diff --git a/apps/game1024/Changelog b/apps/game1024/Changelog new file mode 100644 index 000000000..310242d11 --- /dev/null +++ b/apps/game1024/Changelog @@ -0,0 +1,2 @@ +0.01: New App! +0.5: First version in Github \ No newline at end of file diff --git a/apps/game1024/app-icon.js b/apps/game1024/app-icon.js new file mode 100644 index 000000000..2a9df2fa3 --- /dev/null +++ b/apps/game1024/app-icon.js @@ -0,0 +1 @@ +require("heatshrink").decompress(atob("mEwwg96xAACCqMICwYABwAsSAAoWWDBhEGJSAWLGBQuMGBQWNGBAuH/84GBoNGx///AwMFxH/mQYHGAgXHn//GIIXLIo84nAxBwZIKFo4YBMAM/PQwXJCwIABn8y//zC5BeFwYXDmaSCGApgCC4oRBAAQ0CwYwFC5BeB/GCkY0B+YHBC452H+YqBSYRgJUw7tCAYIZCC6ApBU4TZHC44rCJAJgCR4wXLIgMzC4MzF55ICSYUzC6bZDPgIXOJAYACLwwXCa4oXHBgzvIJAzVGC7ZgHwXdAAXSLxAXIpvUkUilvdC6Pd7ADBwndlAXJMAwXLLwYXI6Wq1RHBC5RIGCYIAC6hGJGA6nKFwp5IABAWGbRDUKGCYWIGBouJGBoWKDBYWMJRBELGRQVRAE4A==")) \ No newline at end of file diff --git a/apps/game1024/app.js b/apps/game1024/app.js new file mode 100644 index 000000000..52f82cdeb --- /dev/null +++ b/apps/game1024/app.js @@ -0,0 +1,682 @@ +const debugMode = 'development'; // valid values are: off, test, production, development +const middle = {x:Math.floor(g.getWidth()/2)-20, y: Math.floor(g.getHeight()/2)}; +const rows = 4, cols = 4; +const borderWidth = 6; +const sqWidth = (Math.floor(Bangle.appRect.w - 48) / rows) - borderWidth; +const cellColors = [{bg:'#CCFFFF', fg: '#000000'}, + {bg:'#FF9966', fg: '#000000'}, {bg:'#330033', fg: '#FFFFFF'}, {bg:'#6600FF', fg: '#FFFFFF'}, {bg:'#33CC66', fg: '#000000'}, + {bg:'#990000', fg: '#FFFFFF'}, {bg:'#99FF66', fg: '#000000'}, {bg:'#0033CC', fg: '#FFFFFF'}, {bg:'#CCFF00', fg: '#000000'}, + {bg:'#00CC00', fg: '#FFFFFF'}, {bg:'#FF0000', fg: '#FFFFFF'}]; +const cellFgColor = '#000000'; +const cellShadowColor = '#f2f2f2'; +const cellFonts = ["12x20", "12x20", "Vector:14"]; +const cellChars = [ + [0,1,2,3,4,5,6,7,8,9,10], + ['0','A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J'], + ['0','I', 'II', 'III', 'IV', 'V', 'VI', 'VII','VIII', 'IX', 'X'] +]; +// const numInitialCells = 2; +const maxUndoLevels = 4; +const noExceptions = true; +let charIndex = 0; // plain numbers on the grid + + + +const scores = { + currentScore: 0, + highScore: 0, + lastScores: [0], + add: function(val) { + this.currentScore = this.currentScore + Math.pow(2, val); + debug(console.log("new score=",this.currentScore)); + }, + addToUndo: function () { + this.lastScores.push(this.currentScore); + if (this.lastScores.length > maxUndoLevels) this.lastScores.shift(); + }, + undo: function () { + this.currentScore = this.lastScores.pop(); + debug(console.log("undo score =", this.currentScore, "rest:", this.lastScores)); + }, + reset: function () { + this.currentScore = 0; + this.lastScores = [0]; + }, + draw: function () { + g.setColor(btnAtribs.fg); + let ulCorner = {x: Bangle.appRect.x + 6, y: Bangle.appRect.y2 -22 }; + let lrCorner = {x: Bangle.appRect.x2, y: Bangle.appRect.y2 - 1}; + g.fillRect(ulCorner.x, ulCorner.y, lrCorner.x, lrCorner.y); + g.setFont12x20(1); + g.setFontAlign(0,0,0); + let scrX = Math.floor((ulCorner.x + lrCorner.x)/3); + let scrY = Math.floor((ulCorner.y + lrCorner.y)/2) + 1; + g.setColor('#000000'); + g.drawString(this.currentScore, scrX+1, scrY+1); + g.setColor(btnAtribs.bg); + g.drawString(this.currentScore, scrX, scrY); + scrX = Math.floor(4*(ulCorner.x + lrCorner.x)/5); + g.setFont("6x8:1x2"); + g.drawString(this.highScore, btnAtribs.x + Math.floor(btnAtribs.w/2), scrY); + }, + hsContents: function () { + return {"highScore": this.highScore, "lastScore": this.currentScore}; + }, + check: function () { + this.highScore = (this.currentScore > this.highScore) ? this.currentScore : this.highScore; + debug(console.log('highScore =', this.highScore)); + } +}; + +// snapshot interval is the number of moves after wich a snapshot is wriiten to file +const snInterval = 1; + +const snReadOnInit = true; +// a snapshot contains a json file dump of the last positions of the tiles on the board, including the scores +const snapshot = { + interval: snInterval, + snFileName: 'game1024.json', + counter: 0, + updCounter: function() { + this.counter = ++this.counter > this.interval ? 0 : this.counter; + }, + dump: {gridsize: rows * cols, expVals: [], score: 0, highScore: 0, charIndex: charIndex}, + write: function() { + require("Storage").writeJSON(this.snFileName, this.dump); + }, + read: function () { + let sn = require("Storage").readJSON(this.snFileName, noExceptions); + if ((typeof sn == "undefined") || (sn.gridsize !== rows * cols)) { + require("Storage").writeJSON(this.snFileName, this.dump); + return false; + } else { + if ((typeof sn !== "undefined") && (sn.gridsize == rows * cols)){ + this.dump = sn; + return true; + } + } + }, + setDump: function () { + this.dump.expVals = []; + allSquares.forEach(sq => { + this.dump.expVals.push(sq.expVal); + }); + this.dump.score = scores.currentScore; + this.dump.highScore = scores.highScore; + this.dump.charIndex = charIndex; + }, + make: function () { + this.updCounter(); + if (this.counter == this.interval) { + this.setDump(); + this.write(); + debug(console.log("D U M P E D!", this.dump)); + } + }, + recover: function () { + if (this.read()) { + this.dump.expVals.forEach((val, idx) => { + allSquares[idx].setExpVal(val); + }); + scores.currentScore = this.dump.score ? this.dump.score : 0; + scores.highScore = this.dump.highScore ? this.dump.highScore : 0 ; + charIndex = this.dump.charIndex ? this.dump.charIndex : 0 ; + } + }, + reset: function () { + this.dump.gridsize = rows * cols; + this.dump.expVals = []; + for (let i = 0; i< this.dump.gridsize; i++) { + this.dump.expVals[i] = 0; + } + this.dump.score = scores.currentScore; + this.dump.charIndex = charIndex; + this.write(); + debug(console.log("reset D U M P E D!", this.dump)); + } +}; +const btnAtribs = {x: 134, w: 42, h: 42, fg:'#B5E61D', bg:'#870014'}; +const buttons = { + all: [], + draw: function () { + this.all.forEach(btn => { + btn.draw(); + }); + }, + add: function(btn) { + this.all.push(btn); + } +}; +/** + * to the right = -1 + all tiles move to the left, begin with the outer righthand side tiles + moving 0 to max 3 places to the right + + find first tile beginning with bottom row, righthand side + */ + +const mover = { + direction: { + up: {name: 'up', step: 1, innerBegin: 0, innerEnd: rows-1, outerBegin: 0, outerEnd: cols-1, iter: rows -1, + sqIndex: function (m,n) {return m*(cols) + n;}, sqNextIndex: function (m,n) {return m < rows -1 ? (m+1)*(cols) + n : -1;} + }, + down: {name: 'down', step:-1, innerBegin: rows-1, innerEnd: 0, outerBegin: cols-1, outerEnd: 0, iter: rows -1, + sqIndex: function (m,n) {return m*(cols) + n;}, sqNextIndex: function (m,n) {return m > 0 ? (m-1)*(cols) + n : -1;} + }, + left: {name: 'left', step: 1, innerBegin: 0, innerEnd: cols-1, outerBegin: 0, outerEnd: rows-1, iter: cols -1, + sqIndex: function (m,n) {return n*(rows) + m;}, sqNextIndex: function (m,n) {return m < cols -1 ? n*(rows) + m +1 : -1;} + }, + right: {name: 'right', step:-1, innerBegin: cols-1, innerEnd: 0, outerBegin: rows-1, outerEnd: 0, iter: cols -1, + sqIndex: function (m,n) {return n*(rows) + m;}, sqNextIndex: function (m,n) {return m > 0 ? n*(rows) + m -1: -1;} + } + }, + anyLeft: function() { + let canContinue = false; + [this.direction.up,this.direction.left].forEach (dir => { + const step = dir.step; + // outer loop for all colums/rows + for (let n = dir.outerBegin; step*n <= step*dir.outerEnd; n=n+step) { + // lets move squares one position in a row or column, counting backwards starting from the and where the squares will end up + for (let m = dir.innerBegin; step*m <= step*dir.innerEnd; m=m+step) { + const idx = dir.sqIndex(m,n); + const nextIdx = dir.sqNextIndex(m,n); + if (allSquares[idx].expVal == 0) { + canContinue = true; // there is an empty cell found + break; + } + if (nextIdx >= 0) { + if (allSquares[idx].expVal == allSquares[nextIdx].expVal) { + canContinue = true; // equal adjacent cells > 0 found + break; + } + if (allSquares[nextIdx].expVal == 0) { + canContinue = true; // there is an empty cell found + break; + } + } + if (canContinue) break; + } + if (canContinue) break; + } + }); + return canContinue; + }, + nonEmptyCells: function (dir) { + debug(console.log("Move: ", dir.name)); + const step = dir.step; + // outer loop for all colums/rows + for (let n = dir.outerBegin; step*n <= step*dir.outerEnd; n=n+step) { + // let rowStr = '| '; + + // Move a number of iteration with the squares to move them all to one side + for (let iter = 0; iter < dir.iter; iter++) { + + // lets move squares one position in a row or column, counting backwards starting from the and where the squares will end up + for (let m = dir.innerBegin; step*m <= step*dir.innerEnd; m=m+step) { + // get the array of squares index for current cell + const idx = dir.sqIndex(m,n); + const nextIdx = dir.sqNextIndex(m,n); + + if (allSquares[idx].expVal == 0 && nextIdx >= 0) { + allSquares[idx].setExpVal(allSquares[nextIdx].expVal); + allSquares[nextIdx].setExpVal(0); + } + } + } + } + }, + // add up the conjacent squares with identical values en set next square to empty in the process + mergeEqlCells: function(dir) { + const step = dir.step; + // outer loop for all colums/rows + for (let n = dir.outerBegin; step*n <= step*dir.outerEnd; n=n+step) { + // lets move squares one position in a row or column, counting backwards starting from the and where the squares will end up + for (let m = dir.innerBegin; step*m <= step*dir.innerEnd; m=m+step) { + const idx = dir.sqIndex(m,n); + const nextIdx = dir.sqNextIndex(m,n); + + if ((allSquares[idx].expVal > 0) && nextIdx >= 0) { + if (allSquares[idx].expVal == allSquares[nextIdx].expVal) { + let expVal = allSquares[idx].expVal; + allSquares[idx].setExpVal(++expVal); + allSquares[idx].addToScore(); + allSquares[nextIdx].setExpVal(0); + } + } + } + } + } +}; +// Minimum number of pixels to interpret it as drag gesture +const dragThreshold = 10; + +// Maximum number of pixels to interpret a click from a drag event series +const clickThreshold = 3; + +let allSquares = []; +// let buttons = []; + +class Button { + constructor(name, x0, y0, width, height, text, bg, fg, cb, enabled) { + this.x0 = x0; + this.y0 = y0; + this.x1 = x0 + width; + this.y1 = y0 + height; + this.name = name; + this.cb = cb; + this.text = text; + this.bg = bg; + this.fg = fg; + this.font = "6x8:3"; + this.enabled = enabled; + } + disable() { + this.enabled = false; + } + enable() { + this.enabled = true; + } + draw() { + g.setColor(this.bg); + g.fillRect(this.x0, this.y0, this.x1, this.y1); + g.setFont(this.font); + g.setFontAlign(0,0,0); + let strX = Math.floor((this.x0+this.x1)/2); + let strY = Math.floor((this.y0+this.y1)/2); + g.setColor("#000000"); + g.drawString(this.text, strX+2, strY+2); + g.setColor(this.fg); + g.drawString(this.text, strX, strY); + // buttons.push(this); + } + onClick() {if (typeof this.cb === 'function' && this.enabled) { + this.cb(this); + } + } +} + +class Cell { + constructor(x0, y0, width, idx, cb) { + this.x0 = x0; + this.y0 = y0; + this.x1 = x0 + width; + this.y1 = y0 + width; + this.expVal = 0; + this.previousExpVals=[]; + this.idx = idx; + this.cb = cb; + } + getColor(i) { + return cellColors[i >= cellColors.length ? cellColors.length -1 : i]; + } + drawBg() { + g.setColor(this.getColor(this.expVal).bg); + g.fillRect(this.x0, this.y0, this.x1, this.y1); + } + drawNumber() { + if (this.expVal !== 0) { + g.setFont(cellFonts[charIndex]); + g.setFontAlign(0,0,0); + let char = cellChars[charIndex][this.expVal]; + let strX = Math.floor((this.x0 + this.x1)/2); + let strY = Math.floor((this.y0 + this.y1)/2); + // g.setColor(cellShadowColor); + // g.drawString(this.expVal, strX+1, strY+1); + g.setColor(this.getColor(this.expVal).fg); + g.drawString(char, strX, strY); + } + } + setExpVal(val) { + this.expVal = val; + } + getIdx() {return this.idx;} + pushToUndo() { + // remember this new step + this.previousExpVals.push(this.expVal); + // keep the undo list not longer than max undo levels + if (this.previousExpVals.length > maxUndoLevels) this.previousExpVals.shift(); + } + popFromUndo() { + // take one step back + if (this.previousExpVals.length > 0) { + this.expVal = this.previousExpVals.pop(); + } + } + removeUndo() { + this.previousExpVals=[0]; + } + addToScore() {if (typeof this.cb === 'function') { + this.cb(this.expVal); + } + } +} + +function undoGame() { + g.clear(); + if (scores.lastScores.length > 0) { + allSquares.forEach(sq => { + sq.popFromUndo(); + sq.drawBg(); + sq.drawNumber(); + }); + scores.undo(); + scores.draw(); + buttons.draw(); + updUndoLvlIndex(); + snapshot.make(); + } + Bangle.loadWidgets(); + Bangle.drawWidgets(); +} +function addToUndo() { + allSquares.forEach(sq => { + sq.pushToUndo(); + }); + scores.addToUndo(); +} +function addToScore (val) { + scores.add(val); + if (val == 10) messageYouWin(); +} +function createGrid () { + let cn =0; + for (let r = 0; r < rows; r++) { + for (let c = 0; c < cols; c++) { + let x0 = borderWidth + c*(borderWidth + sqWidth) - (rows/2)*(2*borderWidth + sqWidth) + middle.x + Math.floor(sqWidth/3); + let y0 = borderWidth + r*(borderWidth + sqWidth) - (cols/2)*(2*borderWidth + sqWidth) + middle.y + Math.floor(sqWidth/3); + let cell = new Cell(x0, y0, sqWidth, c + r*cols, addToScore); + allSquares.push(cell); + } + } +} +function messageGameOver () { + g.setColor("#1a0d00"); + g.setFont12x20(2); + g.setFontAlign(0,0,0); + g.drawString("G A M E", middle.x+13, middle.y-24); + g.drawString("O V E R !", middle.x+13, middle.y+24); + g.setColor("#ffffff"); + g.drawString("G A M E", middle.x+12, middle.y-25); + g.drawString("O V E R !", middle.x+12, middle.y+25); +} +function messageYouWin () { + g.setColor("#1a0d00"); + g.setFont12x20(2); + g.setFontAlign(0,0,0); + g.drawString("YOU HAVE", middle.x+18, middle.y-24); + g.drawString("W O N ! !", middle.x+18, middle.y+24); + g.setColor("#FF0808"); + g.drawString("YOU HAVE", middle.x+17, middle.y-25); + g.drawString("W O N ! !", middle.x+17, middle.y+25); + Bangle.buzz(200, 1); +} +function makeRandomNumber () { + return Math.ceil(2*Math.random()); +} +function addRandomNumber() { + let emptySquaresIdxs = []; + allSquares.forEach(sq => { + if (sq.expVal == 0) emptySquaresIdxs.push(sq.getIdx()); + }); + if (emptySquaresIdxs.length > 0) { + let randomIdx = Math.floor( emptySquaresIdxs.length * Math.random() ); + allSquares[emptySquaresIdxs[randomIdx]].setExpVal(makeRandomNumber()); + } +} +function drawGrid() { + allSquares.forEach(sq => { + sq.drawBg(); + sq.drawNumber(); + }); +} +function initGame() { + g.clear(); + // scores.read(); + createGrid(); + if (snReadOnInit) { + snapshot.recover(); + debug(console.log("R E C O V E R E D !", snapshot.dump)); + let sum = allSquares.reduce((t,v) => { return t + v ;}); + if (!sum) { + addRandomNumber(); + } + } else { + addRandomNumber(); + // addToUndo(); + } + addRandomNumber(); + drawGrid(); + scores.draw(); + buttons.draw(); + // Clock mode allows short-press on button to exit + Bangle.setUI("clock"); + // Load widgets + Bangle.loadWidgets(); + Bangle.drawWidgets(); +} +function drawPopUp(message,cb) { + g.setColor('#FFFFFF'); + let rDims = Bangle.appRect; + g.fillPoly([rDims.x+10, rDims.y+20, + rDims.x+20, rDims.y+10, + rDims.x2-30, rDims.y+10, + rDims.x2-20, rDims.y+20, + rDims.x2-20, rDims.y2-40, + rDims.x2-30, rDims.y2-30, + rDims.x+20, rDims.y2-30, + rDims.x+10, rDims.y2-40 + ]); + buttons.all.forEach(btn => {btn.disable();}); + const btnYes = new Button('yes', rDims.x+16, rDims.y2-80, 54, btnAtribs.h, 'YES', btnAtribs.fg, btnAtribs.bg, cb, true); + const btnNo = new Button('no', rDims.x2-80, rDims.y2-80, 54, btnAtribs.h, 'NO', btnAtribs.fg, btnAtribs.bg, cb, true); + btnYes.draw(); + btnNo.draw(); + g.setColor('#000000'); + g.setFont12x20(1); + g.setFontAlign(-1,-1,0); + g.drawString(message, rDims.x+20, rDims.y+20); + buttons.add(btnYes); + buttons.add(btnNo); +} +function handlePopUpClicks(btn) { + const name = btn.name; + buttons.all.pop(); // remove the no button + buttons.all.pop(); // remove the yes button + buttons.all.forEach(b => {b.enable();}); // enable the remaining buttons again + debug(console.log("Button name =", name)); + switch (name) { + case 'yes': + resetGame(); + break; + default: + g.clear(); + drawGrid(); + scores.draw(); + buttons.draw(); + updUndoLvlIndex(); + Bangle.loadWidgets(); + Bangle.drawWidgets(); + } +} +function resetGame() { + g.clear(); + scores.reset(); + allSquares.forEach(sq => {sq.setExpVal(0);sq.removeUndo();}); + addRandomNumber(); + addRandomNumber(); + drawGrid(); + scores.draw(); + buttons.draw(); + Bangle.loadWidgets(); + Bangle.drawWidgets(); +} + +/** + * Function that can be used in test or development environment, or production. + * Depends on global constant EFTriggerDebugMode + * @param {function} func function to call like console.log() + */ + const debug = (func) => { + switch (debugMode) { + case "development": + // console.log("Development"); + if (typeof func === 'function') { + func(); + } + break; + case "test" : + console.log("--- test ---"); + if (typeof func === 'function') { + func(); + } + break; + case "off": + case "production": // ignore func + default: break; + } +}; +const test = { + drawAllColors: function(i) { + charIndex = i>2 ? 0 : i<0 ? 0 : i; + allSquares.forEach((sq,i) => { + let c = i<11 ? i : i-10; + sq.setExpVal(c); + debug(console.log("c=",c)); + }); + drawGrid(); + }, + youWin: function() { + messageYouWin(); + }, + gameOver: function() { + messageGameOver(); + } +}; + +// Handle a "click" event (only needed for menu button) +function handleclick(e) { + buttons.all.forEach(btn => { + if ((e.x >= btn.x0) && (e.x <= btn.x1) && (e.y >= btn.y0) && (e.y <= btn.y1)) { + btn.onClick(); + debug(console.log(btn.name)); + } + }); +} + +// Handle a drag event (moving the stones around) +function handledrag(e) { + /*debug(Math.abs(e.dx) > Math.abs(e.dy) ? + (e.dx > 0 ? e => console.log('To the right') : e => console.log('To the left') ) : + (e.dy > 0 ? e => console.log('Move down') : e => console.log('Move up') )); + */ + // [move.right, move.left, move.up, move.down] + runGame((Math.abs(e.dx) > Math.abs(e.dy) ? + (e.dx > 0 ? mover.direction.right : mover.direction.left ) : + (e.dy > 0 ? mover.direction.down : mover.direction.up ))); +} +// Evaluate "drag" events from the UI and call handlers for drags or clicks +// The UI sends a drag as a series of events indicating partial movements +// of the finger. +// This class combines such parts to a long drag from start to end +// If the drag is short, it is interpreted as click, +// otherwise as drag. +// The approprate method is called with the data of the drag. +class Dragger { + + constructor(clickHandler, dragHandler, clickThreshold, dragThreshold) { + this.clickHandler = clickHandler; + this.dragHandler = dragHandler; + this.clickThreshold = (clickThreshold === undefined ? 3 : clickThreshold); + this.dragThreshold = (dragThreshold === undefined ? 10 : dragThreshold); + this.dx = 0; + this.dy = 0; + this.enabled = true; + } + + // Enable or disable the Dragger + setEnabled(b) { + this.enabled = b; + } + + // Handle a raw drag event from the UI + handleRawDrag(e) { + if (!this.enabled) + return; + this.dx += e.dx; // Always accumulate + this.dy += e.dy; + if (e.b === 0) { // Drag event ended: Evaluate full drag + if (Math.abs(this.dx) < this.clickThreshold && Math.abs(this.dy) < this.clickThreshold) + this.clickHandler({ + x: e.x - this.dx, + y: e.y - this.dy + }); // take x and y from the drag start + else if (Math.abs(this.dx) > this.dragThreshold || Math.abs(this.dy) > this.dragThreshold) + this.dragHandler({ + x: e.x - this.dx, + y: e.y - this.dy, + dx: this.dx, + dy: this.dy + }); + this.dx = 0; // Clear the drag accumulator + this.dy = 0; + } + } + + // Attach the drag evaluator to the UI + attach() { + Bangle.on("drag", e => this.handleRawDrag(e)); + } +} + +// Dragger is needed for interaction during the game +var dragger = new Dragger(handleclick, handledrag, clickThreshold, dragThreshold); + +// Disable dragger as board is not yet initialized +dragger.setEnabled(false); + +// Nevertheless attach it so that it is ready once the game starts +dragger.attach(); + +function runGame(dir){ + addToUndo(); + updUndoLvlIndex(); + mover.nonEmptyCells(dir); + mover.mergeEqlCells(dir); + mover.nonEmptyCells(dir); + addRandomNumber(); + drawGrid(); + scores.check(); + scores.draw(); + // scores.write(); + snapshot.make(); + dragger.setEnabled(true); + if (!(mover.anyLeft())) { + debug(console.log("G A M E O V E R !!")); + snapshot.reset(); + messageGameOver(); + } +} + +function updUndoLvlIndex() { + let x = 170; + let y = 60; + g.setColor(btnAtribs.fg); + g.fillRect(x-6,y-6, 176, 67); + if (scores.lastScores.length > 0) { + g.setColor("#000000"); + g.setFont("4x6:2"); + g.drawString(scores.lastScores.length, x, y); + } +} +function incrCharIndex() { + charIndex++; + if (charIndex >= cellChars.length) charIndex = 0; + drawGrid(); +} +buttons.add(new Button('undo', btnAtribs.x, 25, btnAtribs.w, btnAtribs.h, 'U', btnAtribs.fg, btnAtribs.bg, undoGame, true)); +buttons.add(new Button('chars', btnAtribs.x, 71, btnAtribs.w, 31, '*', btnAtribs.fg, btnAtribs.bg, function(){incrCharIndex();}, true)); +buttons.add(new Button('restart', btnAtribs.x, 106, btnAtribs.w, btnAtribs.h, 'R', btnAtribs.fg, btnAtribs.bg, function(){drawPopUp('Do you want\nto restart?',handlePopUpClicks);}, true)); + +initGame(); + +dragger.setEnabled(true); diff --git a/apps/game1024/game1024.app.info b/apps/game1024/game1024.app.info new file mode 100644 index 000000000..b1c9d84ce --- /dev/null +++ b/apps/game1024/game1024.app.info @@ -0,0 +1,6 @@ +require("Storage").write("timer.info",{ + "id":"game1024", + "name":"1024 Game", + "src":"game1024.app.js", + "icon":"game1024.img" +}); \ No newline at end of file diff --git a/apps/game1024/game1024.json b/apps/game1024/game1024.json new file mode 100644 index 000000000..3749649ee --- /dev/null +++ b/apps/game1024/game1024.json @@ -0,0 +1 @@ +{"gridsize": 16, "expVals": [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0], "score": 0, "highScore": 0, "charIndex": 1} \ No newline at end of file diff --git a/apps/game1024/game1024.png b/apps/game1024/game1024.png new file mode 100644 index 000000000..4118dd3ca Binary files /dev/null and b/apps/game1024/game1024.png differ diff --git a/apps/game1024/metadata.json b/apps/game1024/metadata.json new file mode 100644 index 000000000..e4b7c9e6f --- /dev/null +++ b/apps/game1024/metadata.json @@ -0,0 +1,13 @@ +{ "id": "game1024", + "name": "1024 Game", + "shortName" : "1024 Game", + "icon": "game1024.img", + "description": "Join the numbers and get to the 1024 tile!", + "tags": "game puzzle 1024", + "allow_emulator": true, + "supports" : ["BANGLEJS2"], + "storage": [ + {"name":"game1024.app.js","url":"app.js"}, + {"name":"game1024.img","url":"app-icon.js","evaluate":true} + ] + } \ No newline at end of file