mirror of https://github.com/espruino/BangleApps
302 lines
6.8 KiB
JavaScript
302 lines
6.8 KiB
JavaScript
const block = Graphics.createImage(`
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########
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# # # ##
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## # ###
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# # ####
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## #####
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# ######
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########
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########
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`);
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const tcols = [ {r:0, g:0, b:1}, {r:0, g:1, b:0}, {r:0, g:1, b:1}, {r:1, g:0, b:0}, {r:1, g:0, b:1}, {r:1, g:1, b:0}, {r:1, g:0.5, b:0.5} ];
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const tiles = [
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[[0, 0, 0, 0],
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[0, 0, 0, 0],
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[1, 1, 1, 1],
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[0, 0, 0, 0]],
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[[0, 0, 0],
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[0, 1, 0],
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[1, 1, 1]],
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[[0, 0, 0],
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[1, 0, 0],
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[1, 1, 1]],
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[[0, 0, 0],
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[0, 0, 1],
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[1, 1, 1]],
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[[0, 0, 0],
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[1, 1, 0],
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[0, 1, 1]],
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[[0, 0, 0],
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[0, 1, 1],
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[1, 1, 0]],
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[[1, 1],
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[1, 1]]
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];
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const ox = 176/2 - 5*8;
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const oy = 8;
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/* 0 .. simulated arrows
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1 .. drag piece
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2 .. accelerometer. 12 lines record.
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3 .. altimeter
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*/
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var control = 0, level = 0;
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var alt_start = -9999; /* For altimeter control */
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/* 0 .. menu
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1 .. game
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2 .. game over */
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var state = 0;
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var pf;
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function initGame() {
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pf = Array(23).fill().map(()=>Array(12).fill(0)); // field is really 10x20, but adding a border for collision checks
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pf[20].fill(1);
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pf[21].fill(1);
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pf[22].fill(1);
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pf.forEach((x,i) => { pf[i][0] = 1; pf[i][11] = 1; });
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}
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function rotateTile(t, r) {
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var nt = JSON.parse(JSON.stringify(t));
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if (t.length==2) return nt;
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var s = t.length;
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for (m=0; m<r; ++m) {
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tl = JSON.parse(JSON.stringify(nt));
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for (i=0; i<s; ++i)
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for (j=0; j<s; ++j)
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nt[i][j] = tl[s-1-j][i];
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}
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return nt;
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}
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function drawBoundingBox() {
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g.setBgColor(0, 0, 0).clear().setColor(1, 1, 1);
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g.theme.bg = 0;
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for (i=0; i<4; ++i) g.drawRect(ox-i-1, oy-i-1, ox+10*8+i, oy+20*8+i);
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}
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function drawTile (tile, n, x, y, qClear) {
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if (qClear) g.setColor(0);
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else g.setColor(tcols[n].r, tcols[n].g, tcols[n].b);
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for (i=0; i<tile.length; ++i)
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for (j=0; j<tile.length; ++j)
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if (tile[j][i]>0)
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if (qClear) g.fillRect(x+8*i, y+8*j, x+8*(i+1)-1, y+8*(j+1)-1);
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else g.drawImage(block, x+8*i, y+8*j);
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}
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function showNext(n, r) {
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var nt = rotateTile(tiles[n], r);
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g.setColor(0).fillRect(176-33, 40, 176-33+33, 82);
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drawTile(nt, ntn, 176-33, 40);
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}
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var time = Date.now();
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var px=4, py=0;
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var ctn = Math.floor(Math.random()*7); // current tile number
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var ntn = Math.floor(Math.random()*7); // next tile number
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var ntr = Math.floor(Math.random()*4); // next tile rotation
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var ct = rotateTile(tiles[ctn], Math.floor(Math.random()*4)); // current tile (rotated)
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var dropInterval = 450;
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var nlines = 0;
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function redrawPF(ly) {
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for (y=0; y<=ly; ++y)
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for (x=1; x<11; ++x) {
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c = pf[y][x];
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if (c>0) g.setColor(tcols[c-1].r, tcols[c-1].g, tcols[c-1].b).drawImage(block, ox+(x-1)*8, oy+y*8);
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else g.setColor(0, 0, 0).fillRect(ox+(x-1)*8, oy+y*8, ox+x*8-1, oy+(y+1)*8-1);
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}
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}
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function gameOver() {
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g.setColor(1, 1, 1).setFontAlign(0, 1, 0).setFont("Vector",22)
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.drawString("Game Over", 176/2, 76);
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state = 0;
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E.showAlert("Game Over").then(selectGame, print);
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}
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function insertAndCheck() {
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for (y=0; y<ct.length; ++y)
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for (x=0; x<ct[y].length; ++x)
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if (ct[y][x]>0) pf[py+y][px+x+1] = ctn+1;
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// check for full lines
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for (y=19; y>0; y--) {
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var qFull = true;
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for (x=1; x<11; ++x) qFull &= pf[y][x]>0;
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if (qFull) {
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nlines++;
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dropInterval -= 5;
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Bangle.buzz(30);
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for (ny=y; ny>0; ny--) pf[ny] = JSON.parse(JSON.stringify(pf[ny-1]));
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redrawPF(y);
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g.setColor(0).fillRect(5, 30, 41, 80).setColor(1, 1, 1).drawString(nlines.toString(), 22, 50);
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}
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}
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// spawn new tile
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px = 4; py = 0;
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ctn = ntn;
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ntn = Math.floor(Math.random()*7);
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ct = rotateTile(tiles[ctn], ntr);
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ntr = Math.floor(Math.random()*4);
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showNext(ntn, ntr);
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if (!moveOk(ct, 0, 0)) {
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gameOver();
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}
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}
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function moveOk(t, dx, dy) {
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var ok = true;
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for (y=0; y<t.length; ++y)
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for (x=0; x<t[y].length; ++x)
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if (t[y][x]*pf[py+dy+y][px+dx+x+1] > 0) ok = false;
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return ok;
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}
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function gameStep() {
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if (state != 1)
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return;
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if (Date.now()-time > dropInterval) { // drop one step
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time = Date.now();
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if (moveOk(ct, 0, 1)) {
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drawTile(ct, ctn, ox+px*8, oy+py*8, true);
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py++;
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}
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else { // reached the bottom
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insertAndCheck(ct, ctn, px, py);
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}
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drawTile(ct, ctn, ox+px*8, oy+py*8, false);
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}
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}
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function rotate() {
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t = rotateTile(ct, 3);
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if (moveOk(t, 0, 0)) {
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drawTile(ct, ctn, ox+px*8, oy+py*8, true);
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ct = t;
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drawTile(ct, ctn, ox+px*8, oy+py*8, false);
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}
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}
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function move(x, y) {
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if (moveOk(ct, x, y)) {
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drawTile(ct, ctn, ox+px*8, oy+py*8, true);
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px += x;
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py += y;
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drawTile(ct, ctn, ox+px*8, oy+py*8, false);
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}
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}
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function linear(x) {
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print("Linear: ", x);
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let now = px / 10;
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if (x < now-0.06)
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move(-1, 0);
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if (x > now+0.06)
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move(1, 0);
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}
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function newGame() {
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E.showMenu();
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Bangle.setUI();
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if (control == 2) {
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Bangle.on("accel", (e) => {
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if (state != 1) return;
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if (control != 2) return;
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print(e.x);
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linear((0.2-e.x) * 2.5);
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});
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}
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if (control == 3) {
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Bangle.setBarometerPower(true);
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Bangle.on("pressure", (e) => {
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if (state != 1) return;
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if (control != 3) return;
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let a = e.altitude;
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if (alt_start == -9999)
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alt_start = a;
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a = a - alt_start;
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print(e.altitude, a);
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linear(a);
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});
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}
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Bangle.on("drag", (e) => {
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let h = 176/2;
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if (state == 2) {
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if (e.b)
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selectGame();
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return;
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}
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if (!e.b)
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return;
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if (state == 0) return;
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if (e.y < h) {
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if (e.x < h)
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rotate();
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else {
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let i = 0;
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for (i=0; i<10; i++) {
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move(0, 1);
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g.flip();
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}
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}
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} else {
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if (control == 1)
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linear((e.x - 20) / 156);
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if (control != 0)
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return;
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if (e.x < h)
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move(-1, 0);
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else
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move(1, 0);
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}
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});
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initGame();
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drawGame();
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state = 1;
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var step = 450 - 50*level;
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if (control == 3)
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step = step*2;
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dropInterval = step;
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var gi = setInterval(gameStep, 50);
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}
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function drawGame() {
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drawBoundingBox();
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g.setColor(1, 1, 1).setFontAlign(0, 1, 0)
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.setFont("6x15", 1).drawString("Lines", 22, 30)
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.drawString("Next", 176-22, 30);
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showNext(ntn, ntr);
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g.setColor(0).fillRect(5, 30, 41, 80)
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.setColor(1, 1, 1).drawString(nlines.toString(), 22, 50);
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}
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function selectLevel() {
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print("Level selection menu");
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var menu = {};
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menu["Level 1"] = () => { level = 0; selectGame(); };
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menu["Level 2"] = () => { level = 1; selectGame(); };
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menu["Level 3"] = () => { level = 2; selectGame(); };
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E.showMenu(menu);
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}
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function selectGame() {
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state = 0;
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print("Game selection menu");
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//for (let i = 0; i < 100000; i++) ;
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var menu = {};
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menu["Normal"] = () => { control = 0; newGame(); };
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menu["Drag"] = () => { control = 1; newGame(); };
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menu["Tilt"] = () => { control = 2; newGame(); };
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menu["Move"] = () => { control = 3; newGame(); };
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menu["Level"] = () => { selectLevel(); };
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E.showMenu(menu);
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}
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selectGame();
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