188 lines
3.0 KiB
Lua
188 lines
3.0 KiB
Lua
poke(0x5F2D, 1)
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--
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-- constants
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--
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local BLUE = 1
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local YELLOW = 2
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--
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-- Utils
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--
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function idx_xy(idx, width)
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return (idx - 1) % width + 1, (idx - 1) \ width + 1
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end
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function xy_idx(x, y, width)
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return ((y - 1) * width) + x
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end
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function map(tbl, f)
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local t = {}
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for k, v in pairs(tbl) do
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t[k] = f(v)
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end
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return t
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end
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function filter(tbl, f, keepindex)
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local ret = {}
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for k, v in pairs(tbl) do
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if f(v) then
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if keepindex
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then ret[k] = v
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else add(ret, v)
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end
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end
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end
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return ret
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end
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function slice(tbl, first, last, step)
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local sliced = {}
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for i = (first or 1), (last or #tbl), (step or 1) do
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sliced[#sliced + 1] = tbl[i]
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end
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return sliced
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end
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local _rectfill = rectfill
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function rectfill(x, y, w, h, col)
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_rectfill(x, y, x+w, y+h, col)
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end
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--
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-- Overrides count() to accept a callback
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--
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-- local _count = count
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-- function count(tbl, p)
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-- if type(p) != "function" then return _count(tbl, p) end
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-- local c = 0
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-- for v in all(tbl) do
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-- if p(v) then c+=1 end
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-- end
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-- return c
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-- end
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--
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-- Returns the indices of found occurences of `o` within `tbl`
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--
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function find(tbl, o)
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local indices = {}
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for k,v in ipairs(tbl) do
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if v == o then add(indices, k) end
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end
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return indices
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end
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--
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-- Makes a shallow table copy
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--
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function copy(tbl)
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return map(tbl, function (o) return o end)
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end
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--
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-- Table equality - shallow comparison
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--
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function equal(tbl1, tbl2)
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for k, _ in ipairs(tbl1) do
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if tbl1[k] ~= tbl2[k] then return false end
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end
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return true
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end
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-- function tostring(any)
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-- if (type(any)~="table") return tostr(any)
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-- local str = "{"
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-- for k,v in pairs(any) do
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-- if (str~="{") str=str..","
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-- str=str..tostring(k).."="..tostring(v)
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-- end
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-- return str.."}"
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-- end
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function makeButton(x, y, w, h, text, onClick, onHover)
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local state = 0 -- 0 = normal, 1 = hovered, 2 = pressed
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return {
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x = x,
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y = y,
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w = w,
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h = h,
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text = text,
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onClick = onClick,
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onHover = onHover,
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draw=function(self, selected)
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-- rectfill(self.x, self.y, self.w, self.h, 8)
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local color = selected and 7 or 5
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print(self.text, self.x+1, self.y+1, color)
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end,
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update=function(self)
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if mouse_x >= self.x and mouse_x <= self.x + self.w and
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mouse_y >= self.y and mouse_y <= self.y + self.h then
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if stat(34)&1 == 0 and state == 2 and self.onClick then
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self.onClick()
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end
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if stat(34)&1 == 1 then
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state = 2
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else
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if onHover then onHover() end
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state = 1
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end
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else
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state = 0
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end
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end
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}
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end
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function setState(state, ...)
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local args = {...}
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if gs and gs._leave then gs._leave() end
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gs = state
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if gs and gs._enter then gs._enter(unpack(args)) end
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end
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--
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-- main loop
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--
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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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mouse_y = 0
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states = {
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menu = stateMenu(),
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game = stateGame()
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}
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setState(states.menu)
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end
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function _update60()
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gs._update()
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-- if not create then
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-- board:solveStep()
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-- end
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-- mouse
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mouse_x = stat(32)
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mouse_y = stat(33)
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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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