pico8-0hh1/states/game.lua

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Lua
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function state_game()
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local board
local selected_id = 1
local timer_clue = 0
local mx, mx = 0, 0
local clues = {}
local function show_clues()
local issues = board:get_issues(true)
clues = {}
for issue in all(issues) do
local type, err, row, pos, other = unpack(issue)
printh(type .. " " .. err .. " " .. pos)
add(clues, { type = type, pos = pos, t = 0 })
if err == "identical" then
add(clues, { type = type, pos = other, t = 0 })
end
end
end
local function draw_selected_tile()
local x, y = board:draw_coords(selected_id)
local w = board:get_tile_width()
-- fillp(▒)
rect2(x - 1, y - 1, w, w, 6)
line()
fillp()
end
local function update_mouse()
-- update mouse position
if mx == mouse_x and my == mouse_y then return end
mx, my = mouse_x, mouse_y
local board_x, board_y = board:draw_coords(1)
local tw = board:get_tile_width()
local bw = board:get_size()
-- pixels coords to grid coords
local x = mid(1, (mouse_x - board_x) \ tw + 1, bw)
local y = mid(1, (mouse_y - board_y) \ tw + 1, bw)
selected_id = board:xy_idx(x, y)
end
local function check_endgame()
if board:is_complete() and board:is_valid() then
set_state(states.endgame, board)
end
end
local function _enter(_board)
-- mouse bound to buttons
poke(0x5F2D, 3)
board = _board
-- lock the initial tiles
board:lock_tiles()
end
local function _leave()
-- stopcoroutine(show_clues)
end
local function _update()
update_mouse()
local size = board:get_size()
local x, y = board:idx_xy(selected_id)
local moved = false
if btnp(UP) then
moved = true
y -= 1
elseif btnp(DOWN) then
moved = true
y += 1
elseif btnp(LEFT) then
moved = true
x -= 1
elseif btnp(RIGHT) then
moved = true
x += 1
end
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x = mid(1, x, size)
y = mid(1, y, size)
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if moved then
selected_id = board:xy_idx(x, y)
end
if btnp(BTN_X) then
board:try_flip_tile(selected_id)
show_clues()
end
check_endgame()
end
local function _draw()
cls()
local x, y = board:draw_coords(1)
draw_animated_bg(x)
board:draw()
draw_selected_tile()
-- draw clues
for clue in all(clues) do
palt(0, false)
palt(5, true)
local x, y
if clue.type == "row" then
x, y = board:draw_coords((clue.pos - 1) * board:get_size() + 1)
x = -32
spr(19, x + clue.t % 144, y + 1 + sin(t()) * 2)
else
-- col
x, y = board:draw_coords(clue.pos)
y = -32
spr(19, x + 2 + sin(t()) * 2, y + clue.t % 144)
end
pset(x, y, 5)
clue.t += 1
end
palt()
end
return {
_enter = _enter,
_update = _update,
_draw = _draw,
_leave = _leave
}
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end