Code formatting

This commit is contained in:
Simon Cambier 2023-10-07 19:12:53 +02:00
parent bc408aeeb3
commit cb74bdf740
16 changed files with 1066 additions and 1067 deletions

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@ -1,4 +1,4 @@
{
"editor.insertSpaces": false,
"editor.detectIndentation": false
"editor.insertSpaces": true,
"editor.detectIndentation": false,
}

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@ -2,10 +2,9 @@ pico-8 cartridge // http://www.pico-8.com
version 38
__lua__
-- Font M3X6 by daniel linssen
poke(0x5600, 4, 4, 7)
poke4(0x5700,unpack(split"0x0000.0000,0x0000.0000,0x0202.0202,0x0000.0200,0x0000.0505,0x0000.0000,0x0505.0705,0x0000.0507,0x0407.0106,0x0000.0203,0x0204.0100,0x0000.0401,0x0102.0502,0x0000.0305,0x0000.0102,0x0000.0000,0x0101.0102,0x0000.0201,0x0202.0201,0x0000.0102,0x0205.0000,0x0000.0005,0x0702.0000,0x0000.0002,0x0000.0000,0x0000.0102,0x0700.0000,0x0000.0000,0x0000.0000,0x0000.0200,0x0202.0404,0x0000.0101,0x0505.0506,0x0000.0305,0x0202.0302,0x0000.0702,0x0204.0403,0x0000.0701,0x0403.0403,0x0000.0304,0x0406.0505,0x0000.0404,0x0403.0107,0x0000.0304,0x0503.0106,0x0000.0605,0x0204.0407,0x0000.0202,0x0502.0506,0x0000.0305,0x0605.0503,0x0000.0304,0x0002.0000,0x0000.0002,0x0002.0000,0x0000.0102,0x0102.0400,0x0000.0402,0x0007.0000,0x0000.0007,0x0402.0100,0x0000.0102,0x0204.0403,0x0000.0200,0x0505.0506,0x0000.0601,0x0604.0300,0x0000.0705,0x0505.0301,0x0000.0705,0x0101.0600,0x0000.0701,0x0505.0604,0x0000.0705,0x0705.0600,0x0000.0601,0x0702.0204,0x0000.0202,0x0705.0600,0x0000.0304,0x0505.0301,0x0000.0505,0x0202.0002,0x0000.0202,0x0202.0002,0x0000.0102,0x0305.0101,0x0000.0505,0x0202.0202,0x0000.0402,0x0707.0300,0x0000.0507,0x0505.0300,0x0000.0505,0x0505.0600,0x0000.0305,0x0305.0700,0x0000.0101,0x0705.0600,0x0000.0404,0x0101.0600,0x0000.0101,0x0701.0600,0x0000.0304,0x0207.0202,0x0000.0202,0x0505.0500,0x0000.0705,0x0505.0500,0x0000.0205,0x0705.0500,0x0000.0507,0x0205.0500,0x0000.0505,0x0605.0500,0x0000.0304,0x0204.0700,0x0000.0701,0x0101.0103,0x0000.0301,0x0202.0101,0x0000.0404,0x0202.0203,0x0000.0302,0x0000.0502,0x0000.0000,0x0000.0000,0x0000.0403,0x0000.0201,0x0000.0000,0x0507.0506,0x0000.0505,0x0507.0503,0x0000.0705,0x0101.0106,0x0000.0701,0x0505.0503,0x0000.0305,0x0103.0107,0x0000.0701,0x0301.0106,0x0000.0101,0x0501.0106,0x0000.0705,0x0507.0505,0x0000.0505,0x0202.0207,0x0000.0702,0x0404.0407,0x0000.0304,0x0503.0505,0x0000.0505,0x0101.0101,0x0000.0701,0x0507.0705,0x0000.0505,0x0505.0503,0x0000.0505,0x0505.0506,0x0000.0305,0x0103.0507,0x0000.0101,0x0505.0506,0x0000.0403,0x0503.0507,0x0000.0505,0x0407.0106,0x0000.0304,0x0202.0207,0x0000.0202,0x0505.0505,0x0000.0705,0x0505.0505,0x0000.0205,0x0705.0505,0x0000.0507,0x0202.0505,0x0000.0505,0x0205.0505,0x0000.0202,0x0202.0407,0x0000.0701,0x0302.0204,0x0000.0402,0x0202.0202,0x0000.0202,0x0602.0201,0x0000.0102,0x0704.0000,0x0000.0001,0x0205.0200,0x0000.0000"))
poke4(0x5700, unpack(split "0x0000.0000,0x0000.0000,0x0202.0202,0x0000.0200,0x0000.0505,0x0000.0000,0x0505.0705,0x0000.0507,0x0407.0106,0x0000.0203,0x0204.0100,0x0000.0401,0x0102.0502,0x0000.0305,0x0000.0102,0x0000.0000,0x0101.0102,0x0000.0201,0x0202.0201,0x0000.0102,0x0205.0000,0x0000.0005,0x0702.0000,0x0000.0002,0x0000.0000,0x0000.0102,0x0700.0000,0x0000.0000,0x0000.0000,0x0000.0200,0x0202.0404,0x0000.0101,0x0505.0506,0x0000.0305,0x0202.0302,0x0000.0702,0x0204.0403,0x0000.0701,0x0403.0403,0x0000.0304,0x0406.0505,0x0000.0404,0x0403.0107,0x0000.0304,0x0503.0106,0x0000.0605,0x0204.0407,0x0000.0202,0x0502.0506,0x0000.0305,0x0605.0503,0x0000.0304,0x0002.0000,0x0000.0002,0x0002.0000,0x0000.0102,0x0102.0400,0x0000.0402,0x0007.0000,0x0000.0007,0x0402.0100,0x0000.0102,0x0204.0403,0x0000.0200,0x0505.0506,0x0000.0601,0x0604.0300,0x0000.0705,0x0505.0301,0x0000.0705,0x0101.0600,0x0000.0701,0x0505.0604,0x0000.0705,0x0705.0600,0x0000.0601,0x0702.0204,0x0000.0202,0x0705.0600,0x0000.0304,0x0505.0301,0x0000.0505,0x0202.0002,0x0000.0202,0x0202.0002,0x0000.0102,0x0305.0101,0x0000.0505,0x0202.0202,0x0000.0402,0x0707.0300,0x0000.0507,0x0505.0300,0x0000.0505,0x0505.0600,0x0000.0305,0x0305.0700,0x0000.0101,0x0705.0600,0x0000.0404,0x0101.0600,0x0000.0101,0x0701.0600,0x0000.0304,0x0207.0202,0x0000.0202,0x0505.0500,0x0000.0705,0x0505.0500,0x0000.0205,0x0705.0500,0x0000.0507,0x0205.0500,0x0000.0505,0x0605.0500,0x0000.0304,0x0204.0700,0x0000.0701,0x0101.0103,0x0000.0301,0x0202.0101,0x0000.0404,0x0202.0203,0x0000.0302,0x0000.0502,0x0000.0000,0x0000.0000,0x0000.0403,0x0000.0201,0x0000.0000,0x0507.0506,0x0000.0505,0x0507.0503,0x0000.0705,0x0101.0106,0x0000.0701,0x0505.0503,0x0000.0305,0x0103.0107,0x0000.0701,0x0301.0106,0x0000.0101,0x0501.0106,0x0000.0705,0x0507.0505,0x0000.0505,0x0202.0207,0x0000.0702,0x0404.0407,0x0000.0304,0x0503.0505,0x0000.0505,0x0101.0101,0x0000.0701,0x0507.0705,0x0000.0505,0x0505.0503,0x0000.0505,0x0505.0506,0x0000.0305,0x0103.0507,0x0000.0101,0x0505.0506,0x0000.0403,0x0503.0507,0x0000.0505,0x0407.0106,0x0000.0304,0x0202.0207,0x0000.0202,0x0505.0505,0x0000.0705,0x0505.0505,0x0000.0205,0x0705.0505,0x0000.0507,0x0202.0505,0x0000.0505,0x0205.0505,0x0000.0202,0x0202.0407,0x0000.0701,0x0302.0204,0x0000.0402,0x0202.0202,0x0000.0202,0x0602.0201,0x0000.0102,0x0704.0000,0x0000.0001,0x0205.0200,0x0000.0000"))
#include globals.lua
--

57
bg.lua
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@ -1,35 +1,36 @@
function draw_animated_bg(startx)
if (amplitude <= 0) return
startx = startx or 0
fillp(0b0101101001011010)
if (amplitude <= 0) return
startx = startx or 0
fillp(0b0101101001011010)
local color = 1
-- vertical lines
local t = t()+10
for i=startx-1,127,9 do
local a=sin(i*t/512)*amplitude+64
local b=cos(i*t/256)*amplitude+64
line(
i,
a,
i,
b ,
color)
end
local color = 1
-- vertical lines
local t = t() + 10
for i = startx - 1, 127, 9 do
local a = sin(i * t / 512) * amplitude + 64
local b = cos(i * t / 256) * amplitude + 64
line(
i,
a,
i,
b,
color
)
end
-- horizontal lines
for i=startx-1,127,9 do
local a=sin(i*t/512)*amplitude+64
local b=cos(i*t/256)*amplitude+64
line(
a,
i,
b ,
i,
color)
end
-- horizontal lines
for i = startx - 1, 127, 9 do
local a = sin(i * t / 512) * amplitude + 64
local b = cos(i * t / 256) * amplitude + 64
line(
a,
i,
b,
i,
color
)
end
end
function draw_bg_menu()
end

794
board.lua
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@ -1,447 +1,441 @@
local Board = {}
function Board.new()
local debug = false
local debug = false
local width = board_size -- tiles
local tile_width = 8 -- pixels
local padding = 1
local tiles = {}
local locked = {} -- list of indexes
local width = board_size
-- tiles
local tile_width = 8
-- pixels
local padding = 1
local tiles = {}
local locked = {}
-- list of indexes
local reset = function()
tiles = {}
for i = 1, width * width do
tiles[i] = 0
end
locked = {}
end
local reset = function()
tiles = {}
for i = 1, width * width do
tiles[i] = 0
end
locked = {}
end
reset()
reset()
return {
reset = reset,
return {
reset = reset,
get_tile = function(self, idx)
return tiles[idx]
end,
get_tile = function(self, idx)
return tiles[idx]
end,
-- returns a COPY of the tiles array
get_tiles_copy = function(self)
return copy(tiles)
end,
-- returns a COPY of the tiles array
get_tiles_copy = function(self)
return copy(tiles)
end,
-- overwrites the whole tiles array
set_tiles = function(self, newtiles)
assert(#newtiles == #tiles, "New tiles array must have a length of " .. #tiles)
tiles = copy(newtiles)
end,
-- overwrites the whole tiles array
set_tiles = function(self, newtiles)
assert(#newtiles == #tiles, "New tiles array must have a length of " .. #tiles)
tiles = copy(newtiles)
end,
idx_xy = function(self, idx)
return idx_xy(idx, width)
end,
idx_xy = function(self, idx)
return idx_xy(idx, width)
end,
xy_idx = function(self, x, y)
return xy_idx(x, y, width)
end,
xy_idx = function(self, x, y)
return xy_idx(x, y, width)
end,
draw_coords = function(self, x, y)
local margin = (128 - (tile_width + padding) * width) / 2- padding
if not y then x, y = self:idx_xy(x) end
return margin + (x-1)*tile_width + (x-1)*padding,
margin + (y-1)*tile_width + (y-1)*padding
end,
draw_coords = function(self, x, y)
local margin = (128 - (tile_width + padding) * width) / 2 - padding
if not y then x, y = self:idx_xy(x) end
return margin + (x - 1) * tile_width + (x - 1) * padding, margin + (y - 1) * tile_width + (y - 1) * padding
end,
get_size = function(self)
return width
end,
get_size = function(self)
return width
end,
get_tile_width = function(self)
return tile_width + padding
end,
get_tile_width = function(self)
return tile_width + padding
end,
fill = function(self, idx, color, invert)
if idx > width*width then return end
if invert then
color = color == YELLOW and BLUE or YELLOW
end
tiles[idx] = color
end,
fill = function(self, idx, color, invert)
if idx > width * width then return end
if invert then
color = color == YELLOW and BLUE or YELLOW
end
tiles[idx] = color
end,
try_flip_tile = function(self, id)
local to_color = nil
if locked[id] then return end
local from_color = tiles[id]
if tiles[id] == 0 then
to_color = YELLOW
elseif tiles[id] == YELLOW then
to_color = BLUE
else tiles[id] = 0
-- empty tile
end
if to_color then
tiles[id] = to_color
end
local x,y = self:draw_coords(id)
spawn_tile_transition(x, y, tile_width-1, tile_width-1, from_color, to_color)
end,
try_flip_tile = function(self, id)
local to_color = nil
if locked[id] then return end
local from_color = tiles[id]
if tiles[id] == 0 then
to_color = YELLOW
elseif tiles[id] == YELLOW then
to_color = BLUE
else
tiles[id] = 0
-- empty tile
end
if to_color then
tiles[id] = to_color
end
local x, y = self:draw_coords(id)
spawn_tile_transition(x, y, tile_width - 1, tile_width - 1, from_color, to_color)
end,
get_rows = function(self)
local ret = {}
for i = 1, width do
add(ret, slice(tiles, ((i - 1) * width) + 1, i * width))
end
return ret
end,
get_rows = function(self)
local ret = {}
for i = 1, width do
add(ret, slice(tiles, (i - 1) * width + 1, i * width))
end
return ret
end,
get_cols = function(self)
local ret = {}
local rows = self.get_rows(self)
for i = 1, width do
add(ret, map(rows, function(v) return v[i] end))
end
return ret
end,
get_cols = function(self)
local ret = {}
local rows = self.get_rows(self)
for i = 1, width do
add(ret, map(rows, function(v) return v[i] end))
end
return ret
end,
is_complete = function(self)
return count(tiles, 0) == 0
end,
--- Returns true if all tiles are filled
is_complete = function(self)
return count(tiles, 0) == 0
end,
is_valid = function(self)
return #self:get_issues() == 0
end,
--- Returns true if the board is valid (respects the rules)
is_valid = function(self)
return #self:get_issues() == 0
end,
-- returns a list of issues of the board's current state
get_issues = function(self, details)
local rows = self:get_rows()
local issues = {}
for y,row in ipairs(rows) do
local filled = count(row, 0) == 0
-- check count
if filled and count(row, BLUE) ~= count(row, YELLOW) then
add(issues, {"row", "count", row, y})
if (debug) printh("uneven count on row "..y)
if (not details) return issues
end
-- check identical lines
for k,other in ipairs(rows) do
if filled and equal(other, row) and other ~= row then
add(issues, {"row", "identical", row, y, k})
if (debug) printh("equal rows "..k)
if (not details) return issues
end
end
-- check triples
if self:count_consecutives(row) > 2 then
add(issues, {"row", "triples", row, y})
if (debug) printh("triples")
if (not details) return issues
end
end
-- returns a list of issues of the board's current state
get_issues = function(self, details)
local rows = self:get_rows()
local issues = {}
for y, row in ipairs(rows) do
local filled = count(row, 0) == 0
-- check count
if filled and count(row, BLUE) ~= count(row, YELLOW) then
add(issues, { "row", "count", row, y })
if (debug) printh("uneven count on row " .. y) if (not details) return issues
end
-- check identical lines
for k, other in ipairs(rows) do
if filled and equal(other, row) and other ~= row then
add(issues, { "row", "identical", row, y, k })
if (debug) printh("equal rows " .. k) if (not details) return issues
end
end
-- check triples
if self:count_consecutives(row) > 2 then
add(issues, { "row", "triples", row, y })
if (debug) printh("triples") if (not details) return issues
end
end
local cols = self:get_cols()
for x,col in ipairs(cols) do
local filled = count(col, 0) == 0
local cols = self:get_cols()
for x, col in ipairs(cols) do
local filled = count(col, 0) == 0
-- check count
if filled and count(col, BLUE) ~= count(col, YELLOW) then
add(issues, {"col", "count", col, x})
if (debug) printh("uneven count")
if (not details) return issues
end
-- check identical lines
for k,other in ipairs(cols) do
if filled and equal(other, col) and other ~= col then
add(issues, {"col", "identical", col, x, k})
if (debug) printh("equal cols")
if (not details) return issues
end
end
-- check triples
if self:count_consecutives(col) > 2 then
add(issues, {"col", "triples", col, x})
if (debug) printh("triples")
if (not details) return issues
end
end
return issues
end,
-- check count
if filled and count(col, BLUE) ~= count(col, YELLOW) then
add(issues, { "col", "count", col, x })
if (debug) printh("uneven count") if (not details) return issues
end
-- check identical lines
for k, other in ipairs(cols) do
if filled and equal(other, col) and other ~= col then
add(issues, { "col", "identical", col, x, k })
if (debug) printh("equal cols") if (not details) return issues
end
end
-- check triples
if self:count_consecutives(col) > 2 then
add(issues, { "col", "triples", col, x })
if (debug) printh("triples") if (not details) return issues
end
end
return issues
end,
count_consecutives = function(self, line)
local top = 0
local current = 0
local last = 0
for v in all(line) do
if v ~= last then
top = max(current, top)
current = 1
last = v
elseif v~= 0 then
current += 1
end
end
return max(current, top)
end,
count_consecutives = function(self, line)
local top = 0
local current = 0
local last = 0
for v in all(line) do
if v ~= last then
top = max(current, top)
current = 1
last = v
elseif v ~= 0 then
current += 1
end
end
return max(current, top)
end,
--
-- Returns the index of a random zero tile
--
get_random_zero = function(self)
assert(count(tiles, 0) > 0, "No zero left")
local zeroes = filter(tiles, function(v) return v == 0 end, true)
local z = {}
for k,v in pairs(zeroes) do
add(z, k)
end
return rnd(z)
end,
--
-- Returns the index of a random zero tile
--
get_random_zero = function(self)
assert(count(tiles, 0) > 0, "No zero left")
local zeroes = filter(tiles, function(v) return v == 0 end, true)
local z = {}
for k, v in pairs(zeroes) do
add(z, k)
end
return rnd(z)
end,
--
-- Returns the index of a random non-zero tile
--
get_random_non_zero = function(self)
assert(count(tiles, 0) < #tiles, "All zeroes")
local numbers = filter(tiles, function(v) return v ~= 0 end, true)
local z = {}
for k,v in pairs(numbers) do
add(z, k)
end
return rnd(z)
end,
--
-- Returns the index of a random non-zero tile
--
get_random_non_zero = function(self)
assert(count(tiles, 0) < #tiles, "All zeroes")
local numbers = filter(tiles, function(v) return v ~= 0 end, true)
local z = {}
for k, v in pairs(numbers) do
add(z, k)
end
return rnd(z)
end,
tostring = function(self)
local str = ''
for v in all(tiles) do
str ..= ", " .. v
end
return str
end,
tostring = function(self)
local str = ''
for v in all(tiles) do
str ..= ", " .. v
end
return str
end,
-- Solves 1 step of the board
-- Returns "valid" if it solved it without guessing
-- Returns "invalid" if the board cannot be solved
solve_step = function(self, random)
local zeroes = count(tiles, 0)
self:surround_doubles()
self:split_triples()
self:fill_lines()
self:no_identical_lines()
local changed = zeroes ~= count(tiles, 0)
-- Solves 1 step of the board
-- Returns "valid" if it solved it without guessing
-- Returns "invalid" if the board cannot be solved
solve_step = function(self, random)
local zeroes = count(tiles, 0)
self:surround_doubles()
self:split_triples()
self:fill_lines()
self:no_identical_lines()
local changed = zeroes ~= count(tiles, 0)
if not changed and random and not self:is_complete() then
-- Set a random color
local z = self:get_random_zero()
self:fill(z, rnd({BLUE, YELLOW}))
if (debug) printh("!!!!!!!!!!!!!!!!! RANDOM FILL AT " .. z)
return "invalid"
end
return (changed or self:is_complete()) and "valid" or "invalid"
end,
if not changed and random and not self:is_complete() then
-- Set a random color
local z = self:get_random_zero()
self:fill(z, rnd({ BLUE, YELLOW }))
if (debug) printh("!!!!!!!!!!!!!!!!! RANDOM FILL AT " .. z) return "invalid"
end
return (changed or self:is_complete()) and "valid" or "invalid"
end,
surround_doubles = function(self)
for idx,v in ipairs(tiles) do
local x,y = self:idx_xy(idx)
if v == 0 then
local neighbors = {}
-- 2 tiles on the left
if x >= 3 then
add(neighbors, {idx, idx-1, idx-2})
end
-- 2 tiles on the right
if x <= width-2 then
add(neighbors, {idx, idx+1, idx+2})
end
-- 2 tiles on top
if y >= 3 then
add(neighbors, {idx, idx-width, idx - width*2})
end
-- 2 tiles under
if y <= width-2 then
add(neighbors, {idx, idx+width, idx + width*2})
end
surround_doubles = function(self)
for idx, v in ipairs(tiles) do
local x, y = self:idx_xy(idx)
if v == 0 then
local neighbors = {}
-- 2 tiles on the left
if x >= 3 then
add(neighbors, { idx, idx - 1, idx - 2 })
end
-- 2 tiles on the right
if x <= width - 2 then
add(neighbors, { idx, idx + 1, idx + 2 })
end
-- 2 tiles on top
if y >= 3 then
add(neighbors, { idx, idx - width, idx - width * 2 })
end
-- 2 tiles under
if y <= width - 2 then
add(neighbors, { idx, idx + width, idx + width * 2 })
end
-- only keep pairs that are identical (and not 0)
neighbors = filter(neighbors, function (o) return tiles[o[2]] == tiles[o[3]] and tiles[o[2]] ~= 0 end)
-- only keep pairs that are identical (and not 0)
neighbors = filter(neighbors, function(o) return tiles[o[2]] == tiles[o[3]] and tiles[o[2]] ~= 0 end)
-- do the surrounding
for item in all(neighbors) do
if item[1] then
if (debug) printh("Surrounding at " .. item[1])
self:fill(item[1], tiles[item[2]], true)
end
end
end
end
end,
-- do the surrounding
for item in all(neighbors) do
if item[1] then
if (debug) printh("Surrounding at " .. item[1]) self:fill(item[1], tiles[item[2]], true)
end
end
end
end
end,
split_triples = function(self)
for idx, col in ipairs(tiles) do
local x,y = self:idx_xy(idx)
if col == 0 then
split_triples = function(self)
for idx, col in ipairs(tiles) do
local x, y = self:idx_xy(idx)
if col == 0 then
if x > 1 and x < width then
-- check horizontal
local prev = tiles[idx - 1]
local next = tiles[idx + 1]
if prev ~= 0 and prev == next then
if (debug) printh("Splitting at " .. idx) self:fill(idx, prev, true)
end
end
if x > 1 and x < width then
-- check horizontal
local prev = tiles[idx-1]
local next = tiles[idx+1]
if prev ~= 0 and prev == next then
if (debug) printh("Splitting at " .. idx)
self:fill(idx, prev, true)
end
end
if y > 1 and y < width then
-- check vertical
local prev = tiles[idx - width]
local next = tiles[idx + width]
if prev ~= 0 and prev == next then
if (debug) printh("Splitting at " .. idx) self:fill(idx, prev, true)
end
end
end
end
end,
if y>1 and y < width then
-- check vertical
local prev = tiles[idx-width]
local next = tiles[idx+width]
if prev ~= 0 and prev == next then
if (debug) printh("Splitting at " .. idx)
self:fill(idx, prev, true)
end
end
end
end
end,
fill_lines = function(self)
local rows = self:get_rows()
local cols = self:get_cols()
fill_lines = function(self)
local rows = self:get_rows()
local cols = self:get_cols()
-- rows
for y, row in ipairs(rows) do
local a = count(row, BLUE)
local b = count(row, YELLOW)
if a ~= b then
if a == width / 2 then self:fill_row(y, YELLOW) end
if b == width / 2 then self:fill_row(y, BLUE) end
end
end
-- rows
for y,row in ipairs(rows) do
local a = count(row, BLUE)
local b = count(row, YELLOW)
if a ~= b then
if a == width/2 then self:fill_row(y, YELLOW) end
if b == width/2 then self:fill_row(y, BLUE) end
end
end
-- columns
for x, col in ipairs(cols) do
local a = count(col, BLUE)
local b = count(col, YELLOW)
if a ~= b then
if a == width / 2 then self:fill_col(x, YELLOW) end
if b == width / 2 then self:fill_col(x, BLUE) end
end
end
end,
-- columns
for x,col in ipairs(cols) do
local a = count(col, BLUE)
local b = count(col, YELLOW)
if a ~= b then
if a == width/2 then self:fill_col(x, YELLOW) end
if b == width/2 then self:fill_col(x, BLUE) end
end
end
end,
fill_row = function(self, y, color)
if (debug) printh("Filling line " .. y .. " in " .. (color == BLUE and "blue" or "yellow"))
local idx = self:xy_idx(1, y)
for i = idx, idx + width - 1 do
if self:get_tile(i) == 0 then
self:fill(i, color)
end
end
end,
fill_row = function(self, y, color)
if (debug) printh("Filling line " .. y .. " in " .. (color == BLUE and "blue" or "yellow"))
local idx = self:xy_idx(1, y)
for i = idx, (idx+width-1) do
if self:get_tile(i) == 0 then
self:fill(i, color)
end
end
end,
fill_col = function(self, x, color)
if (debug) printh("Filling column " .. x .. " in " .. (color == BLUE and "blue" or "yellow"))
local idx = self:xy_idx(x, 1)
for i = idx, #tiles, width do
if self:get_tile(i) == 0 then
self:fill(i, color)
end
end
end,
fill_col = function(self, x, color)
if (debug) printh("Filling column " .. x .. " in " .. (color == BLUE and "blue" or "yellow"))
local idx = self:xy_idx(x, 1)
for i = idx, #tiles, width do
if self:get_tile(i) == 0 then
self:fill(i, color)
end
end
end,
-- Finds "identical" lines, and fill the 2 remaining tiles with inverted colors
no_identical_lines = function(self)
-- columns
local cols = self:get_cols()
for x, col in ipairs(cols) do
-- if the line has the corrent number of colors,
-- but missing 2 tiles
if count(col, 0) == 2 and count(col, BLUE) == count(col, YELLOW) then
local y1, y2 = unpack(find(col, 0)) -- get the position of the 2 missing tiles
-- create both both solutions
local ab = copy(col) ab[y1] = BLUE ab[y2] = YELLOW
local ba = copy(col) ba[y1] = YELLOW ba[y2] = BLUE
-- Check if a dupe exists
for x2, col in ipairs(cols) do
if equal(col, ab) then
self:fill(self:xy_idx(x, y1), YELLOW)
self:fill(self:xy_idx(x, y2), BLUE)
goto continue
elseif equal(col, ba) then
self:fill(self:xy_idx(x, y1), BLUE)
self:fill(self:xy_idx(x, y2), YELLOW)
goto continue
end
end
end
::continue::
end
-- Finds "identical" lines, and fill the 2 remaining tiles with inverted colors
no_identical_lines = function(self)
-- columns
local cols = self:get_cols()
for x,col in ipairs(cols) do
-- if the line has the corrent number of colors,
-- but missing 2 tiles
if count(col, 0) == 2 and count(col, BLUE) == count(col, YELLOW) then
local y1, y2 = unpack(find(col, 0)) -- get the position of the 2 missing tiles
-- create both both solutions
local ab = copy(col) ab[y1] = BLUE ab[y2] = YELLOW
local ba = copy(col) ba[y1] = YELLOW ba[y2] = BLUE
-- Check if a dupe exists
for x2,col in ipairs(cols) do
if equal(col, ab) then
self:fill(self:xy_idx(x,y1), YELLOW)
self:fill(self:xy_idx(x,y2), BLUE)
goto continue
elseif equal(col, ba) then
self:fill(self:xy_idx(x,y1), BLUE)
self:fill(self:xy_idx(x,y2), YELLOW)
goto continue
end
end
end
::continue::
end
-- rows
local rows = self:get_rows()
for y, row in ipairs(rows) do
if count(row, 0) == 2 and count(row, BLUE) == count(row, YELLOW) then
local x1, x2 = unpack(find(row, 0))
local ab = copy(row) ab[x1] = BLUE ab[x2] = YELLOW
local ba = copy(row) ba[x1] = YELLOW ba[x2] = BLUE
-- Check if a dupe exists
for y2, row in ipairs(rows) do
if equal(row, ab) then
self:fill(self:xy_idx(x1, y), YELLOW)
self:fill(self:xy_idx(x2, y), BLUE)
goto continue
elseif equal(row, ba) then
self:fill(self:xy_idx(x1, y), BLUE)
self:fill(self:xy_idx(x2, y), YELLOW)
goto continue
end
end
end
::continue::
end
end,
-- rows
local rows = self:get_rows()
for y,row in ipairs(rows) do
if count(row, 0) == 2 and count(row, BLUE) == count(row, YELLOW) then
local x1, x2 = unpack(find(row, 0))
local ab = copy(row) ab[x1] = BLUE ab[x2] = YELLOW
local ba = copy(row) ba[x1] = YELLOW ba[x2] = BLUE
-- Check if a dupe exists
for y2,row in ipairs(rows) do
if equal(row, ab) then
self:fill(self:xy_idx(x1,y), YELLOW)
self:fill(self:xy_idx(x2,y), BLUE)
goto continue
elseif equal(row, ba) then
self:fill(self:xy_idx(x1,y), BLUE)
self:fill(self:xy_idx(x2,y), YELLOW)
goto continue
end
end
end
::continue::
end
end,
lock_tiles = function(self)
locked = {}
for k, v in ipairs(tiles) do
if v > 0 then locked[k] = true end
end
end,
lock_tiles = function(self)
locked = {}
for k,v in ipairs(tiles) do
if v > 0 then locked[k] = true end
end
end,
is_locked = function(self, idx)
return locked[idx]
end,
is_locked = function(self, idx)
return locked[idx]
end,
draw_bg_tile = function(self, k)
local w = tile_width
local x, y = self:draw_coords(k)
rectfill2(x + 1, y, w - 2, w, 1)
rectfill2(x, y + 1, w, w - 2, 1)
end,
draw_bg_tile = function(self, k)
local w = tile_width
local x,y = self:draw_coords(k)
rectfill2(x+1, y, w-2, w, 1)
rectfill2(x, y+1, w, w-2, 1)
end,
draw = function(self)
local w = tile_width
for k, v in ipairs(tiles) do
self:draw_tile(k)
end
end,
draw = function(self)
local w = tile_width
for k,v in ipairs(tiles) do
self:draw_tile(k)
end
end,
draw_tile = function(self, idx)
local w = tile_width
local v = tiles[idx]
if v > 0 then
local x,y = self:draw_coords(idx)
local color = get_main_color(v)
local shade = get_shade_color(v)
if color == 1 then fillp() else fillp() end
if self:is_locked(idx) then
rectfill2(x, y, w, w, color)
else
roundedrect(x, y, w, w, color)
line(x+1, y+w-1, x+w-2, y+w-1, shade)
line(x+w-1, y+1, x+w-1, y+w-2, shade)
end
else
fillp()
self:draw_bg_tile(idx)
end
end,
}
draw_tile = function(self, idx)
local w = tile_width
local v = tiles[idx]
if v > 0 then
local x, y = self:draw_coords(idx)
local color = get_main_color(v)
local shade = get_shade_color(v)
if color == 1 then fillp() else fillp() end
if self:is_locked(idx) then
rectfill2(x, y, w, w, color)
else
roundedrect(x, y, w, w, color)
line(x + 1, y + w - 1, x + w - 2, y + w - 1, shade)
line(x + w - 1, y + 1, x + w - 1, y + w - 2, shade)
end
else
fillp()
self:draw_bg_tile(idx)
end
end
}
end

View File

@ -1,34 +1,35 @@
local coroutines={}
local coroutines = {}
-- starts a coroutine and saves it for future reference
function startcoroutine(co)
assert(tostr(co) == "[thread]") -- make sure that co is a coroutine, the return value of cocreate()
add(coroutines, co)
assert(tostr(co) == "[thread]")
-- make sure that co is a coroutine, the return value of cocreate()
add(coroutines, co)
end
-- stops the the coroutine
function stopcoroutine(co)
del(coroutines, co)
del(coroutines, co)
end
function _coresolve()
for co in all(coroutines) do
if costatus(co) != 'dead' then
assert(coresume(co))
else
stopcoroutine(co)
end
end
for co in all(coroutines) do
if costatus(co) != 'dead' then
assert(coresume(co))
else
stopcoroutine(co)
end
end
end
-- to be used inside a coroutine
function wait(seconds)
wait_frames(seconds*30)
wait_frames(seconds * 30)
end
-- to be used inside a coroutine
function wait_frames(frames)
for i=1,frames do
yield()
end
for i = 1, frames do
yield()
end
end

View File

@ -12,24 +12,24 @@ local YELLOW = 1
-- 🅾️ Z[C]N ❎ [X]VM
-- X and C have the same position on QWERTY and AZERTY
local LEFT,RIGHT,UP,DOWN,BTN_O,BTN_X = 0,1,2,3,4,5
local LEFT, RIGHT, UP, DOWN, BTN_O, BTN_X = 0, 1, 2, 3, 4, 5
local patterns = {
0b0000000000000000,
0b1000000000000000,
0b1000000000100000,
0b1010000000100000,
0b1010000010100000,
0b1010010010100000,
0b1010010010100001,
0b1010010110100001,
0b1010010110100101,
0b1110010110100101,
0b1110010110110101,
0b1111010110110101,
0b1111010111110101,
0b1111110111110101,
0b1111110111110111,
0b1111111111110111,
0b1111111111111111,
0b0000000000000000,
0b1000000000000000,
0b1000000000100000,
0b1010000000100000,
0b1010000010100000,
0b1010010010100000,
0b1010010010100001,
0b1010010110100001,
0b1010010110100101,
0b1110010110100101,
0b1110010110110101,
0b1111010110110101,
0b1111010111110101,
0b1111110111110101,
0b1111110111110111,
0b1111111111110111,
0b1111111111111111
}

123
main.lua
View File

@ -3,62 +3,63 @@
--
function custom_font()
poke(0x5f58,0x81)
poke(0x5f58, 0x81)
end
function standard_font(font)
poke(0x5f58,0x80)
poke(0x5f58, 0x80)
end
function idx_xy(idx, width)
return (idx - 1) % width + 1, (idx - 1) \ width + 1
return (idx - 1) % width + 1, (idx - 1) \ width + 1
end
function xy_idx(x, y, width)
return ((y - 1) * width) + x
return (y - 1) * width + x
end
function map(tbl, f)
local t = {}
for k, v in pairs(tbl) do
t[k] = f(v)
end
return t
local t = {}
for k, v in pairs(tbl) do
t[k] = f(v)
end
return t
end
function filter(tbl, f, keepindex)
local ret = {}
for k, v in pairs(tbl) do
if f(v) then
if keepindex
then ret[k] = v
else add(ret, v)
end
end
end
return ret
local ret = {}
for k, v in pairs(tbl) do
if f(v) then
if keepindex then
ret[k] = v
else
add(ret, v)
end
end
end
return ret
end
function slice(tbl, first, last, step)
local sliced = {}
for i = (first or 1), (last or #tbl), (step or 1) do
sliced[#sliced + 1] = tbl[i]
end
return sliced
local sliced = {}
for i = first or 1, last or #tbl, step or 1 do
sliced[#sliced + 1] = tbl[i]
end
return sliced
end
function rectfill2(x, y, w, h, col)
rectfill(x, y, x+w-1, y+h-1, col)
rectfill(x, y, x + w - 1, y + h - 1, col)
end
function roundedrect(x, y, w, h, col)
rectfill2(x,y,w,h,0)
rectfill2(x+1, y, w-2, h, col)
rectfill2(x, y+1, w, h-2, col)
rectfill2(x, y, w, h, 0)
rectfill2(x + 1, y, w - 2, h, col)
rectfill2(x, y + 1, w, h - 2, col)
end
function rect2(x, y, w, h, col)
rect(x, y, x+w, y+h, col)
rect(x, y, x + w, y + h, col)
end
--
@ -74,7 +75,6 @@ end
-- return c
-- end
-- function tostring(any)
-- if (type(any)~="table") return tostr(any)
-- local str = "{"
@ -85,53 +85,50 @@ end
-- return str.."}"
-- end
--
-- main loop
--
function _init()
-- pal({[0]=0,128,132,7,136,8,14,137,9,10,131,3,11,1,140,12},1)
-- poke(0x5f2e,1) --to keep colors
-- pal({[0]=0,128,132,7,136,8,14,137,9,10,131,3,11,1,140,12},1)
-- poke(0x5f2e,1) --to keep colors
printh(" ")
printh("*************")
printh(" ")
local date = stat(80)..stat(81)..stat(82)..stat(84)..stat(85)
srand(date)
printh("seed " .. date)
printh(" ")
printh("*************")
printh(" ")
local date = stat(80) .. stat(81) .. stat(82) .. stat(84) .. stat(85)
srand(date)
printh("seed " .. date)
frame_count = 0
frame_count = 0
states = {
rules = state_rules(),
menu = state_menu(),
loading = state_loading(),
game = state_game(),
endgame = state_endgame(),
}
set_state(states.menu)
states = {
rules = state_rules(),
menu = state_menu(),
loading = state_loading(),
game = state_game(),
endgame = state_endgame()
}
set_state(states.menu)
end
function _update60()
frame_count += 1
frame_count += 1
-- update mouse coords
mouse_x = stat(32)
mouse_y = stat(33)
-- update mouse coords
mouse_x = stat(32)
mouse_y = stat(33)
_coresolve()
gs._update()
_coresolve()
gs._update()
end
function _draw()
gs._draw()
for overlay in all(overlays) do
overlay:_draw()
end
-- mouse cursor
spr(1, mouse_x, mouse_y)
end
gs._draw()
for overlay in all(overlays) do
overlay:_draw()
end
-- mouse cursor
spr(1, mouse_x, mouse_y)
end

View File

@ -1,51 +1,54 @@
function state_endgame()
local board
local message = "웃웃 yay! 웃웃"
local message_x = 0
local board
local message = "웃웃 yay! 웃웃"
local message_x = 0
local function go_to_menu()
set_state(states.menu)
end
local function go_to_menu()
set_state(states.menu)
end
local btn_back = make_button({x=1, y=118, h=7, text="🅾️/C bACK TO mENU", color=8,
on_click=function() go_to_menu() end,
on_hover=function(btn) btn.color = 7 end})
local btn_back = make_button({
x = 1, y = 118, h = 7, text = "🅾️/C bACK TO mENU", color = 8,
on_click = function() go_to_menu() end,
on_hover = function(btn) btn.color = 7 end
})
local function _enter(_board)
board = _board
message_x = (128 - print(message,0,-100))/2
end
local function _enter(_board)
board = _board
message_x = (128 - print(message, 0, -100)) / 2
end
local function _update()
btn_back:update()
if btnp(BTN_O) then
go_to_menu()
end
end
local function _update()
btn_back:update()
if btnp(BTN_O) then
go_to_menu()
end
end
local function _draw()
cls()
board:draw()
local function _draw()
cls()
board:draw()
-- wavy message
local offset=0
for i = 1, #message, 1 do -- loop through every letter
letter = sub(message, i, i) -- grab this letter
local st = t() + 0.125 * i -- create a modified time for this letter
print(letter, message_x + offset, 20 + sin(st*0.5)*10, 7) -- draw this letter
offset += print(letter,0,-100)
end
-- wavy message
local offset = 0
for i = 1, #message, 1 do
-- loop through every letter
letter = sub(message, i, i) -- grab this letter
local st = t() + 0.125 * i -- create a modified time for this letter
print(letter, message_x + offset, 20 + sin(st * 0.5) * 10, 7) -- draw this letter
offset += print(letter, 0, -100)
end
btn_back:draw()
end
btn_back:draw()
end
local function _leave()
end
local function _leave()
end
return {
_enter = _enter,
_update = _update,
_draw = _draw,
_leave = _leave
}
return {
_enter = _enter,
_update = _update,
_draw = _draw,
_leave = _leave
}
end

View File

@ -1,134 +1,133 @@
function state_game()
local board
local selected_id = 1
local timer_clue = 0
local mx, mx = 0, 0
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 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 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 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 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)
local function _enter(_board)
-- mouse bound to buttons
poke(0x5F2D, 3)
board = _board
-- lock the initial tiles
board:lock_tiles()
end
board = _board
-- lock the initial tiles
board:lock_tiles()
end
local function _leave()
-- stopcoroutine(show_clues)
end
local function _leave()
-- stopcoroutine(show_clues)
end
local function _update()
update_mouse()
local function _update()
update_mouse()
local size = board:get_size()
local x, y = board:idx_xy(selected_id)
local moved = false
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
if moved then
selected_id = board:xy_idx(x, y)
end
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
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
if btnp(BTN_X) then
board:try_flip_tile(selected_id)
show_clues()
end
if (x < 1) x = size
if (x > size) x = 1
if (y < 1) y = size
if (y > size) y = 1
check_endgame()
end
if (x<1) x=size
if (x>size) x=1
if (y<1) y=size
if (y>size) y=1
local function _draw()
cls()
local x, y = board:draw_coords(1)
draw_animated_bg(x)
check_endgame()
end
board:draw()
draw_selected_tile()
local function _draw()
cls()
local x,y = board:draw_coords(1)
draw_animated_bg(x)
-- 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
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
}
return {
_enter = _enter,
_update = _update,
_draw = _draw,
_leave = _leave
}
end

View File

@ -1,158 +1,160 @@
function state_loading()
local board
local size
local og_rt
local removing_tile
local board
local size
local og_rt
local removing_tile
local spinner = split"-,\\,|,/"
local loading_messages = {
"rETICULATING SPLINES",
"aLLOCATING RESSOURCES",
"eMULATING HARDWARE",
"uNCLOGGING MEMORY BUS",
"sPINNING UP ai AGENT",
"sIDE-STEPPING VIRTUAL MACHINE",
"iNSTALLING BACKTRACKING WIZARD",
"eXFOLIATING PIXELS",
"sCAFFOLDING RAY-TRACING ALGORITHM",
"sWEEPING PARTICLES",
"pRESSURIZING USER INTERFACE",
"sHAKING RED AND BLUE PAINT BUCKETS",
"gATHERING GRAVITY",
"sERIALIZING BOARD MATRIX",
"bACKPORTING e2e ENCRYPTION",
}
local spinner = split "-,\\,|,/"
local loading_messages = {
"rETICULATING SPLINES",
"aLLOCATING RESSOURCES",
"eMULATING HARDWARE",
"uNCLOGGING MEMORY BUS",
"sPINNING UP ai AGENT",
"sIDE-STEPPING VIRTUAL MACHINE",
"iNSTALLING BACKTRACKING WIZARD",
"eXFOLIATING PIXELS",
"sCAFFOLDING RAY-TRACING ALGORITHM",
"sWEEPING PARTICLES",
"pRESSURIZING USER INTERFACE",
"sHAKING RED AND BLUE PAINT BUCKETS",
"gATHERING GRAVITY",
"sERIALIZING BOARD MATRIX",
"bACKPORTING e2e ENCRYPTION"
}
local message = ""
local messages_str = ""
local messages_x = 128
local loaded = false
local done = {}
local message = ""
local messages_str = ""
local messages_x = 128
local loaded = false
local done = {}
local create_board = function()
printh("creating")
local start = time()
repeat
board:reset()
repeat
board:solve_step(true)
yield()
until board:is_complete()
until board:is_valid()
local create_board = function()
printh("creating")
local start = time()
repeat
board:reset()
repeat
board:solve_step(true)
yield()
until board:is_complete()
until board:is_valid()
-- Remove tiles that can be removed
local previous = {board:get_tiles_copy()} -- initial state
done = {}
while true do
-- Remove tiles that can be removed
local previous = { board:get_tiles_copy() }
-- initial state
done = {}
while true do
board:set_tiles(previous[#previous])
-- remove a random tile
repeat
removing_tile += 1
if removing_tile > size then
removing_tile = 1
end
until removing_tile == size or board:get_tiles_copy()[removing_tile] ~= 0
if removing_tile == og_rt then
break
end
board:set_tiles(previous[#previous])
-- remove a random tile
repeat
removing_tile += 1
if removing_tile > size then
removing_tile = 1
end
until removing_tile == size or board:get_tiles_copy()[removing_tile] ~= 0
if removing_tile == og_rt then
break
end
board:fill(removing_tile, 0)
add(done, removing_tile)
add(previous, board:get_tiles_copy())
board:fill(removing_tile, 0)
add(done, removing_tile)
add(previous, board:get_tiles_copy())
-- try to solve the board
local solved = ""
yield()
repeat
solved = board:solve_step()
if solved == "valid" then
amplitude -= .125
end
until board:is_complete() or solved == "invalid"
-- try to solve the board
local solved = ""
yield()
repeat
solved = board:solve_step()
if solved == "valid" then
amplitude -= .125
end
until board:is_complete() or solved == "invalid"
if solved == "invalid" then
deli(previous)
end
end
-- end while
printh("board generated in " .. time() - start .. " seconds")
startcoroutine(cocreate(function()
repeat
amplitude -= .5
yield()
until amplitude <= 0
end))
if solved == "invalid" then
deli(previous)
end
end -- end while
printh("board generated in "..time()-start.." seconds")
startcoroutine(cocreate(function()
repeat
amplitude -= .5
yield()
until amplitude <= 0
end))
board:set_tiles(previous[#previous])
printh(board:tostring())
printh(count(board:get_tiles_copy(), 0) .. " zeroes")
board:set_tiles(previous[#previous])
printh(board:tostring())
printh(count(board:get_tiles_copy(), 0).." zeroes")
loaded = true
end
loaded = true
end
local function draw_tiles(board)
local w = board:get_size()
local tiles = board:get_tiles_copy()
for k, v in ipairs(tiles) do
if v == 0 or contains(done, k) then
board:draw_tile(k)
end
end
end
local function draw_tiles(board)
local w = board:get_size()
local tiles = board:get_tiles_copy()
for k,v in ipairs(tiles) do
if v==0 or contains(done, k) then
board:draw_tile(k)
end
end
end
local function _enter()
printh("enter loading")
board = Board:new()
size = board:get_size() * board:get_size()
og_rt = rnd(size) \ 1 + 1
-- original removing tile
removing_tile = og_rt
local function _enter()
printh("enter loading")
board = Board:new()
size = board:get_size()*board:get_size()
og_rt = rnd(size)\1+1 -- original removing tile
removing_tile = og_rt
amplitude = 64
loaded = false
done = {}
amplitude = 64
loaded = false
done = {}
local copy_messages = copy(loading_messages)
messages_str = ""
messages_x = 128
while #copy_messages > 0 do
local m = rnd(copy_messages)
messages_str ..= m .. " "
del(copy_messages, m)
end
messages_str ..= "tHANK YOU FOR YOUR PATIENCE"
local copy_messages = copy(loading_messages)
messages_str = ""
messages_x = 128
while #copy_messages > 0 do
local m = rnd(copy_messages)
messages_str ..= m .. " "
del(copy_messages, m)
end
messages_str ..= "tHANK YOU FOR YOUR PATIENCE"
startcoroutine(cocreate(create_board))
end
startcoroutine(cocreate(create_board))
end
local function _update()
board:lock_tiles()
local function _update()
board:lock_tiles()
messages_x -= 4
if loaded then
set_state(states.game, board)
end
end
messages_x -= 4
if loaded then
set_state(states.game, board)
end
end
local function _draw()
cls()
local x,y = board:draw_coords(1)
draw_animated_bg(x)
-- board:draw_bg()
draw_tiles(board)
local s = board:get_size()*board:get_size()
local l = print(message, 0, -100)
local y = 118+(removing_tile/s)*100/8
local ci = removing_tile\20+1
-- if not loaded then
-- rectfill2(0,y-2,127,10,0)
-- print(messages_str, messages_x, y, 3, 0)
-- -- print(spinner[t()\.25%4+1], 120, 120)
-- end
end
local function _draw()
cls()
local x, y = board:draw_coords(1)
draw_animated_bg(x)
-- board:draw_bg()
draw_tiles(board)
local s = board:get_size() * board:get_size()
local l = print(message, 0, -100)
local y = 118 + removing_tile / s * 100 / 8
local ci = removing_tile \ 20 + 1
-- if not loaded then
-- rectfill2(0,y-2,127,10,0)
-- print(messages_str, messages_x, y, 3, 0)
-- -- print(spinner[t()\.25%4+1], 120, 120)
-- end
end
return {
_enter = _enter,
_update = _update,
_draw = _draw,
}
return {
_enter = _enter,
_update = _update,
_draw = _draw
}
end

View File

@ -1,78 +1,79 @@
function state_menu()
local selected = 1
local selected = 1
local buttons = {}
-- local buttons = {
-- make_button({x=10, y=10, w=30, text="pLAY", data={i=1},
-- on_click=function() set_state(states.loading) end,
-- on_hover=function(btn) selected=1 end,
-- }),
-- }
local buttons = {}
-- local buttons = {
-- make_button({x=10, y=10, w=30, text="pLAY", data={i=1},
-- on_click=function() set_state(states.loading) end,
-- on_hover=function(btn) selected=1 end,
-- }),
-- }
local game_sizes = {
{"mINI bOARD - 4X4", 4},
{"sMALL bOARD - 6X6", 6},
{"mEDIUM bOARD - 8X8", 8},
{"lARGE bOARD - 10X10", 10}
}
for k, item in ipairs(game_sizes) do
add(buttons,
make_button({
x=10, y=10+k*10,
selected_color=7,
text=item[1],
on_click=function() board_size=item[2] set_state(states.loading) end,
on_hover=function() selected=k end,
})
)
end
local game_sizes = {
{ "mINI bOARD - 4X4", 4 },
{ "sMALL bOARD - 6X6", 6 },
{ "mEDIUM bOARD - 8X8", 8 },
{ "lARGE bOARD - 10X10", 10 }
}
for k, item in ipairs(game_sizes) do
add(
buttons,
make_button({
x = 10, y = 10 + k * 10,
selected_color = 7,
text = item[1],
on_click = function() board_size = item[2] set_state(states.loading) end,
on_hover = function() selected = k end
})
)
end
local rulesId = #buttons + 1
add(
buttons,
make_button({
x = 10, y = 20 + (#game_sizes + 1) * 10, w = 30, text = "rULES",
color = 13, selected_color = 12,
on_click = function() set_state(states.rules) end,
on_hover = function() selected = rulesId end
})
)
local rulesId = #buttons+1
add(buttons,
make_button({x=10, y=20+(#game_sizes+1)*10, w=30, text="rULES",
color=13, selected_color=12,
on_click=function() set_state(states.rules) end,
on_hover=function() selected=rulesId end,
})
)
local function _enter()
-- mouse not bound to buttons
poke(0x5F2D, 1)
end
local function _enter()
-- mouse not bound to buttons
poke(0x5F2D, 1)
end
local function _draw()
cls()
draw_bg_menu()
local function _draw()
cls()
draw_bg_menu()
print("pLAY", 10, 8, 8)
print("pLAY", 10, 8, 8)
for k,button in ipairs(buttons) do
button:draw(selected == k)
end
print("pRESS ❎/X TO CONTINUE", 8, 120, 7)
end
for k, button in ipairs(buttons) do
button:draw(selected == k)
end
print("pRESS ❎/X TO CONTINUE", 8, 120, 7)
end
return {
_enter = _enter,
return {
_enter = _enter,
_update = function()
for button in all(buttons) do
button:update()
end
_update = function()
for button in all(buttons) do
button:update()
end
if btnp(UP) then
selected -= 1
elseif btnp(DOWN) then
selected += 1
elseif btnp(BTN_X) then
buttons[selected]:on_click()
end
selected = mid(1, selected, #buttons)
if btnp(UP) then
selected -= 1
elseif btnp(DOWN) then
selected += 1
elseif btnp(BTN_X) then
buttons[selected]:on_click()
end
selected = mid(1, selected, #buttons)
end,
end,
_draw = _draw
}
_draw = _draw
}
end

View File

@ -1,94 +1,94 @@
function state_rules()
local fade = split "0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,2,4,9,10,9,4,2,1"
local color = 1
local fade = split"0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,2,4,9,10,9,4,2,1"
local color = 1
local function blink(x, y, w, h)
rect2(x, y, w, h, fade[color])
end
local function blink(x,y,w,h)
rect2(x,y,w,h,fade[color])
end
local function go_back()
set_state(states.menu)
end
local function go_back()
set_state(states.menu)
end
local btn_back = make_button({
x = 1, y = 118, w = 30, h = 7, text = "🅾️/C mENU", color = 8,
on_click = function() go_back() end,
on_hover = function(btn) btn.color = 7 end
})
local btn_back = make_button({x=1, y=118, w=30, h=7, text="🅾️/C mENU", color=8,
on_click=function() go_back() end,
on_hover=function(btn) btn.color = 7 end})
return {
_enter = function()
end,
return {
_enter = function()
end,
_exit = function()
-- standard_font()
end,
_update=function()
-- custom_font()
if frame_count%8==0 then
color += 1
end
if color>#fade then
color = 1
end
_exit = function()
-- standard_font()
end,
-- Back to the menu
if btnp(BTN_O) then
go_back()
end
_update = function()
-- custom_font()
if frame_count % 8 == 0 then
color += 1
end
if color > #fade then
color = 1
end
btn_back:update()
end,
-- Back to the menu
if btnp(BTN_O) then
go_back()
end
_draw=function()
cls()
btn_back:update()
end,
print("1) yOU CAN'T HAVE MORE THAN\n TWO (2) CONSECUTIVE TILES\n OF THE SAME COLOR", 2,2, 7)
local x = 14
local y = 28
sspr(0,32, 12,12, x,y)
spr(2, x+14, y+1)
sspr(13,32, 12,12, x+26,y)
blink(x-1, y-1, 9, 3)
blink(x+25, y-1, 9, 3)
blink(x-1, y+8, 12, 3)
blink(x+25, y+8, 12, 3)
_draw = function()
cls()
x = 75
sspr(26,32, 12,12, x,y)
spr(2, x+14, y+1)
sspr(39,32, 12,12, x+26,y)
blink(x+5, y+2, 3, 9)
blink(x+31, y+2, 3, 9)
print("1) yOU CAN'T HAVE MORE THAN\n TWO (2) CONSECUTIVE TILES\n OF THE SAME COLOR", 2, 2, 7)
local x = 14
local y = 28
sspr(0, 32, 12, 12, x, y)
spr(2, x + 14, y + 1)
sspr(13, 32, 12, 12, x + 26, y)
blink(x - 1, y - 1, 9, 3)
blink(x + 25, y - 1, 9, 3)
blink(x - 1, y + 8, 12, 3)
blink(x + 25, y + 8, 12, 3)
x = 75
sspr(26, 32, 12, 12, x, y)
spr(2, x + 14, y + 1)
sspr(39, 32, 12, 12, x + 26, y)
blink(x + 5, y + 2, 3, 9)
blink(x + 31, y + 2, 3, 9)
--------------
--------------
x = 44
y = 50
print("2) eACH LINE CONTAINS AN EQUAL\n NUMBER OF EACH COLOR", 2, y, 7)
sspr(52,32, 12,12, x,y+20)
spr(2, x+14, y+21)
sspr(65,32, 12,12, x+26,y+20)
blink(x+5, y+22, 6, 3)
blink(x+31, y+22, 6, 3)
blink(x-1, y+19, 3, 6)
blink(x+25, y+19, 3, 6)
x = 44
y = 50
print("2) eACH LINE CONTAINS AN EQUAL\n NUMBER OF EACH COLOR", 2, y, 7)
sspr(52, 32, 12, 12, x, y + 20)
spr(2, x + 14, y + 21)
sspr(65, 32, 12, 12, x + 26, y + 20)
blink(x + 5, y + 22, 6, 3)
blink(x + 31, y + 22, 6, 3)
blink(x - 1, y + 19, 3, 6)
blink(x + 25, y + 19, 3, 6)
--------------
--------------
x = 44
y = 90
print("3) aLL ROWS AND COLUMNS\n ARE DIFFERENT", 2, y, 7)
sspr(78,32, 12,12, x,y+20)
spr(2, x+14, y+21)
sspr(91,32, 12,12, x+26,y+20)
blink(x-1, y+25, 12, 6)
blink(x+25, y+25, 12, 6)
x = 44
y = 90
print("3) aLL ROWS AND COLUMNS\n ARE DIFFERENT", 2, y, 7)
sspr(78, 32, 12, 12, x, y + 20)
spr(2, x + 14, y + 21)
sspr(91, 32, 12, 12, x + 26, y + 20)
blink(x - 1, y + 25, 12, 6)
blink(x + 25, y + 25, 12, 6)
--------------
--------------
btn_back:draw()
end,
}
btn_back:draw()
end
}
end

View File

@ -1,7 +1,7 @@
local Tile = {}
function Tile.new(color)
return {
color=color
}
end
return {
color = color
}
end

77
ui.lua
View File

@ -1,42 +1,43 @@
function make_button(options)
local state = 0 -- 0 = normal, 1 = hovered, 2 = pressed
local w = print(options.text, 0, -100)
return {
x = options.x,
y = options.y,
w = options.w or w,
h = options.h or 6,
data = options.data,
text = options.text,
on_click = options.on_click,
on_hover = options.on_hover,
ogColor = options.color or 5,
selected_color = options.selected_color or 5,
color = options.color or 5,
local state = 0
-- 0 = normal, 1 = hovered, 2 = pressed
local w = print(options.text, 0, -100)
return {
x = options.x,
y = options.y,
w = options.w or w,
h = options.h or 6,
data = options.data,
text = options.text,
on_click = options.on_click,
on_hover = options.on_hover,
ogColor = options.color or 5,
selected_color = options.selected_color or 5,
color = options.color or 5,
draw=function(self, selected)
standard_font()
local color = selected and self.selected_color or self.color
print(self.text, self.x, self.y, color)
-- rect(self.x, self.y, self.x+self.w, self.y+self.h, color)
end,
draw = function(self, selected)
standard_font()
local color = selected and self.selected_color or self.color
print(self.text, self.x, self.y, color)
-- rect(self.x, self.y, self.x+self.w, self.y+self.h, color)
end,
update=function(self)
self.color = self.ogColor
if mouse_x >= self.x and mouse_x <= self.x + self.w and
mouse_y >= self.y and mouse_y <= self.y + self.h then
if stat(34)&1 == 0 and state == 2 and self.on_click then
self.on_click(self)
end
if stat(34)&1 == 1 then
state = 2
else
if self.on_hover then self:on_hover() end
state = 1
end
else
state = 0
end
end
}
update = function(self)
self.color = self.ogColor
if mouse_x >= self.x and mouse_x <= self.x + self.w
and mouse_y >= self.y and mouse_y <= self.y + self.h then
if stat(34) & 1 == 0 and state == 2 and self.on_click then
self.on_click(self)
end
if stat(34) & 1 == 1 then
state = 2
else
if self.on_hover then self:on_hover() end
state = 1
end
else
state = 0
end
end
}
end

View File

@ -1,63 +1,62 @@
local oldprint = print
function print(t,x,y,col1,col2)
if col2 then
for i=-1,1 do
for j=-1,1 do
oldprint(t, x+i, y+j, col2)
end
end
end
return oldprint(t, x, y, col1)
function print(t, x, y, col1, col2)
if col2 then
for i = -1, 1 do
for j = -1, 1 do
oldprint(t, x + i, y + j, col2)
end
end
end
return oldprint(t, x, y, col1)
end
function str_width(str)
return print(str,0,-8)
return print(str, 0, -8)
end
function print_shade(t,x,y,col1,col2)
print(t,x,y+1,col2)
print(t,x+1,y+1,col2)
print(t,x,y,col1)
function print_shade(t, x, y, col1, col2)
print(t, x, y + 1, col2)
print(t, x + 1, y + 1, col2)
print(t, x, y, col1)
end
function set_state(state, ...)
local args = {...}
if gs and gs._leave then gs._leave() end
gs = state
if gs and gs._enter then gs._enter(unpack(args)) end
local args = { ... }
if gs and gs._leave then gs._leave() end
gs = state
if gs and gs._enter then gs._enter(unpack(args)) end
end
--
-- Returns the indices of found occurences of `o` within `tbl`
--
function find(tbl, o)
local indices = {}
for k,v in ipairs(tbl) do
if v == o then add(indices, k) end
end
return indices
local indices = {}
for k, v in ipairs(tbl) do
if v == o then add(indices, k) end
end
return indices
end
function contains(tbl, o)
for v in all(tbl) do
if v == o then return true end
end
return false
for v in all(tbl) do
if v == o then return true end
end
return false
end
--
-- Makes a shallow table copy
--
function copy(tbl)
return map(tbl, function (o) return o end)
return map(tbl, function(o) return o end)
end
--
-- Table equality - shallow comparison
--
function equal(tbl1, tbl2)
for k, _ in ipairs(tbl1) do
if tbl1[k] ~= tbl2[k] then return false end
end
return true
for k, _ in ipairs(tbl1) do
if tbl1[k] ~= tbl2[k] then return false end
end
return true
end

View File

@ -1,39 +1,41 @@
local overlays = {}
function get_main_color(tint)
if tint == BLUE then
return 12
elseif tint == YELLOW then
return 9
else
return 1
end
if tint == BLUE then
return 12
elseif tint == YELLOW then
return 9
else
return 1
end
end
function get_shade_color(tint)
if tint == BLUE then
return 13
elseif tint == YELLOW then
return 4
else
return 1
end
if tint == BLUE then
return 13
elseif tint == YELLOW then
return 4
else
return 1
end
end
function spawn_tile_transition(x, y, w, h, from_tint, to_tint)
local p = #patterns
local from_color = get_main_color(from_tint)
local to_color = get_main_color(to_tint)
add(overlays, {
_draw = function(self)
fillp()
rectfill(x, y, x + w, y + h, from_color)
fillp(patterns[p\1]+0b0.1)
rectfill(x, y, x + w, y + h, to_color)
p -= 1
if p < 1 then
del(overlays, self)
end
end
})
end
local p = #patterns
local from_color = get_main_color(from_tint)
local to_color = get_main_color(to_tint)
add(
overlays, {
_draw = function(self)
fillp()
rectfill(x, y, x + w, y + h, from_color)
fillp(patterns[p \ 1] + 0b0.1)
rectfill(x, y, x + w, y + h, to_color)
p -= 1
if p < 1 then
del(overlays, self)
end
end
}
)
end