Day 5 + basic viz

This commit is contained in:
Simon Cambier 2023-12-05 19:22:52 +01:00
parent c5471324d5
commit 707f7ea0af
8 changed files with 1426 additions and 1 deletions

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@ -8,4 +8,6 @@ Day 3
![Day 3](gifs/day3.gif "Day 3") ![Day 3](gifs/day3.gif "Day 3")
Day 4 Day 4
![Day 4](gifs/day4.gif "Day 4") ![Day 4](gifs/day4.gif "Day 4")
Day 5

2
day5/.gitignore vendored Normal file
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@ -0,0 +1,2 @@
.local
build

404
day5/game.js Normal file
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@ -0,0 +1,404 @@
const fullInput = `seeds: 4239267129 20461805 2775736218 52390530 3109225152 741325372 1633502651 46906638 967445712 47092469 2354891449 237152885 2169258488 111184803 2614747853 123738802 620098496 291114156 2072253071 28111202
seed-to-soil map:
803774611 641364296 1132421037
248421506 1797371961 494535345
1936195648 2752993203 133687519
2069883167 2294485405 458507798
2804145277 283074539 358289757
3162435034 2886680722 1132532262
2528390965 4019212984 275754312
766543479 248421506 34653033
742956851 1773785333 23586628
801196512 2291907306 2578099
soil-to-fertilizer map:
2497067833 718912393 1047592994
3544660827 4222700866 72266430
770426288 3365742958 209338740
3698421476 2775964622 508284117
1441878450 1818019282 725791090
417593992 265113557 15217985
979765028 3760587444 462113422
2167669540 2543810372 143892547
3616927257 3284248739 81494219
4206705593 2687702919 88261703
2380194851 3575081698 116872982
0 280331542 15942291
718912393 1766505387 51513895
152480435 0 265113557
2311562087 3691954680 68632764
15942291 296273833 136538144
fertilizer-to-water map:
0 402310798 253353164
778924681 2773042028 194127973
2853824225 2967170001 585461563
3827117536 3909653920 385313376
4259877071 3552631564 35090225
973052654 3635167948 222704323
253353164 0 389964349
2230088185 778924681 571954391
1195756977 1490392659 342200935
2802042576 3857872271 51781649
643317513 389964349 12346449
4212430912 3587721789 47446159
3439285788 2385210280 387831748
1677471499 1832593594 552616686
1537957912 1350879072 139513587
water-to-light map:
1548505089 767179152 4433418
3833169479 2956286720 133538400
2966709060 3309731935 102304094
1552938507 844050660 203612289
4257043426 3089825120 37923870
2862957901 3567999512 28008008
127112704 319767838 4466599
840317941 174506417 34039792
2890965909 3596007520 40520529
15787022 2007458428 111325682
2398090681 21771313 152735104
1094590916 1294380254 4387553
517844904 840169267 3881393
2556445662 1535118242 8735340
1266005567 2376897884 172496096
874357733 1314885059 220233183
3696946976 2820064217 136222503
2271345339 208546209 111221629
703336145 477538609 136981796
389299157 1710880680 59057725
4183266377 2766992510 22982117
521726297 324234437 53105792
1438501663 1881931289 110003426
131579303 1298767807 16117252
2102535156 614520405 152658747
0 2549393980 15787022
1098978469 1543853582 167027098
3966707879 2789974627 30089590
2255193903 0 16151436
1756550796 377340229 100198380
574832089 2360386712 16511172
2382566968 1991934715 15523713
3069013154 3636528049 627933822
2766992510 3178543922 79332992
2931486438 3274509313 35222622
3996797469 4264461871 30505425
2846325502 3257876914 16632399
2033978459 771612570 68556697
4206248494 3127748990 50794932
2550825785 16151436 5619877
591343261 1769938405 111992884
448356882 1047662949 69488022
4027302894 3412036029 155963483
147696555 2118784110 241602602
1856749176 1117150971 177229283
light-to-temperature map:
2549521624 1806050718 400234502
1279003707 1469066403 336984315
2063720323 2518736018 367281175
4240496851 236622733 54470445
3737038415 1201359870 20798035
1170741345 1222157905 108262362
1925074187 1330420267 138646136
3757836450 291093178 323945285
3424587617 2206285220 312450798
236622733 2886017193 934118612
4138496410 1042644754 102000441
4081781735 1144645195 56714675
2431001498 615038463 118520126
1615988022 733558589 309086165
2949756126 3820135805 474831491
temperature-to-humidity map:
725888341 86282489 843183510
3782717746 1630698708 99613080
2529768467 2786969418 347392693
2195908552 2059541517 89214959
3062107482 2168182310 90554707
1730470902 3134362111 465437650
2964061476 2688923412 98046006
2285123511 2358509211 13167510
2877161160 3875960109 61807956
0 929465999 639605852
3484769060 2148756476 19425834
2298291021 1730311788 170053852
639605852 0 86282489
3504194894 2371676721 119346975
4275382932 3599799761 19584364
2468344873 2491023696 61423594
3623541869 1900365640 159175877
4138906810 2552447290 136476122
3918976473 3656029772 219930337
2938969116 4269874936 25092360
3882330826 3619384125 36645647
3152662189 3937768065 332106871
1630698708 2258737017 99772194
humidity-to-location map:
1426868383 2786540732 64165562
1639911414 2027746720 730664673
857589555 0 114197007
2370576087 1887556908 140189812
3396523523 1265337150 488817864
1491033945 2850706294 148877469
3885341387 2999583763 409625909
0 114197007 857589555
1293466489 1754155014 133401894
2510765899 3409209672 885757624
1265337150 2758411393 28129339`.split("\n");
const exampleInput = `seeds: 79 14 55 13
seed-to-soil map:
50 98 2
52 50 48
soil-to-fertilizer map:
0 15 37
37 52 2
39 0 15
fertilizer-to-water map:
49 53 8
0 11 42
42 0 7
57 7 4
water-to-light map:
88 18 7
18 25 70
light-to-temperature map:
45 77 23
81 45 19
68 64 13
temperature-to-humidity map:
0 69 1
1 0 69
humidity-to-location map:
60 56 37
56 93 4`.split("\n");
// title: game title
// author: game developer
// desc: short description
// script: js
/// <reference path="./input.ts"/>
// Maps are [dest source range]
const input = exampleInput;
let seeds = input[0].split(" ").map(o => Number(o));
seeds.shift();
const seedsPairs = [];
for (let i = 0; i < seeds.length; i += 2) {
seedsPairs.push([ seeds[i], seeds[i + 1] ]);
}
trace(JSON.stringify(seedsPairs));
let seedToSoil = [];
let soilToFertilizer = [];
let fertilizerToWater = [];
let waterToLight = [];
let lightToTemp = [];
let tempToHumidity = [];
let humidityToLocation = [];
let curr = seedToSoil;
// Roughly save input values
for (const line of input) {
if (line === "seed-to-soil map:") {
curr = seedToSoil;
}
if (line === "soil-to-fertilizer map:") {
curr = soilToFertilizer;
}
if (line === "fertilizer-to-water map:") {
curr = fertilizerToWater;
}
if (line === "water-to-light map:") {
curr = waterToLight;
}
if (line === "light-to-temperature map:") {
curr = lightToTemp;
}
if (line === "temperature-to-humidity map:") {
curr = tempToHumidity;
}
if (line === "humidity-to-location map:") {
curr = humidityToLocation;
}
curr.push(line.split(" ").map(o => Number(o)));
}
// Clean and sort the maps
for (const map of [ seedToSoil, soilToFertilizer, fertilizerToWater, waterToLight, lightToTemp, tempToHumidity, humidityToLocation ]) {
map.shift();
}
function cleanInput(o) {
return o.length === 3;
}
function orderBySource(a, b) {
return a[1] - b[1];
}
seedToSoil = seedToSoil.filter(cleanInput);
soilToFertilizer = soilToFertilizer.filter(cleanInput).sort(orderBySource);
fertilizerToWater = fertilizerToWater.filter(cleanInput);
waterToLight = waterToLight.filter(cleanInput);
lightToTemp = lightToTemp.filter(cleanInput);
tempToHumidity = tempToHumidity.filter(cleanInput);
humidityToLocation = humidityToLocation.filter(cleanInput);
/**
* Given a source input and a sorted list of maps, calculate the destination value
* @param input
* @param maps
* @returns
*/
function getMapResult(input, maps) {
// Get the map corresponding to number
let mapped = -1;
for (const map of maps) {
const sourceFrom = map[1];
const sourceTo = map[1] + map[2] - 1;
if (input >= sourceFrom && input <= sourceTo) {
mapped = map[0] + input - sourceFrom;
}
}
if (mapped > -1) return mapped;
return input;
}
let minimalLocation = Number.MAX_VALUE;
for (const pair of seedsPairs) {
trace(JSON.stringify(pair));
const to = pair[0] + pair[1] - 1;
for (let seed = pair[0]; seed < to; seed++) {
const soil = getMapResult(seed, seedToSoil);
const fert = getMapResult(soil, soilToFertilizer);
const water = getMapResult(fert, fertilizerToWater);
const light = getMapResult(water, waterToLight);
const temp = getMapResult(light, lightToTemp);
const hum = getMapResult(temp, tempToHumidity);
const loc = getMapResult(hum, humidityToLocation);
if (loc < minimalLocation) minimalLocation = loc;
}
}
trace(minimalLocation);
// VISUALIZATION
trace("VISUALIZATION");
const steps = [ {
name: "Seeds",
map: seedToSoil
}, {
name: "Soil",
map: soilToFertilizer
}, {
name: "Fertilizer",
map: fertilizerToWater
}, {
name: "Water",
map: waterToLight
}, {
name: "Light",
map: lightToTemp
}, {
name: "Temperature",
map: tempToHumidity
}, {
name: "Humidity",
map: humidityToLocation
}, {
name: "Location",
map: [ [ 0, 0, 0 ] ]
} ];
const seed = {
index: 0,
step: 0,
value: seeds[0]
};
const x = 100;
const speed = 30;
let frames = 1;
function TIC() {
cls();
++frames;
const offset = 15;
const lineLen = 100;
let y = 1;
if (frames % speed === 0) {
++seed.step;
if (seed.step > steps.length) {
seed.step = 0;
if (++seed.index > seeds.length) {
seed.index = 0;
}
}
seed.value = getMapResult(seed.value, steps[seed.step].map);
}
for (const [ i, step ] of steps.entries()) {
print(step.name, 1, y, i + 2);
line(100, y + 2, x + lineLen, y + 2, i + 2);
y += offset;
}
const yOffset = frames % speed / speed * 12;
circ(seed.value + x, seed.step * offset + 2 + yOffset, 2, 12);
print(seed.value, x + lineLen + 5, seed.step * offset + yOffset, 12);
}
// <TILES>
// 001:eccccccccc888888caaaaaaaca888888cacccccccacc0ccccacc0ccccacc0ccc
// 002:ccccceee8888cceeaaaa0cee888a0ceeccca0ccc0cca0c0c0cca0c0c0cca0c0c
// 003:eccccccccc888888caaaaaaaca888888cacccccccacccccccacc0ccccacc0ccc
// 004:ccccceee8888cceeaaaa0cee888a0ceeccca0cccccca0c0c0cca0c0c0cca0c0c
// 017:cacccccccaaaaaaacaaacaaacaaaaccccaaaaaaac8888888cc000cccecccccec
// 018:ccca00ccaaaa0ccecaaa0ceeaaaa0ceeaaaa0cee8888ccee000cceeecccceeee
// 019:cacccccccaaaaaaacaaacaaacaaaaccccaaaaaaac8888888cc000cccecccccec
// 020:ccca00ccaaaa0ccecaaa0ceeaaaa0ceeaaaa0cee8888ccee000cceeecccceeee
// </TILES>
// <WAVES>
// 000:00000000ffffffff00000000ffffffff
// 001:0123456789abcdeffedcba9876543210
// 002:0123456789abcdef0123456789abcdef
// </WAVES>
// <SFX>
// 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000304000000000
// </SFX>
// <PALETTE>
// 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
// </PALETTE>

185
day5/input.ts Normal file
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const fullInput =
`seeds: 4239267129 20461805 2775736218 52390530 3109225152 741325372 1633502651 46906638 967445712 47092469 2354891449 237152885 2169258488 111184803 2614747853 123738802 620098496 291114156 2072253071 28111202
seed-to-soil map:
803774611 641364296 1132421037
248421506 1797371961 494535345
1936195648 2752993203 133687519
2069883167 2294485405 458507798
2804145277 283074539 358289757
3162435034 2886680722 1132532262
2528390965 4019212984 275754312
766543479 248421506 34653033
742956851 1773785333 23586628
801196512 2291907306 2578099
soil-to-fertilizer map:
2497067833 718912393 1047592994
3544660827 4222700866 72266430
770426288 3365742958 209338740
3698421476 2775964622 508284117
1441878450 1818019282 725791090
417593992 265113557 15217985
979765028 3760587444 462113422
2167669540 2543810372 143892547
3616927257 3284248739 81494219
4206705593 2687702919 88261703
2380194851 3575081698 116872982
0 280331542 15942291
718912393 1766505387 51513895
152480435 0 265113557
2311562087 3691954680 68632764
15942291 296273833 136538144
fertilizer-to-water map:
0 402310798 253353164
778924681 2773042028 194127973
2853824225 2967170001 585461563
3827117536 3909653920 385313376
4259877071 3552631564 35090225
973052654 3635167948 222704323
253353164 0 389964349
2230088185 778924681 571954391
1195756977 1490392659 342200935
2802042576 3857872271 51781649
643317513 389964349 12346449
4212430912 3587721789 47446159
3439285788 2385210280 387831748
1677471499 1832593594 552616686
1537957912 1350879072 139513587
water-to-light map:
1548505089 767179152 4433418
3833169479 2956286720 133538400
2966709060 3309731935 102304094
1552938507 844050660 203612289
4257043426 3089825120 37923870
2862957901 3567999512 28008008
127112704 319767838 4466599
840317941 174506417 34039792
2890965909 3596007520 40520529
15787022 2007458428 111325682
2398090681 21771313 152735104
1094590916 1294380254 4387553
517844904 840169267 3881393
2556445662 1535118242 8735340
1266005567 2376897884 172496096
874357733 1314885059 220233183
3696946976 2820064217 136222503
2271345339 208546209 111221629
703336145 477538609 136981796
389299157 1710880680 59057725
4183266377 2766992510 22982117
521726297 324234437 53105792
1438501663 1881931289 110003426
131579303 1298767807 16117252
2102535156 614520405 152658747
0 2549393980 15787022
1098978469 1543853582 167027098
3966707879 2789974627 30089590
2255193903 0 16151436
1756550796 377340229 100198380
574832089 2360386712 16511172
2382566968 1991934715 15523713
3069013154 3636528049 627933822
2766992510 3178543922 79332992
2931486438 3274509313 35222622
3996797469 4264461871 30505425
2846325502 3257876914 16632399
2033978459 771612570 68556697
4206248494 3127748990 50794932
2550825785 16151436 5619877
591343261 1769938405 111992884
448356882 1047662949 69488022
4027302894 3412036029 155963483
147696555 2118784110 241602602
1856749176 1117150971 177229283
light-to-temperature map:
2549521624 1806050718 400234502
1279003707 1469066403 336984315
2063720323 2518736018 367281175
4240496851 236622733 54470445
3737038415 1201359870 20798035
1170741345 1222157905 108262362
1925074187 1330420267 138646136
3757836450 291093178 323945285
3424587617 2206285220 312450798
236622733 2886017193 934118612
4138496410 1042644754 102000441
4081781735 1144645195 56714675
2431001498 615038463 118520126
1615988022 733558589 309086165
2949756126 3820135805 474831491
temperature-to-humidity map:
725888341 86282489 843183510
3782717746 1630698708 99613080
2529768467 2786969418 347392693
2195908552 2059541517 89214959
3062107482 2168182310 90554707
1730470902 3134362111 465437650
2964061476 2688923412 98046006
2285123511 2358509211 13167510
2877161160 3875960109 61807956
0 929465999 639605852
3484769060 2148756476 19425834
2298291021 1730311788 170053852
639605852 0 86282489
3504194894 2371676721 119346975
4275382932 3599799761 19584364
2468344873 2491023696 61423594
3623541869 1900365640 159175877
4138906810 2552447290 136476122
3918976473 3656029772 219930337
2938969116 4269874936 25092360
3882330826 3619384125 36645647
3152662189 3937768065 332106871
1630698708 2258737017 99772194
humidity-to-location map:
1426868383 2786540732 64165562
1639911414 2027746720 730664673
857589555 0 114197007
2370576087 1887556908 140189812
3396523523 1265337150 488817864
1491033945 2850706294 148877469
3885341387 2999583763 409625909
0 114197007 857589555
1293466489 1754155014 133401894
2510765899 3409209672 885757624
1265337150 2758411393 28129339`.split("\n");
const exampleInput = `seeds: 79 14 55 13
seed-to-soil map:
50 98 2
52 50 48
soil-to-fertilizer map:
0 15 37
37 52 2
39 0 15
fertilizer-to-water map:
49 53 8
0 11 42
42 0 7
57 7 4
water-to-light map:
88 18 7
18 25 70
light-to-temperature map:
45 77 23
81 45 19
68 64 13
temperature-to-humidity map:
0 69 1
1 0 69
humidity-to-location map:
60 56 37
56 93 4`.split("\n");

175
day5/main.ts Normal file
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// title: game title
// author: game developer
// desc: short description
// script: js
/// <reference path="./input.ts"/>
// Maps are [dest source range]
const input = exampleInput;
let seeds = input[0].split(" ").map((o) => Number(o));
seeds.shift();
const seedsPairs: [number, number][] = [];
for (let i = 0; i < seeds.length; i += 2) {
seedsPairs.push([seeds[i], seeds[i + 1]]);
}
trace(JSON.stringify(seedsPairs));
let seedToSoil: number[][] = [];
let soilToFertilizer: number[][] = [];
let fertilizerToWater: number[][] = [];
let waterToLight: number[][] = [];
let lightToTemp: number[][] = [];
let tempToHumidity: number[][] = [];
let humidityToLocation: number[][] = [];
let curr = seedToSoil;
// Roughly save input values
for (const line of input) {
if (line === "seed-to-soil map:") {
curr = seedToSoil;
}
if (line === "soil-to-fertilizer map:") {
curr = soilToFertilizer;
}
if (line === "fertilizer-to-water map:") {
curr = fertilizerToWater;
}
if (line === "water-to-light map:") {
curr = waterToLight;
}
if (line === "light-to-temperature map:") {
curr = lightToTemp;
}
if (line === "temperature-to-humidity map:") {
curr = tempToHumidity;
}
if (line === "humidity-to-location map:") {
curr = humidityToLocation;
}
curr.push(line.split(" ").map((o) => Number(o)));
}
// Clean and sort the maps
for (const map of [
seedToSoil,
soilToFertilizer,
fertilizerToWater,
waterToLight,
lightToTemp,
tempToHumidity,
humidityToLocation,
]) {
map.shift();
}
function cleanInput(o: number[]): boolean {
return o.length === 3;
}
function orderBySource(a: number[], b: number[]): number {
return a[1] - b[1];
}
seedToSoil = seedToSoil.filter(cleanInput);
soilToFertilizer = soilToFertilizer.filter(cleanInput).sort(orderBySource);
fertilizerToWater = fertilizerToWater.filter(cleanInput);
waterToLight = waterToLight.filter(cleanInput);
lightToTemp = lightToTemp.filter(cleanInput);
tempToHumidity = tempToHumidity.filter(cleanInput);
humidityToLocation = humidityToLocation.filter(cleanInput);
/**
* Given a source input and a sorted list of maps, calculate the destination value
* @param input
* @param maps
* @returns
*/
function getMapResult(input: number, maps: number[][]): number {
// Get the map corresponding to number
let mapped = -1;
for (const map of maps) {
const sourceFrom = map[1];
const sourceTo = map[1] + map[2] - 1;
if (input >= sourceFrom && input <= sourceTo) {
mapped = map[0] + input - sourceFrom;
}
}
if (mapped > -1) return mapped;
return input;
}
let minimalLocation = Number.MAX_VALUE;
for (const pair of seedsPairs) {
trace(JSON.stringify(pair));
const to = pair[0] + pair[1] - 1;
for (let seed = pair[0]; seed < to; seed++) {
const soil = getMapResult(seed, seedToSoil);
const fert = getMapResult(soil, soilToFertilizer);
const water = getMapResult(fert, fertilizerToWater);
const light = getMapResult(water, waterToLight);
const temp = getMapResult(light, lightToTemp);
const hum = getMapResult(temp, tempToHumidity);
const loc = getMapResult(hum, humidityToLocation);
if (loc < minimalLocation) minimalLocation = loc;
}
}
trace(minimalLocation);
// VISUALIZATION
trace("VISUALIZATION");
const steps = [
{ name: "Seeds", map: seedToSoil },
{ name: "Soil", map: soilToFertilizer },
{ name: "Fertilizer", map: fertilizerToWater },
{ name: "Water", map: waterToLight },
{ name: "Light", map: lightToTemp },
{ name: "Temperature", map: tempToHumidity },
{ name: "Humidity", map: humidityToLocation },
{ name: "Location", map: [[0, 0, 0]] },
];
const seed = {
index: 0,
step: 0,
value: seeds[0],
};
const x = 100;
const speed = 30;
let frames = 1;
function TIC() {
cls();
++frames;
const offset = 15;
const lineLen = 100;
let y = 1;
if (frames % speed === 0) {
seed.value = getMapResult(seed.value, steps[seed.step].map);
++seed.step;
if (seed.step >= steps.length) {
seed.step = 0;
if (++seed.index > seeds.length) {
seed.index = 0;
}
seed.value = seeds[seed.index];
trace("new seed: " + seed.value);
}
}
for (const [i, step] of steps.entries()) {
print(step.name, 1, y, i + 2);
line(100, y + 2, x + lineLen, y + 2, i + 2);
y += offset;
}
const yOffset = ((frames % speed) / speed) * 12;
circ(seed.value + x, seed.step * offset + 2 + yOffset, 2, 12);
print(seed.value, x + lineLen + 5, seed.step * offset + yOffset, 12);
}

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/** @noSelfInFile */
/**
* Allows you to read the status of one of the buttons attached to TIC. The function returns true if the key with the supplied id is currently in the pressed state. It remains true for as long as the key is held down. If you want to test if a key was just pressed, use btnp instead.
* @param id the id of the key we want to interrogate, see the key map for reference
* @returns pressed
*/
declare function btn(id: number): boolean
/**
* Returns the bitfield of currently pressed buttons
*/
declare function btn(): number
/**
* Allows you to read the status of one of TIC's buttons. It returns true only if the key has been pressed since the last frame.
* You can also use the optional hold and period parameters which allow you to check if a button is being held down. After the time specified by hold has elapsed, btnp will return true each time period is passed if the key is still down. For example, to re-examine the state of button '0' after 2 seconds and continue to check its state every 1/10th of a second, you would use btnp(0, 120, 6). Since time is expressed in ticks and TIC runs at 60 frames per second, we use the value of 120 to wait 2 seconds and 6 ticks (ie 60/10) as the interval for re-checking.
* @param id The id of the key we wish to interrogate - see the key map for reference
* @param [hold] The time (in ticks) the key must be pressed before re-checking
* @param [period] The the amount of time (in ticks) after hold before this function will return true again.
* @returns pressed (but wasn't pressed in previous frame)
*/
declare function btnp(id: number, hold?: number, period?: number): boolean
/**
* Returns the bitfield of buttons that were pressed the last frame
*/
declare function btnp(): number
/**
* Limits drawing to a clipping region or 'viewport' defined by x,y,w,h. Things drawn outside of this area will not be visible.
* Calling clip() with no parameters will reset the drawing area to the entire screen.
* @param x x coordinate of the top left of the clipping region
* @param y y coordinate of the top left of the clipping region
* @param width width of the drawing area in pixels
* @param height height of the drawing area in pixels
*/
declare function clip(x: number, y: number, width: number, height: number): void
/**
* Limits drawing to a clipping region or 'viewport' defined by x,y,w,h. Things drawn outside of this area will not be visible.
* Calling clip() with no parameters will reset the drawing area to the entire screen.
*/
declare function clip(): void
/**
* Clears the entire screen using the color argument. If no parameter is passed, index 0 of the palette is used.
* The function is usually called inside TIC(), but isn't mandatory. If you're drawing to the entire screen, for example with sprites, the map or primitive shapes, there's no need to clear the screen with cls() beforehand.
* Tip: You can create some interesting effects by not calling cls() or calling it repeatedly it to "flash" the screen when some special event occurs. You can also supply a color index above 15 to see some interesting fill patterns!
* @param color the index (0 to 15) of the color in the current palette.
*/
declare function cls(color?: number): void
/**
* Draws a filled circle of the desired radius and color with its center at x, y. It uses the Bresenham algorithm.
* @param x the x coordinate of the circle center
* @param y the y coordinate of the circle center
* @param radius the radius of the circle in pixels
* @param color the index of the desired color in the current palette
*/
declare function circ(x: number, y: number, radius: number, color: number): void
/**
* Draws the circumference of a circle with its center at x, y using the radius and color requested. It uses the Bresenham algorithm.
* @param x the x coordinate of the circle center
* @param y the y coordinate of the circle center
* @param radius the radius of the circle in pixels
* @param color the index of the desired color in the current palette
*/
declare function circb(
x: number,
y: number,
radius: number,
color: number
): void
/**
* Draws a filled ellipse of the desired radiuses a b and color with its center at x, y. It uses the Bresenham algorithm.
* @param x the x coordinate of the ellipse center
* @param y the y coordinate of the ellipse center
* @param a the horizontal radius of the ellipse in pixels
* @param b the vertical radius of the ellipse in pixels
* @param color the index of the desired color in the current palette
*/
declare function elli(
x: number,
y: number,
a: number,
b: number,
color: number
): void
/**
* Draws an ellipse border with the desired radiuses a b and color with its center at x, y. It uses the Bresenham algorithm.
* @param x the x coordinate of the ellipse center
* @param y the y coordinate of the ellipse center
* @param a the horizontal radius of the ellipse in pixels
* @param b the vertical radius of the ellipse in pixels
* @param color the index of the desired color in the current palette
*/
declare function ellib(
x: number,
y: number,
a: number,
b: number,
color: number
): void
/**
* Interrupts program execution and returns to the console when the TIC function ends.
*/
declare function exit(): void
/**
* Returns true if the specified flag of the sprite is set. See fset for more details.
* @param spriteId sprite index (0..511)
* @param flag flag index (0..7) to check
* @returns true if the specified flag of the sprite is set
*/
declare function fget(spriteId: number, flag: number): boolean
/**
* Each sprite has eight flags which can be used to store information or signal different conditions. For example, flag 0 might be used to indicate that the sprite is invisible, flag 6 might indicate that the flag should be draw scaled etc.
* @param spriteId sprite index (0..511)
* @param flag index of flag (0..7)
* @param bool state to set (true/false)
*/
declare function fset(spriteId: number, flag: number, bool: boolean): void
/**
* Will draw text to the screen using the foreground spritesheet as the font. Sprite #256 is used for ASCII code 0, #257 for code 1 and so on. The character 'A' has the ASCII code 65 so will be drawn using the sprite with sprite #321 (256+65).
* - To simply print text to the screen using the system font, please see print
* - To print to the console, please see trace
* @param text any string to be printed to the screen
* @param x x coordinate where to print the text
* @param y y coordinate where to print the text
* @param transcolor the palette index to use for transparency
* @param charWidth distance between start of each character, in pixels
* @param charHeight distance vertically between start of each character, in pixels, when printing multi-line text.
* @param fixed indicates whether the font is fixed width (defaults to false ie variable width)
* @param scale font scaling (defaults to 1)
* @returns returns the width of the text in pixels
*/
declare function font(
text: string,
x: number,
y: number,
transcolor?: number,
charWidth?: number,
charHeight?: number,
fixed?: boolean,
scale?: number
): number
/**
* The function returns true if the key denoted by keycode is pressed.
* If the keycode is omitted, will return true if any key is pressed.
* @param code the key code we want to check (1..65). Check the wiki for the keycodes.
* @returns pressed
*/
declare function key(code?: number): boolean
/**
* Returns true if the given key is pressed but wasn't pressed in the previous frame. Refer to btnp for an explanation of the optional hold and period parameters.
* If the keycode is omitted, will return true if any key is pressed.
* @param code the key code we want to check (1..65). See codes in the wiki)
* @param hold time in ticks before autorepeat
* @param period time in ticks for autorepeat interval
* @returns key is pressed (but wasn't pressed in previous frame)
*/
declare function keyp(code?: number, hold?: number, period?: number): boolean
/**
* Draws a straight line from point (x0,y0) to point (x1,y1) in the specified color.
* @param x0 the x coordinate of the start of the line
* @param y0 the y coordinate of the start of the line
* @param x1 the x coordinate of the end of the line
* @param y1 the y coordinate of the end of the line
* @param color the index of the color in the current palette
*/
declare function line(
x0: number,
y0: number,
x1: number,
y1: number,
color: number
): void
/**
*
* @param x The x coordinate of the top left map cell to be drawn (default 0).
* @param y The y coordinate of the top left map cell to be drawn (default 0).
* @param w The number of cells to draw horizontally (default 30).
* @param h The number of cells to draw vertically (default 17).
* @param sx The screen x coordinate where drawing of the map section will start (default 0).
* @param sy The screen y coordinate where drawing of the map section will start (default 0).
* @param colorkey index (or array of indexes 0.80.0) of the color that will be used as transparent color. Not setting this parameter will make the map opaque (default -1).
* @param scale Map scaling (default 1).
* @param remap An optional function called before every tile is drawn. Using this callback function you can show or hide tiles, create tile animations or flip/rotate tiles during the map rendering stage: callback [tile [x y] ] -> [tile [flip [rotate] ] ]
*/
declare function map(
x?: number,
y?: number,
w?: number,
h?: number,
sx?: number,
sy?: number,
colorkey?: number | number[],
scale?: number,
remap?: (
tile: number,
x: number,
y: number
) => [number, number?, number?] | number
): void
/**
* Copies a continuous block of RAM from one address to another.
* @param to the address you want to write to
* @param from the address you want to copy from
* @param length the length of the memory block you want to copy (in bytes)
*/
declare function memcpy(to: number, from: number, length: number): void
/**
* Sets a continuous block of RAM to the same value.
* @param addr the address of the first byte of RAM you want to write to
* @param value the value you want to write (0..255)
* @param length the length of the memory block you want to set
*/
declare function memset(addr: number, value: number, length: number): void
/**
* Returns the tile at the specified MAP coordinates, the top left cell of the map being (0, 0).
* @param x x coordinate on the map
* @param y y coordinate on the map
* @returns the tile id at the given coordinates
*/
declare function mget(x: number, y: number): number
/**
* Will change the sprite at the specified map coordinates. By default, changes made are only kept while the current game is running. To make permanent changes to the map, see sync.
* @param x x coordinate on the map
* @param y y coordinate on the map
* @param tileId The background sprite (0..255) to place in map at specified coordinates.
*/
declare function mset(x: number, y: number, tileId: number): void
/**
* Returns the mouse coordinates and a boolean value for the state of each mouse button, with true indicating that a button is pressed.
* @returns [x, y, left, middle, right, scrollx, scrolly]
*/
declare function mouse(): [
number,
number,
boolean,
boolean,
boolean,
number,
number
]
/**
* Starts playing a track created in the Music Editor. Call without arguments to stop the music.
* @param track the id of the track to play (0..7).
* @param frame the index of the frame to play from (0..15).
* @param row the index of the row to play from (0..63).
* @param loop loop music (true, default) or play it once (false).
* @param sustain sustain notes after the end of each frame (true) or stop them (false, default).
* @param tempo play track with the specified tempo.
* @param speed play track with the specified speed.
*/
declare function music(
track?: number,
frame?: number,
row?: number,
loop?: boolean,
sustain?: boolean,
tempo?: number,
speed?: number
): void
/**
* Read directly from RAM. It can be used to access resources created with the integrated tools, such as the sprite, map and sound editors, as well as cartridge data.
* @param addr the address of RAM you desire to read (segmented based on bits)
* @param bits the number of bits to read (1, 2, 4, or 8) from address (default: 8)
* @returns The range of value returned depends on the bits parameter:
* - byte : a full byte (0..255) - bits=8
* - val4 : a nibble (4 bits) (0..15) - bits=4
* - val2 : two bits (0..3) - bits=2
* - bitval : a single bit (0..1) - bits=1
*/
declare function peek(addr: number, bits?: 1 | 2 | 4 | 8): number
/**
* The equivalent of peek(addr, 4)
* @param addr the address of RAM you desire to read
* @returns a nibble (4 bits) (0..15)
*/
declare function peek4(addr: number): number
/**
* The equivalent of peek(addr, 2)
* @param addr the address of RAM you desire to read
* @returns two bits (0..3)
*/
declare function peek2(addr: number): number
/**
* The equivalent of peek(addr, 1)
* @param addr the address of RAM you desire to read
* @returns a single bit (0..1)
*/
declare function peek1(addr: number): number
/**
* Draw a pixel in the specified color
* @param x x coordinate of the pixel to write
* @param y y coordinate of the pixel to write
* @param color the index of the palette color to draw
*/
declare function pix(x: number, y: number, color: number): void
/**
* Retrieve a pixel's color
* @param x x coordinate of the pixel to write
* @param y y coordinate of the pixel to write
* @returns the index (0..15) of the palette color at the specified coordinates.
*/
declare function pix(x: number, y: number): number
/**
* Save data to persistent memory. See https://github.com/nesbox/TIC-80/wiki/pmem for more information
* @param index an index (0..255) into the persistent memory of a cartridge.
* @param val the value you want to store in the memory.
*/
declare function pmem(index: number, val: number): void
/**
* Retrieve data from persistent memory. See https://github.com/nesbox/TIC-80/wiki/pmem for more information
* @param index an index (0..255) into the persistent memory of a cartridge.
* @returns the current value saved in that memory slot.
*/
declare function pmem(index: number): number
/**
* Write directly to RAM. The requested number of bits is written at the address requested. The address is typically specified in hexadecimal format.
* @param addr the address of RAM you desire to write (segmented based on bits)
* @param val the integer value write to RAM (range varies based on bits)
* @param bits : the number of bits to write (1, 2, 4, or 8; default: 8)
*/
declare function poke(addr: number, val: number, bits?: 1 | 2 | 3 | 4): void
/**
* The equivalent of poke(addr, val, 4)
* @param addr the 4-bit address in RAM to which to write,
* @param val the 4-bit value (0-15) to write to the specified address
*/
declare function poke4(addr: number, val: number): void
/**
* The equivalent of poke(addr, val, 2)
* @param addr the 2-bit address in RAM to which to write,
* @param val the 2-bit value (0..3) to write to the specified address
*/
declare function poke2(addr: number, val: number): void
/**
* The equivalent of poke(addr, val, 1)
* @param addr the bit address address in RAM to which to write,
* @param val the bit value (0..1) to write to the specified address
*/
declare function poke1(addr: number, val: number): void
/**
* Prints text to the screen using the font defined in config.
* - To use a custom rastered font, check out font.
* - To print to the console, check out trace.
* @param text any string to be printed to the screen
* @param x x coordinate where to print the text
* @param y y coordinate where to print the text
* @param color the color to use to draw the text to the screen
* @param fixed a flag indicating whether fixed width printing is required
* @param scale font scaling
* @param smallfont use small font if true
* @returns the width of the text in pixels.
*/
declare function print(
text: any,
x?: number,
y?: number,
color?: number,
fixed?: boolean,
scale?: number,
smallfont?: boolean
): number
/**
* Draws a filled rectangle of the desired size and color at the specified position. If you only need to draw the the border or outline of a rectangle (ie not filled) see rectb
* @param x x coordinate of the top left corner of the rectangle
* @param y y coordinate of the top left corner of the rectangle
* @param w the width the rectangle in pixels
* @param h the height of the rectangle in pixels
* @param color the index of the color in the palette that will be used to fill the rectangle
*/
declare function rect(
x: number,
y: number,
w: number,
h: number,
color: number
): void
/**
* Draws a one pixel thick rectangle border at the position requested. If you need to fill the rectangle with a color see rect instead.
* @param x x coordinate of the top left corner of the rectangle
* @param y y coordinate of the top left corner of the rectangle
* @param w the width the rectangle in pixels
* @param h the height of the rectangle in pixels
* @param color the index of the color in the palette that will be used to color the rectangle's border.
*/
declare function rectb(
x: number,
y: number,
w: number,
h: number,
color: number
): void
/**
* Resets the cartridge. To return to the console, see the exit function.
*/
declare function reset(): void
/**
* Will play the sound with id created in the sfx editor.
* To stop playing: `sfx(-1)` or `sfx(-1, null, null, channel)`
* @param id the SFX id (0..63), or -1 to stop playing
* @param note the note number (0..95) or name (ex: C#3)
* @param duration the duration (number of frames) (-1 by default, which plays continuously)
* @param channel the audio channel to use (0..3)
* @param volume the volume (0..15) (defaults to 15)
* @param speed the speed (-4..3) (defaults to 0)
*/
declare function sfx(
id: number,
note?: number | string,
duration?: number,
channel?: number,
volume?: number,
speed?: number
): void
/**
* Draws the sprite number index at the x and y coordinate.
* You can specify a colorkey in the palette which will be used as the transparent color or use a value of -1 for an opaque sprite.
* The sprite can be scaled up by a desired factor. For example, a scale factor of 2 means an 8x8 pixel sprite is drawn to a 16x16 area of the screen.
* You can flip the sprite where:
* - 0 = No Flip
* - 1 = Flip horizontally
* - 2 = Flip vertically
* - 3 = Flip both vertically and horizontally
*
* When you rotate the sprite, it's rotated clockwise in 90° steps:
* - 0 = No rotation
* - 1 = 90° rotation
* - 2 = 180° rotation
* - 3 = 270° rotation
*
* You can draw a composite sprite (consisting of a rectangular region of sprites from the sprite sheet) by specifying the w and h parameters (which default to 1).
* @param id index of the sprite
* @param x x coordinate where the sprite will be drawn, starting from top left corner.
* @param y y coordinate where the sprite will be drawn, starting from top left corner.
* @param colorkey index (or array of indexes) of the color in the sprite that will be used as transparent color. Use -1 if you want an opaque sprite.
* @param scale scale factor applied to sprite.
* @param flip flip the sprite horizontally (1), vertically (2) or both (3).
* @param rotate rotate the sprite by 0, 90 (1), 180 (2) or 270 (3) degrees.
* @param w width of composite sprite
* @param h height of composite sprite
*/
declare function spr(
id: number,
x: number,
y: number,
colorkey?: number | number[],
scale?: number,
flip?: 0 | 1 | 2 | 3,
rotate?: 0 | 1 | 2 | 3,
w?: number,
h?: number
): void
/**
* The pro version of TIC-80 contains 8 memory banks. To switch between these banks, sync can be used to either load contents from a memory bank to runtime, or save contents from the active runtime to a bank. The function can only be called once per frame.
* If you have manipulated the runtime memory (e.g. by using mset), you can reset the active state by calling sync(0,0,false). This resets the whole runtime memory to the contents of bank 0.
* Note that sync is not used to load code from banks; this is done automatically.
* @param mask mask of sections you want to switch:
* - tiles = 1<<0 -- 1
* - sprites = 1<<1 -- 2
* - map = 1<<2 -- 4
* - sfx = 1<<3 -- 8
* - music = 1<<4 -- 16
* - palette = 1<<5 -- 32
* - flags = 1<<6 -- 64
* - screen = 1<<7 -- 128
* @param bank memory bank, can be 0..7.
* @param tocart true - save sprites/map/sound from runtime to bank, false - load data from bank to runtime.
*/
declare function sync(mask?: number, bank?: number, tocart?: boolean): void
/**
* This function draws a triangle filled with texture from either SPRITES or MAP RAM or VBANK.
* @param x1 the screen coordinates of the first corner
* @param y1 the screen coordinates of the first corner
* @param x2 the screen coordinates of the second corner
* @param y2 the screen coordinates of the second corner
* @param x3 the screen coordinates of the third corner
* @param y3 the screen coordinates of the third corner
* @param u1 the UV coordinates of the first corner
* @param v1 the UV coordinates of the first corner
* @param u2 the UV coordinates of the second corner
* @param v2 the UV coordinates of the second corner
* @param u3 the UV coordinates of the third corner
* @param v3 the UV coordinates of the third corner
* @param useMap if false (default), the triangle's texture is read from SPRITES RAM. If true, the texture comes from the MAP RAM.
* @param trans index (or array of indexes 0.80) of the color(s) that will be used as transparent
* @param z1 depth parameters for texture correction
* @param z2 depth parameters for texture correction
* @param z3 depth parameters for texture correction
*/
declare function ttri(
x1: number,
y1: number,
x2: number,
y2: number,
x3: number,
y3: number,
u1: number,
v1: number,
u2: number,
v2: number,
u3: number,
v3: number,
useMap?: boolean,
trans?: number,
z1?: number,
z2?: number,
z3?: number
): void
/**
* Returns the number of milliseconds elapsed since the cartridge began execution. Useful for keeping track of time, animating items and triggering events.
* @returns the number of milliseconds elapsed since the application began.
*/
declare function time(): number
/**
* Returns the number of seconds elapsed since January 1st, 1970. Useful for creating persistent games which evolve over time between plays.
* @returns the current Unix timestamp in seconds
*/
declare function tstamp(): number
/**
* This is a service function, useful for debugging your code. It prints the message parameter to the console in the (optional) color specified.
* @param msg the message to print in the console. Can be a 'string' or variable.
* @param color the index of a color in the current palette (0..15)
*/
declare function trace(msg: any, color?: number): void
/**
* Draws a triangle filled with color, using the supplied vertices.
* @param x1 the x coordinate of the first triangle corner
* @param y1 the y coordinate of the first triangle corner
* @param x2 the x coordinate of the second triangle corner
* @param y2 the y coordinate of the second triangle corner
* @param x3 the x coordinate of the third triangle corner
* @param y3 the y coordinate of the third triangle corner
* @param color the index of the desired color in the current palette
*/
declare function tri(
x1: number,
y1: number,
x2: number,
y2: number,
x3: number,
y3: number,
color: number
): void
/**
* This function draws a triangle border with color, using the supplied vertices.
* @param x1 the x coordinate of the first triangle corner
* @param y1 the y coordinate of the first triangle corner
* @param x2 the x coordinate of the second triangle corner
* @param y2 the y coordinate of the second triangle corner
* @param x3 the x coordinate of the third triangle corner
* @param y3 the y coordinate of the third triangle corner
* @param color the index of the desired color in the current palette
*/
declare function trib(
x1: number,
y1: number,
x2: number,
y2: number,
x3: number,
y3: number,
color: number
): void
/**
* @deprecated Use ttri() instead.
*/
declare function textri(
x1: number,
y1: number,
x2: number,
y2: number,
x3: number,
y3: number,
u1: number,
v1: number,
u2: number,
v2: number,
u3: number,
v3: number,
useMap?: boolean,
trans?: number | number[]
): void
/**
* Switch the VRAM bank. More information: https://github.com/nesbox/TIC-80/wiki/vbank
*
* @param bank the vram bank id to switch to
*/
declare function vbank(bank: 0 | 1): void

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{
"tic": {
"ticExecutable": "C:\\Users\\cambi\\AppData\\Roaming\\com.nesbox.tic\\TIC-80\\tic80.exe"
},
"compression": {
"compressedFile": "build/compressed.js",
"indentLevel": 1,
"compress": false,
"mangle": false
}
}

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{
"compileOnSave": true,
"compilerOptions": {
"lib": [
"es2020"
],
"target": "es2020",
"outFile": "build/compiled.js",
"strict": true
}
}