mirror of https://github.com/espruino/BangleApps
186 lines
4.0 KiB
JavaScript
186 lines
4.0 KiB
JavaScript
var menu = true; // default to have the selection menu open
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const DICE_ARRAY = [0, 4, 6, 8, 10, 12, 20, 100]; // 0 means nothing selected
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const SELECTION_ARRAY = [6, 0, 0, 0, 0, 0, 0, 0]; // default to selecting a single d20
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// function to draw the selection menu
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function drawMenu() {
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stringArr = new Array ("", "", "", "", "", "", "", "");
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for (i = 0; i < 8; i++) {
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if (SELECTION_ARRAY [i] != 0) {
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stringArr [i] = "" + DICE_ARRAY [SELECTION_ARRAY [i]];
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} else {
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stringArr [i] = " . "; // more clearly defines where the user can tap
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}
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}
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g.clear();
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g.setFont ("Vector", 40);
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// " ".slice(-3) left-pads all numbers with spaces
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g.drawString ((" " + stringArr [0]).slice (-3), 5, 10);
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g.drawString ((" " + stringArr [1]).slice (-3), 5, 50);
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g.drawString ((" " + stringArr [2]).slice (-3), 5, 90);
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g.drawString ((" " + stringArr [3]).slice (-3), 5, 130);
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g.drawString ((" " + stringArr [4]).slice (-3), 96, 10);
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g.drawString ((" " + stringArr [5]).slice (-3), 96, 50);
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g.drawString ((" " + stringArr [6]).slice (-3), 96, 90);
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g.drawString ((" " + stringArr [7]).slice (-3), 96, 130);
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}
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// function to change what dice is selected in the menu
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function touchHandler (button, xy) {
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if (! menu) { // if menu isn't open, open it & return
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menu = true;
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drawMenu();
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return;
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}
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if (xy.x <= 87) { // left
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if (xy.y <= 43) { // first
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selection = 0;
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} else if (xy.y <= 87) { // second
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selection = 1;
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} else if (xy.y <= 131) { // third
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selection = 2;
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} else { // fourth
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selection = 3;
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}
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} else { // right
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if (xy.y <= 43) { // first
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selection = 4;
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} else if (xy.y <= 87) { // second
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selection = 5;
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} else if (xy.y <= 131) { // third
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selection = 6;
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} else { // fourth
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selection = 7;
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}
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}
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if (SELECTION_ARRAY [selection] == SELECTION_ARRAY.length - 1) { // if last dice is selected, go back to first
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SELECTION_ARRAY [selection] = 0;
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} else {
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SELECTION_ARRAY [selection] += 1;
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}
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drawMenu();
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}
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function accelHandler (xyz) {
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if (xyz.diff >= 0.3) {
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menu = false;
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mutex (rollDice).catch (() => {
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return; // not necessary, but prevents spamming the logs
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});
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}
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}
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// returns a resolved promise if no other mutex call is active, all further ones return a rejected one
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let lock = false;
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function mutex (functionRef) {
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if (lock) {
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return Promise.reject (new Error ("mutex is busy"));
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}
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lock = true;
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return new Promise ((resolve, reject) => {
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functionRef().then ((result) => {
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lock = false;
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resolve (result);
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}).catch ((error) => {
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lock = false;
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reject (error);
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});
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});
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}
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// function to roll all selected dice, and display them
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function rollDice() {
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resultsArr = new Uint8Array (8);
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for (i = 0; i < 8; i++) {
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if (SELECTION_ARRAY [i] != 0) {
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resultsArr [i] = random (DICE_ARRAY [SELECTION_ARRAY [i]]);
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}
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}
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g.clear();
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g.setFont ("Vector", 40);
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for (i = 0; i < 4; i++) {
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if (SELECTION_ARRAY [i] != 0) {
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g.drawString ((" " + resultsArr [i]).slice (-3), 5, 10 + 40 * i);
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}
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}
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for (i = 4; i < 8; i++) {
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if (SELECTION_ARRAY [i] != 0) {
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g.drawString ((" " + resultsArr [i]).slice (-3), 96, 10 + 40 * (i - 4));
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}
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}
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return vibrate();
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}
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// triggers the vibration, then pauses before returning
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function vibrate() {
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return new Promise ((resolve, reject) => {
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return Bangle.buzz (50, 1).then ((value) => {
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setTimeout (() => {
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resolve (value);
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}, 200);
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});
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});
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}
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// returns a integer [1, max]
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function random (max) {
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return Math.round (Math.random() * (max - 1) + 1);
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}
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drawMenu();
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Bangle.on ('touch', touchHandler);
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Bangle.on ('accel', accelHandler);
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setWatch (function() {
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menu = false;
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mutex (rollDice);
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}, BTN, {repeat: true, edge: "falling", debounce: 10});
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