BangleApps/apps/acmaze/app.js

288 lines
8.8 KiB
JavaScript

const MARGIN = 25;
const WALL_RIGHT = 1, WALL_DOWN = 2;
const STATUS_GENERATING = 0, STATUS_PLAYING = 1,
STATUS_SOLVED = 2, STATUS_ABORTED = -1;
function Maze(n) {
this.n = n;
this.status = STATUS_GENERATING;
this.wall_length = Math.floor((g.getHeight()-2*MARGIN)/n);
this.total_length = this.wall_length*n;
this.margin = Math.floor((g.getHeight()-this.total_length)/2);
this.ball_x = 0;
this.ball_y = 0;
// This voodoo is needed because otherwise
// bottom line widgets (like digital clock)
// disappear during maze generation
Bangle.drawWidgets();
g.setColor(g.theme.fg);
for (let i=0; i<=n; i++) {
g.drawRect(
this.margin, this.margin+i*this.wall_length,
g.getWidth()-this.margin, this.margin+i*this.wall_length
);
g.drawRect(
this.margin+i*this.wall_length, this.margin,
this.margin+i*this.wall_length, g.getHeight() - this.margin
);
}
this.walls = new Uint8Array(n*n);
this.groups = new Uint8Array(n*n);
for (let cell = 0; cell<n*n; cell++) {
this.walls[cell] = WALL_RIGHT|WALL_DOWN;
this.groups[cell] = cell;
}
// Candidates of walls to break when digging the maze.
// If candidate failed (breaking it would create a loop),
// it would never succeed, so no need to retry it.
let candidates_down = [],
candidates_right = [];
for (let r=0 ; r<n; r++) {
for (let c=0; c<n; c++) {
let cell = n*r+c;
if (r<(n-1)) { // Don't break wall down for bottom row.
candidates_down.push(cell);
}
if (c<(n-1)) { // Don't break wall right for rightmost column.
candidates_right.push(cell);
}
}
}
let from_group, to_group;
let ngroups = n*n;
while (--ngroups) {
// Abort if BTN1 pressed [grace period for menu]
// (for some reason setWatch() fails inside constructor)
if (ngroups<n*n-16 && digitalRead(BTN1)) {
//aborting = true;
return;
}
from_group = to_group = -1;
while (from_group<0) {
let trying_down = false;
if (Math.random()<0.5 && candidates_down.length || !candidates_right.length) {
trying_down = true;
}
let candidates = trying_down ? candidates_down : candidates_right,
candidate_index = Math.floor(Math.random()*candidates.length),
cell = candidates.splice(candidate_index, 1)[0],
r = Math.floor(cell/n),
c = cell%n;
if (trying_down) { // try to break a wall down
if (this.groups[cell]!=this.groups[cell+n]) {
this.walls[cell] &= ~WALL_DOWN;
g.clearRect(
this.margin+c*this.wall_length+1,
this.margin+(r+1)*this.wall_length,
this.margin+(c+1)*this.wall_length-1,
this.margin+(r+1)*this.wall_length
);
g.flip(); // show progress.
from_group = this.groups[cell];
to_group = this.groups[cell+n];
}
} else { // try to break a wall right
if (this.groups[cell]!=this.groups[cell+1]) {
this.walls[cell] &= ~WALL_RIGHT;
g.clearRect(
this.margin+(c+1)*this.wall_length,
this.margin+r*this.wall_length+1,
this.margin+(c+1)*this.wall_length,
this.margin+(r+1)*this.wall_length-1
);
g.flip(); // show progress.
from_group = this.groups[cell];
to_group = this.groups[cell+1];
}
}
}
for (let cell = 0; cell<n*n; cell++) {
if (this.groups[cell]==from_group) {
this.groups[cell] = to_group;
}
}
}
this.clearCell = function(r, c) {
if (!r && !c) {
g.setColor("#ffff00");
} else if (r==this.n-1 && c==this.n-1) {
g.setColor("#00ff00");
} else {
g.setColor(g.theme.bg);
}
g.fillRect(
this.margin+this.wall_length*c+1,
this.margin+this.wall_length*r+1,
this.margin+this.wall_length*(c+1),
this.margin+this.wall_length*(r+1)
);
g.setColor(g.theme.fg);
if (this.walls[r*n+c]&WALL_RIGHT) {
g.fillRect(
this.margin+this.wall_length*(c+1),
this.margin+this.wall_length*r,
this.margin+this.wall_length*(c+1),
this.margin+this.wall_length*(r+1)
);
}
if (this.walls[r*n+c]&WALL_DOWN) {
g.fillRect(
this.margin+this.wall_length*c,
this.margin+this.wall_length*(r+1),
this.margin+this.wall_length*(c+1),
this.margin+this.wall_length*(r+1)
);
}
};
this.drawBall = function(x, y) {
g.setColor("#ff0000");
g.fillEllipse(
this.margin+x+1,
this.margin+y+1,
this.margin+x+this.wall_length-1,
this.margin+y+this.wall_length-1
);
g.setColor(g.theme.fg);
};
this.move = function(dx, dy) {
let next_x = this.ball_x,
next_y = this.ball_y,
ball_r = Math.floor(this.ball_y/this.wall_length),
ball_c = Math.floor(this.ball_x/this.wall_length);
if (this.ball_x%this.wall_length) {
if (dx) {
next_x += dx;
} else {
return false;
}
} else if (this.ball_y%this.wall_length) {
if (dy) {
next_y += dy;
} else {
return false;
}
} else { // exactly in a cell. Check walls
if (dy<0 && ball_r>0 && !(this.walls[n*(ball_r-1)+ball_c]&WALL_DOWN)) {
next_y--;
} else if (dy>0 && ball_r<(this.n-1) && !(this.walls[n*ball_r+ball_c]&WALL_DOWN)) {
next_y++;
} else if (dx<0 && ball_c>0 && !(this.walls[n*ball_r+ball_c-1]&WALL_RIGHT)) {
next_x--;
} else if (dx>0 && ball_c<(this.n-1) && !(this.walls[n*ball_r+ball_c]&WALL_RIGHT)) {
next_x++;
} else {
return false;
}
}
this.clearCell(ball_r, ball_c);
if (this.ball_x%this.wall_length) {
this.clearCell(ball_r, ball_c+1);
}
if (this.ball_y%this.wall_length) {
this.clearCell(ball_r+1, ball_c);
}
this.ball_x = next_x;
this.ball_y = next_y;
this.drawBall(this.ball_x, this.ball_y);
if (this.ball_x==(n-1)*this.wall_length && this.ball_y==(n-1)*this.wall_length) {
this.status = STATUS_SOLVED;
}
return true;
};
this.try_move_horizontally = function(accel_x) {
if (accel_x>0.15) {
return this.move(-1, 0);
} else if (accel_x<-0.15) {
return this.move(1, 0);
}
return false;
};
this.try_move_vertically = function(accel_y) {
if (accel_y<-0.15) {
return this.move(0,1);
} else if (accel_y>0.15) {
return this.move(0,-1);
}
return false;
};
this.tick = function() {
let accel = Bangle.getAccel();
if (this.ball_x%this.wall_length) {
this.try_move_horizontally(accel.x);
} else if (this.ball_y%this.wall_length) {
this.try_move_vertically(accel.y);
} else {
if (Math.abs(accel.x)>Math.abs(accel.y)) { // prefer horizontally
if (!this.try_move_horizontally(accel.x)) {
this.try_move_vertically(accel.y);
}
} else { // prefer vertically
if (!this.try_move_vertically(accel.y)) {
this.try_move_horizontally(accel.x);
}
}
}
};
this.clearCell(0,0);
this.clearCell(n-1,n-1);
this.drawBall(0,0);
this.status = STATUS_PLAYING;
}
function timeToText(t) { // Courtesy of stopwatch app
let hrs = Math.floor(t/3600000);
let mins = Math.floor(t/60000)%60;
let secs = Math.floor(t/1000)%60;
let tnth = Math.floor(t/100)%10;
let text;
if (hrs === 0)
text = ("0"+mins).substr(-2) + ":" + ("0"+secs).substr(-2) + "." + tnth;
else
text = ("0"+hrs) + ":" + ("0"+mins).substr(-2) + ":" + ("0"+secs).substr(-2);
return text;
}
//let aborting = false;
let start_time = 0;
let duration = 0;
let maze=null;
let mazeMenu = {
"": { "title": "Maze size", "selected": 1 },
"Easy (8x8)": function() { E.showMenu(); maze = new Maze(8); },
"Medium (10x10)": function() { E.showMenu(); maze = new Maze(10); },
"Hard (14x14)": function() { E.showMenu(); maze = new Maze(14); },
"< Exit": function() { setTimeout(load, 100); } // timeout voodoo prevents deadlock
};
g.reset();
Bangle.loadWidgets();
Bangle.drawWidgets();
Bangle.setLocked(false);
Bangle.setLCDTimeout(0);
E.showMenu(mazeMenu);
/*let maze_interval =*/ setInterval(
function() {
if (maze) {
if (digitalRead(BTN1) || maze.status==STATUS_ABORTED) {
maze = null;
start_time = duration = 0;
//aborting = false;
setTimeout(function() {E.showMenu(mazeMenu); }, 100);
return;
}
if (!start_time) {
start_time = Date.now();
}
if (maze.status==STATUS_PLAYING) {
maze.tick();
}
if (maze.status==STATUS_SOLVED && !duration) {
duration = Date.now()-start_time;
g.setFontAlign(0,0).setColor(g.theme.fg);
g.setFont("Vector",18);
g.drawString(`Solved ${maze.n}X${maze.n} in\n ${timeToText(duration)} \nBtn1 to play again`, g.getWidth()/2, g.getHeight()/2, true);
}
}
}, 25);