//MMind //set vars const H = g.getWidth(); const W = g.getHeight(); var touch_actions = []; var cols = ["#FF0000","#00FF00","#0000FF", "#FF00FF", "#FFFF00", "#00FFFF", "#000000","#FFFFFF"]; var turn = 0; var col_menu = false; //pinsRow = 6; //pinsThick = 10; //pinsRow = 5; //pinsThick = 10; var pinsRow = 4; var pinsThick = 10; var play = [-1, -1, -1, -1]; var pinsCol = 5; var playx = -1; var sx = (W - 30 )/pinsRow; var sy = (H - 20 )/7; var touch_actions = []; var secret = []; var secret_no_dub = true; var endgame = false; g.clear(); g.setColor("#FFFFFF"); g.fillRect(0, 0, H, W); g.setFont("Vector12",45); function draw() { touch_actions = []; g.clear(); g.setColor("#FFFFFF"); g.fillRect(0, 0, H, W); g.setColor("#000000"); //draw scores for (y=0;y= 0) s = Math.round(Math.random()*pinsCol); secret[i]= s; } } function score() { bScore = 0; wScore = 0; for (i=0; i touch_actions[i][0][0] && e.x < touch_actions[i][0][2] && e.y > touch_actions[i][0][1] && e.y < touch_actions[i][0][3]) { // a action is hit, add acctions here, todo: start, stop, new, etc. switch (touch_actions[i][1][0]) { case 1: //get pins col menu col_menu = 1; playx = touch_actions[i][1][1]; break; case 2: //copy choice col to play play[playx] = touch_actions[i][1][1]; col_menu = 0; break; case 3: //score play var sc; sc = score(); game.push([play, sc]); play = [-1,-1,-1,-1]; turn+=1; if (turn==6 || sc[0]==pinsRow) { play = secret; col_menu = 0; endgame = true; } break; case 4: //new game turn = 0; play = [-1,-1,-1,-1]; game = []; endgame=false; break; } } } //console.log(touch_actions[i][1][0], touch_actions[i][1][1]); draw(); } ); game = []; get_secret(); draw();