Commit before algo change
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65871f1789
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1
0hh1.p8
1
0hh1.p8
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@ -10,6 +10,7 @@ poke4(0x5700,unpack(split"0x0000.0000,0x0000.0000,0x0202.0202,0x0000.0200,0x0000
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#include main.lua
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#include board.lua
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#include coroutines.lua
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#include ui.lua
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#include states/menu.lua
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#include states/game.lua
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43
coroutines.lua
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43
coroutines.lua
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@ -0,0 +1,43 @@
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local coroutines={}
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local _cocounter = 0
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local _cocreate = cocreate
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function cocreate(fn)
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_cocounter += 1
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k = k or _cocounter
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coroutines[_cocounter] = _cocreate(fn, k)
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return coroutines[_cocounter], _cocounter
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end
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function getcoroutine(key)
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return coroutines[key]
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end
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function stepcoroutine(key)
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coresume(coroutines[key])
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end
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function stopcoroutine(key)
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coroutines[key] = nil
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end
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function _coresolve()
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for k,co in pairs(coroutines) do
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if costatus(co)!='dead' then
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coresume(co)
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else
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stopcoroutine(k)
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end
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end
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end
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function wait(seconds)
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wait_frames(seconds*60)
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end
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function wait_frames(frames)
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for i=1,frames do
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yield()
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end
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end
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5
main.lua
5
main.lua
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@ -132,7 +132,6 @@ end
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local create = true
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function _init()
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cls()
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printh(" ")
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printh(" ")
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mouse_x = 0
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@ -146,12 +145,13 @@ function _init()
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game = stateGame()
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}
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setState(states.menu)
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setState(states.game)
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end
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function _update60()
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frameCount += 1
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_coresolve()
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gs._update()
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-- if not create then
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-- board:solveStep()
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@ -163,7 +163,6 @@ function _update60()
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end
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function _draw()
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cls()
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gs._draw()
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spr(1, stat(32), stat(33))
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end
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@ -3,33 +3,37 @@ function stateGame()
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local selectedId = 1
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function drawSelectedTile()
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local function drawSelectedTile()
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local x, y = board:draw_coords(selectedId)
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local w = board:getTileWidth()
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rect2(x-1, y-1, w+2, w+2, 6)
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end
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local function _enter()
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-- Create a board
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local function create_board()
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printh("a: " .. time())
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repeat
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board:reset()
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repeat
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board:solveStep(true)
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yield()
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until board:isComplete()
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until board:isValid()
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printh("b: " .. time())
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-- Remove tiles until randomness is unavoidable
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local previous = {board:getTilesCopy()} -- initial state
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local invalidcount = 0
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while true do
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-- remove a random tile
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board:setTiles(previous[#previous])
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-- remove a random tile
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local i = board:getRandomNonZero()
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board:fill(i, 0)
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add(previous, board:getTilesCopy())
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-- try to solve the board
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local solved = ""
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yield()
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repeat
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solved = board:solveStep()
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until board:isComplete() or solved == "invalid"
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@ -40,16 +44,23 @@ function stateGame()
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deli(previous)
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invalidcount += 1
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end
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if invalidcount == 100 then
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if invalidcount > 50 then
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break
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end
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end -- end while
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printh("c: " .. time())
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board:setTiles(previous[#previous])
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printh(board:tostring())
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printh(count(board:getTilesCopy(), 0).." zeroes")
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end
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local function _enter()
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local c = cocreate(create_board)
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end
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local function _draw()
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cls()
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board:draw()
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drawSelectedTile()
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end
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@ -66,7 +77,6 @@ function stateGame()
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elseif btnp(RIGHT) then
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x += 1
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end
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printh(x.." "..y)
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if (x<1) x=size
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if (x>size) x=1
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if (y<1) y=size
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@ -11,7 +11,7 @@ function stateRules()
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setState(states.menu)
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end
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local btnBack = makeButton({x=1, y=118, w=30, h=7, text="❎ mENU", color=8,
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local btnBack = makeButton({x=1, y=118, w=30, h=7, text="❎menu", color=8,
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onClick=function() goBack() end,
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onHover=function(btn) btn.color = 7 end})
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