First commit
This commit is contained in:
@@ -0,0 +1,109 @@
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function state_game_gameover()
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local box
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local event_bus
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local y = 90
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local buttons = {
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-- {
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-- hover = false,
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-- label = "Play Again",
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-- box = { x = 120 - prn_len("Play Again") / 2, y = y, width = prn_len("Play Again"), height = 10 },
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-- cb = function()
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-- trace("again")
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-- end
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-- },
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{
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hover = false,
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label = "Main Menu",
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box = { x = 120 - prn_len("Main Menu") / 2, y = y + 15, width = prn_len("Main Menu"), height = 10 },
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cb = function()
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reset()
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end
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}
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}
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local function open_box()
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while box.w < 180 do
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box.w = box.w * 1.1
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waitframes(1)
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end
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if box.w > 180 then
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box.w = 180
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end
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while box.h < 20 do
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box.h = box.h + 1
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waitframes(1)
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end
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end
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local function show_buttons()
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-- show a button "again", and another "main menu"
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-- right under the box
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for _, button in ipairs(buttons) do
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button.hover = false
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-- rect(button.box.x - 1, button.box.y - 1, button.box.width + 2, button.box.height + 2, 2)
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-- Hover button
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if mouse_in_rect(button.box) then
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button.hover = true
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-- Click button
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if Input:mouse_released()
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then
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button.cb()
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end
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end
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prn_border(button.label,
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button.box.x, button.box.y,
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button.hover and 12 or 13,
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ALIGN.Left,
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0)
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end
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end
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local function update(self)
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-- draw box
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rect(120 - box.w / 2, 67 - box.h / 2, box.w, box.h, 0)
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rectb(120 - box.w / 2, 67 - box.h / 2, box.w, box.h, 15)
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clip(120 - box.w / 2, 67 - box.h / 2, box.w, box.h)
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-- print who won according to score
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local text
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local color
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local score_player = get_total_score(SCORES.player)
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local score_enemy = get_total_score(SCORES.enemy)
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if score_player > score_enemy then
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color = COLOR_PLAYER
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text = "YOU WON " .. score_player .. " - " .. score_enemy
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elseif score_player < score_enemy then
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color = COLOR_ENEMY
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text = "YOU LOST " .. score_player .. " - " .. score_enemy
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else
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color = 14
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text = "DRAW " .. score_player .. " - " .. score_enemy
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end
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prn_border(text, 120, 67 - 3, 12, ALIGN.Center, color)
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clip()
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show_buttons()
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end
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---comment
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---@param self any
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---@param die Die
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---@param _event_bus EventBus
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---@param turn "player"|"enemy"
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local function _enter(self, die, _event_bus, turn)
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assert(_event_bus, "event_bus is nil")
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assert(turn, "turn is nil")
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event_bus = _event_bus
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event_bus:emit(EVENT_REMOVE_DIE)
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box = {
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h = 0, w = 1
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}
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addcoroutine(open_box)
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end
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return { update = update, _enter = _enter }
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end
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@@ -0,0 +1,91 @@
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function state_game_loading()
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local covering
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local event_bus
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local turn
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local banner
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local function show_transition()
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-- slightly scale up the transition dice
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for i, die in ipairs(covering) do
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die.scale = die.scale - 0.03 / i * 80
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die.angle = die.angle - i / 50
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if die.scale < 0 then
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die.scale = 0
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end
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swap_color(12, 15)
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swap_color(13, 15)
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swap_color(14, 15)
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swap_color(0, 15)
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die:draw(-1)
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end
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-- clean
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if table.count(covering, function(d) return d.scale == 0 end) == #covering then
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covering = {}
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end
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end
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local function _enter(self, data)
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assert(data.covering, "needs data.covering")
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assert(data.event_bus, "needs data.event_bus")
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covering = data.covering
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event_bus = data.event_bus
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turn = data.turn
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banner = {
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h = 0,
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w = 1,
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}
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addcoroutine(function()
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while banner.w < 240 do
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banner.w = banner.w *1.1
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waitframes(1)
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end
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if banner.w > 240 then
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banner.w = 240
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end
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while banner.h < 20 do
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banner.h = banner.h + 1
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waitframes(1)
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end
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waitsecs(1.5)
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while banner.h > 0.5 do
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banner.h = banner.h - 1
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waitframes(1)
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end
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while banner.w > 1 do
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banner.w = banner.w * 0.9
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waitframes(1)
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end
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waitsecs(0.5)
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event_bus:emit(EVENT_RESET_DIE)
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event_bus:emit(EVENT_SET_STEP, "rolling")
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end)
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end
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local function update(self)
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-- black banner in the middle
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rect(120 - banner.w / 2, 67 - banner.h / 2, banner.w, banner.h, 0)
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rectb(120 - banner.w / 2, 67 - banner.h / 2, banner.w, banner.h, 15)
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clip(120 - banner.w / 2, 67 - banner.h / 2, banner.w, banner.h)
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-- show who's going first
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local text
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local color
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if turn == "player" then
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color = COLOR_PLAYER
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text = "You begin this round"
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else
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color = COLOR_ENEMY
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text = "Your opponent begins this round"
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end
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prn_border(text, 120, 67 - 4, 12, ALIGN.Center, color)
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clip()
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if #covering > 0 then
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show_transition()
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end
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end
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return { _enter = _enter, update = update }
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end
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@@ -0,0 +1,102 @@
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include "ai"
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function state_game_placing()
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--- @type Die
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local die
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--- @type EventBus
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local event_bus
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--- @type 'player'|'enemy'
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local turn
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local placing = false
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local waiting = 30
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--- Click on a column to place the die
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local function place_die(col_id)
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if placing then return end
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placing = true
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local cell_id = 0
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for i = 1, 3 do
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if PLACED_DICE[turn][col_id][i] == 0 then
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cell_id = i
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break
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end
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end
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step = "waiting"
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addcoroutine(function()
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-- move the die to its cell
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local cell = get_cell_coords(turn, col_id, cell_id)
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die.box = nil
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die.angle = die.angle % 360
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-- get value closest to 0. e.g. 270 -> -90
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if die.angle > 180 then
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die.angle = die.angle - 360
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end
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local tween = Tween.new(0.5, die, { x = cell.x + 3, y = cell.y + 1, angle = 0 }, "outQuad")
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repeat
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coroutine.yield()
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until tween:update(dt)
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PLACED_DICE:set(turn, col_id, cell_id, die.value)
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-- Animate the dice and update the scores
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event_bus:emit(EVENT_REMOVE_DIE)
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event_bus:emit(EVENT_SET_STEP, "scoring")
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end)
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end
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---@param self any
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---@param _die Die
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---@param _event_bus EventBus
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---@param _turn 'player'|'enemy'
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local _enter = function(self, _die, _event_bus, _turn)
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assert(_die, "missing die")
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assert(_event_bus, "missing event_bus")
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assert(_turn, "missing turn")
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die = _die
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event_bus = _event_bus
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turn = _turn
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waiting = 30
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placing = false
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end
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local update = function(self)
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waiting = waiting - 1
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if turn == "enemy" then
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if waiting <= 0 and not placing then
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local col = ai_pick_column(PLACED_DICE.enemy, PLACED_DICE.player, die.value)
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place_die(col)
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end
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else -- turn == "player"
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-- Highlight the hovered column
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local columns = {
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get_column_rect(turn, 1),
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get_column_rect(turn, 2),
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get_column_rect(turn, 3),
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}
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local col, col_id = table.find(columns, function(c)
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return mouse_in_rect(c)
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end)
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if col then
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if PLACED_DICE:has_free_slot(turn, col_id) then
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-- draw hovered column
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rect(col.x, col.y, col.width, col.height, 14)
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-- place the die if clicked
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if Input:mouse_released() then
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place_die(col_id)
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end
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end
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end
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end
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-- Redraw the board because the hovered column is drawn on top of it
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-- and i'm too lazy to fix this properly.
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draw_board()
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end
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return {
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_enter = _enter,
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update = update,
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}
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end
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@@ -0,0 +1,40 @@
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function state_game_rolling()
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--- @type Die
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local die
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--- @type EventBus
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local event_bus
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local function roll_die()
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die.bouncing = true
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local rot = Tween.new(0.7, die, {
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angle = (die.angle + math.random(180,360))-- die.angle + (math.random()<.5 and 1 or -1)* math.random(270, 360)
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}, "outSine")
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local done = false
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repeat
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done = rot:update(dt)
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coroutine.yield()
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until done
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die.bouncing = false
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event_bus:emit(EVENT_SET_STEP, "placing")
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end
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---@param self any
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---@param _die Die
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---@param _event_bus EventBus
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local _enter = function(self, _die, _event_bus)
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assert(_die, "states.game.rolling needs a die")
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assert(_event_bus, "states.game.rolling needs an event_bus")
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die = _die
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event_bus = _event_bus
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addcoroutine(roll_die)
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end
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local update = function(self)
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end
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return {
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_enter = _enter,
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update = update
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}
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end
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@@ -0,0 +1,93 @@
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function state_game_scoring()
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local dice_to_destroy = {}
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--- @type EventBus
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local event_bus
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local destroyed = 0
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local function update_board_and_score(player, col, row)
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assert(player)
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assert(col)
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assert(row)
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-- Create a Die and place it on the cell
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local cell = get_cell_coords(player, col, row)
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local die = Die:new({ value = PLACED_DICE:get(player, col, row), x = cell.x + 3, y = cell.y + 1 })
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-- Set the score to 0
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PLACED_DICE:set(player, col, row, 0)
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table.insert(dice_to_destroy, die)
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addcoroutine(function()
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waitframes(10)
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local tween = Tween.new(0.5, die, { scale = 0.1 }, "inOutQuad")
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repeat
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coroutine.yield()
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until tween:update(dt)
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table.remove_item(dice_to_destroy, die)
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end)
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end
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---comment
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---@param self any
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---@param _die Die|nil
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---@param _event_bus EventBus
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---@param player 'player'|'enemy'
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local function _enter(self, _die, _event_bus, player)
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assert(_event_bus)
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assert(player == "player" or player == "enemy")
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event_bus = _event_bus
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destroyed = 0
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local other_player = player == "player" and "enemy" or "player"
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-- Check if the newly placed die must remove other dice
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local current_dice = PLACED_DICE[player]
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local other_dice = PLACED_DICE[other_player]
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-- Check the dice for each column, and remove corresponding dice in the opposing column
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for col = 1, 3 do
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for row = 1, 3 do
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local value = current_dice[col][row]
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for row2 = 1, 3 do
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local value2 = other_dice[col][row2]
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if value > 0 and value2 > 0 and value2 == value then
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trace("destroy " .. other_player .. " " .. col .. " " .. row2 .. " = " .. value2)
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update_board_and_score(other_player, col, row2)
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destroyed = destroyed + 1
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end
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end
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end
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end
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-- Update the scores and move on to next state
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addcoroutine(function()
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waitsecs((destroyed > 0) and 0.6 or 0.3)
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SCORES:update()
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-- Check if it's game over
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if PLACED_DICE:is_game_over() then
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SCORES:update()
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event_bus:emit(EVENT_SET_STEP, "game_over")
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else
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event_bus:emit(EVENT_CHANGE_TURN)
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end
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end)
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end
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local function update(self)
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for _, die in ipairs(dice_to_destroy) do
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die:draw()
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end
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end
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local function _leave(self)
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end
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return {
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_enter = _enter,
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update = update,
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_leave = _leave
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}
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end
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Reference in New Issue
Block a user