gave up on acceleration, changed from hard tabs to double spaced, updated README.md

pull/2623/head
Le~Kat 2023-02-25 14:03:32 -05:00
parent 8823427560
commit 69140a58d5
3 changed files with 119 additions and 132 deletions

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@ -19,3 +19,4 @@
1.17: made changes to when accelHandler gets overwritten, temporarily disabled button usage
1.18: decided to keep around the button even while testing, disabled all safety round the accelHandler self-triggering
1.19: added longer delay before resetting accelHandler
1.20: removed all traces of accel b/c I've given up

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@ -5,8 +5,8 @@ roll anywhere from 1-8 dice at the same time.
## Usage
On the menu screen: tap on the dice to change what variant is selected, & shake the watch in order to roll those dice
On the dice screen: tap anywhere on the screen to go back to the menu, or shake to roll the dice again
On the menu screen: tap on the dice to change what variant is selected, & press the button to roll the dice
On the dice screen: tap anywhere on the screen to go back to the menu, or press the button to roll the dice
## Features
@ -14,4 +14,5 @@ roll anywhere from 1-8 dice (d4, d6, d8, d10, d12, d20, & d percentile). You can
## Controls
No button is used in the app, it simply uses touch controls & the accelerometor
App uses touchscreen to cycle through different dice, and BTN to roll them
(W.I.P. using acceleration to roll dice)

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@ -3,153 +3,138 @@ const DICE_ARRAY = [0, 4, 6, 8, 10, 12, 20, 100];
const SELECTION_ARRAY = [6, 0, 0, 0, 0, 0, 0, 0]; // default to selecting a single d20
function drawMenu() {
stringArr = new Array ("", "", "", "", "", "", "", "");
for (i = 0; i < 8; i++) {
if (SELECTION_ARRAY [i] != 0) {
stringArr [i] = "" + DICE_ARRAY [SELECTION_ARRAY [i]];
}
}
g.clear();
g.setFont ("Vector", 40);
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);
stringArr = new Array ("", "", "", "", "", "", "", "");
for (i = 0; i < 8; i++) {
if (SELECTION_ARRAY [i] != 0) {
stringArr [i] = "" + DICE_ARRAY [SELECTION_ARRAY [i]];
}
}
g.clear();
g.setFont ("Vector", 40);
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 touchHandler (button, xy) {
if (! menu) {
menu = true;
drawMenu();
return;
}
if (xy.x <= 87) { // left
if (xy.y <= 43) {
selection = 0;
} else if (xy.y <= 87) {
selection = 1;
} else if (xy.y <= 131) {
selection = 2;
} else {
selection = 3;
}
} else { // right
if (xy.y <= 43) {
selection = 4;
} else if (xy.y <= 87) {
selection = 5;
} else if (xy.y <= 131) {
selection = 6;
} else {
selection = 7;
}
}
// increment SELECTION_ARRAY [selection]
if (SELECTION_ARRAY [selection] == 7) {
SELECTION_ARRAY [selection] = 0;
} else {
SELECTION_ARRAY [selection] += 1;
}
drawMenu();
}
function accelHandler (xyz) {
if (xyz.diff >= 0.3) {
Bangle.on ('accel', voidFn); // temporarily disable more acceleration events
menu = false;
rollDice (function() {
Bangle.on ('accel', accelHandler); // re-enable acceleration events
});
}
if (! menu) {
menu = true;
drawMenu();
return;
}
if (xy.x <= 87) { // left
if (xy.y <= 43) {
selection = 0;
} else if (xy.y <= 87) {
selection = 1;
} else if (xy.y <= 131) {
selection = 2;
} else {
selection = 3;
}
} else { // right
if (xy.y <= 43) {
selection = 4;
} else if (xy.y <= 87) {
selection = 5;
} else if (xy.y <= 131) {
selection = 6;
} else {
selection = 7;
}
}
// increment SELECTION_ARRAY [selection]
if (SELECTION_ARRAY [selection] == 7) {
SELECTION_ARRAY [selection] = 0;
} else {
SELECTION_ARRAY [selection] += 1;
}
drawMenu();
}
function voidFn() {
return;
return;
}
function rollDice (timeoutFunctionRef) {
resultsArr = new Uint8Array (8);
for (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 (i = 0; i < 4; i++) {
if (SELECTION_ARRAY [i] != 0) {
g.drawString ((" " + resultsArr [i]).slice (-3), 5, 10 + 40 * i);
}
}
for (i = 4; i < 8; i++) {
if (SELECTION_ARRAY [i] != 0) {
g.drawString ((" " + resultsArr [i]).slice (-3), 96, 10 + 40 * (i - 4));
}
}
vibrate (timeoutFunctionRef);
resultsArr = new Uint8Array (8);
for (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 (i = 0; i < 4; i++) {
if (SELECTION_ARRAY [i] != 0) {
g.drawString ((" " + resultsArr [i]).slice (-3), 5, 10 + 40 * i);
}
}
for (i = 4; i < 8; i++) {
if (SELECTION_ARRAY [i] != 0) {
g.drawString ((" " + resultsArr [i]).slice (-3), 96, 10 + 40 * (i - 4));
}
}
vibrate (timeoutFunctionRef);
}
function vibrate (timeoutFunctionRef) {
Bangle.buzz(50, 0.5).then (() => {
setTimeout (timeoutFunctionRef, 150);
});
Bangle.buzz(50, 0.5).then (() => {
setTimeout (timeoutFunctionRef, 150);
});
}
function random (max) {
return Math.round (Math.random() * (max - 1) + 1);
return Math.round (Math.random() * (max - 1) + 1);
}
drawMenu();
Bangle.on ('touch', touchHandler);
Bangle.on ('accel', accelHandler);
setWatch (function() {
menu = false;
rollDice (voidFn);
menu = false;
rollDice (voidFn);
}, BTN, {repeat: true, edge: "falling", debounce: 10});