0], rc = rcFromI(i),
row = rc[0], col = rc[1],
x = (col+0.5)*cW, y = (row+0.5)*rH;
g.setColor(1, 0, 0).moveTo(x, y);
route.forEach(i => {
const rc = rcFromI(i),
row = rc[0], col = rc[1],
x = (col+0.5)*cW, y = (row+0.5)*rH;
g.lineTo(x, y);
});
}
/**
* Move the ball
*/
function move() {
const a = Bangle.getAccel();
const fx = (-a.x*w)-(sign(vx)*d*a.z), fy = (-a.y*w)-(sign(vy)*d*a.z);
vx += fx/m;
vy += fy/m;
const s = Math.ceil(Math.max(Math.abs(vx), Math.abs(vy)));
for(let n = s; n>0; n--) {
x += vx/s;
y += vy/s;
bounce();
}
if (x>sW-cW+r && y>sH-rH+r) win();
}
/**
* Check whether we hit any walls, and if so: Bounce.
*
* Bounce = reverse velocity in bounce direction, multiply with elasticity
* Also apply drag in perpendicular direction ("friction with the wall")
*/
function bounce() {
const row = Math.floor(y/sH*rows), col = Math.floor(x/sW*cols),
i = row*cols+col, walls = rooms[i];
if (vx<0) {
const left = col*cW+r;
if ((walls&LEFT) && x<=left) {
x += (1+e)*(left-x);
const fy = sign(vy)*d*Math.abs(vx);
vy -= fy/m;
vx = -vx*e;
}
} else {
const right = (col+1)*cW-r;
if ((walls&RIGHT) && x>=right) {
x -= (1+e)*(x-right);
const fy = sign(vy)*d*Math.abs(vx);
vy -= fy/m;
vx = -vx*e;
}
}
if (vy<0) {
const top = row*rH+r;
if ((walls&TOP) && y<=top) {
y += (1+e)*(top-y);
const fx = sign(vx)*d*Math.abs(vy);
vx -= fx/m;
vy = -vy*e;
}
} else {
const bottom = (row+1)*rH-r;
if ((walls&BOTTOM) && y>=bottom) {
y -= (1+e)*(y-bottom);
const fx = sign(vx)*d*Math.abs(vy);
vx -= fx/m;
vy = -vy*e;
}
}
}
/**
* You reached the bottom-right corner, you win!
*/
function win() {
clearInterval(intervalID);
Bangle.buzz().then(askAgain);
}
/**
* You solved the maze, try the next one?
*/
function askAgain() {
const nextLevel = (size>minSize)?"next level":"again";
const nextSize = (size>minSize)?sizes[sizes.indexOf(size)+1]:size;
showPrompt(`Well done!\n\nPlay ${nextLevel}?`,
{"title": "Congratulations!"})
.then(function(again) {
if (again) {
playMaze(nextSize);
} else {
startGame();
}
});
}
function tick() {
ppx = px;
ppy = py;
px = x;
py = y;
move();
drawUpdate();
}
start();
}
/**
* Ask player what size maze they would like to play
*/
function startGame() {
let menu = {
"": {
title: "Select Maze Size",
selected: sizes.indexOf(settings.size || defaultSize),
},
};
sizes.filter(s => s>=minSize).forEach(size => {
let name = sizeNames[size];
if (size<minSize) name = "! "+size;
let cols = Math.round(sW/(size*2.5)),
rows = Math.round(sH/(size*2.5));
if (rows<10) rows = " "+rows;
if (cols<10) cols = " "+cols;
name += " ".repeat(14-name.length);
name += `${cols}x${rows}`;
menu[name] = () => {
// remember chosen size
settings.size = size;
require("Storage").write("ballmaze.json", settings);
playMaze(size);
};
});
menu["< Exit"] = () => load();
showMenu(menu);
}
startGame();
})();

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