b5fb9781a6
pixel-painter was depending on the old readline code that returned nil for empty lines however empty lines should have returned an empty string Change-Id: Ic06ce920a7ab38e1fb8f7197d637e74ed9e35653
701 lines
25 KiB
Lua
701 lines
25 KiB
Lua
--[[
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__________ __ ___.
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Open \______ \ ____ ____ | | _\_ |__ _______ ___
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Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
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Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
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Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
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\/ \/ \/ \/ \/
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$Id$
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Port and extension of Pixel Painter by Pavel Bakhilau
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(http://js1k.com/2010-first/demo/453) to Rockbox Lua.
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Copyright (C) 2011 by Stefan Schneider-Kennedy
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
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KIND, either express or implied.
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]]--
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--Number of colours used in the game
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--Hard coded here, in the COLOURS and PIP_COLOURS definitions and in
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--get_colours_count's count_table
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NUM_COLOURS = 6
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--Utility function makes a copy of the passed table
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function deepcopy(object)
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local lookup_table = {}
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local function _copy(object)
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if type(object) ~= "table" then
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return object
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elseif lookup_table[object] then
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return lookup_table[object]
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end
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local new_table = {}
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lookup_table[object] = new_table
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for index, value in pairs(object) do
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new_table[_copy(index)] = _copy(value)
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end
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return setmetatable(new_table, getmetatable(object))
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end
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return _copy(object)
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end
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--Returns the maximum value of the passed table and its index
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function table_maximum(a)
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local mi = 1
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local m = a[mi]
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for i, val in ipairs(a) do
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if val > m then
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mi = i
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m = val
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end
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end
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return m, mi
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end
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--Solves the board using a simple algorithm and returns the number of
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--moves required. Each turn, the function picks the move which fills in
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--the greatest area of board. The number of moves required to complete
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--it is returned.
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function calculate_par(board)
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local board_dimension = table.getn(board)
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local test_game_copy = deepcopy(board)
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local moves = 0
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repeat
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local non_matching = {}
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fill_board(test_game_copy, 0, 1, 1, test_game_copy[1][1], non_matching)
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if table.getn(non_matching) > 0 then
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local count_table = get_colours_count(test_game_copy, non_matching)
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local max_value, colour = table_maximum(count_table)
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--Corrects the invalid colour values set by
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--get_colours_count, this also acts as a move
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for x=1,board_dimension do
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for y=1,board_dimension do
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if test_game_copy[x][y] < 0 then
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test_game_copy[x][y] = test_game_copy[x][y] * -1
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elseif test_game_copy[x][y] == 0 then
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test_game_copy[x][y] = colour
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end
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end
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end
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else
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return moves
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end
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--Manual garbage collection is needed so it doesn't eat into the
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--audio buffer, see http://forums.rockbox.org/index.php/topic,27120.msg177434.html
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collectgarbage("collect")
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moves = moves + 1
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until false
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end
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--Calculates the number of blocks of each colour adjacent to the filled
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--region identified by the passed parameters. A colour indexed table
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--containing the counts is returned. Relies on the board having been
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--flood filled with 0s prior to executing this function.
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--
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--The 'board' table is also adjusted as follows: The filled region's
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--colour index is set to zero and each of the adjacent areas' colour
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--indexes are multiplied by -1. These invalid colour values are later
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--corrected in the calculate_par function.
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function get_colours_count(board, non_matching)
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local count_table = {0, 0, 0, 0, 0, 0}
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repeat
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--Pop the array
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local current = non_matching[table.getn(non_matching)]
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table.remove(non_matching)
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--Check this square hasn't already been filled
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local curr_colour = board[current[1]][current[2]]
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if curr_colour > 0 then
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count_table[curr_colour] = count_table[curr_colour] +
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fill_board(board, curr_colour * -1, current[1], current[2], curr_colour)
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end
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until table.getn(non_matching) == 0
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return count_table
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end
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--Returns a randomly coloured board of the indicated dimensions
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function generate_board(board_dimension, seed)
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math.randomseed(seed)
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local board = {}
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for x=1,board_dimension do
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board[x] = {}
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for y=1,board_dimension do
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board[x][y] = math.random(1,NUM_COLOURS)
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end
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end
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return board
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end
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--Flood fills the board from the top left using selected_colour
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--Returns the number of boxes filled
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function fill_board(board, fill_colour, x, y, original_colour, non_matching)
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local board_dimension = table.getn(board)
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if x > 0 and y > 0 and x <= board_dimension and y <= board_dimension then
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if board[x][y] == original_colour then
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board[x][y] = fill_colour
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return fill_board(board, fill_colour, x - 1, y, original_colour, non_matching) +
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fill_board(board, fill_colour, x, y - 1, original_colour, non_matching) +
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fill_board(board, fill_colour, x + 1, y, original_colour, non_matching) +
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fill_board(board, fill_colour, x, y + 1, original_colour, non_matching) + 1
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elseif(non_matching ~= nil and board[x][y] ~= fill_colour) then
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table.insert(non_matching, {x,y})
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end
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end
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return 0
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end
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--Checks whether the given board is a single colour
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function check_win(board)
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for x,col in pairs(board) do
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for y,value in pairs(col) do
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if value ~= board[1][1] then
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return false
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end
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end
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end
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return true
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end
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--Attempt to load the game variables stored in the indicated save file.
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--Returns a table containing game variables if the file can be opened,
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--false otherwise.
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--Table keys are: difficulty, par, move_number, selected_colour, board
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function load_game(filename)
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local f = io.open(filename, "r")
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if f ~= nil then
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local rtn = {}
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rtn["difficulty"] = tonumber(f:read())
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rtn["par"] = tonumber(f:read())
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rtn["move_number"] = tonumber(f:read())
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rtn["selected_colour"] = tonumber(f:read())
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local board={}
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local dimension = diff_to_dimension(rtn["difficulty"])
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for x=1,dimension do
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board[x] = {}
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local line = f:read()
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local bits = {line:match(("([^ ]*) "):rep(dimension))}
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for y=1,dimension do
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board[x][y] = tonumber(bits[y])
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end
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end
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rtn["board"] = board
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f:close()
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return rtn
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else
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return false
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end
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end
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--Saves the game state to file
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function save_game(state, filename)
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local f = io.open(filename, "w")
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if f ~= nil then
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f:write(state["difficulty"],"\n")
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f:write(state["par"],"\n")
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f:write(state["move_number"],"\n")
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f:write(state["selected_colour"],"\n")
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local board = state["board"]
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local dimension = diff_to_dimension(state["difficulty"])
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for x=1,dimension do
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for y=1,dimension do
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f:write(board[x][y]," ")
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end
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f:write("\n")
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end
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f:close()
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return true
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else
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return false
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end
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end
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--Loads the high scores from file
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--Returns true on success, false otherwise
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function load_scores(filename)
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local f = io.open(filename, "r")
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if f ~= nil then
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local highscores = {}
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for i=1,3 do
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local line = f:read() or ""
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local value = false
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if line ~= "" then
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value = tonumber(line)
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end
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highscores[i] = value
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end
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f:close()
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return highscores
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else
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return false
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end
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end
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--Saves the high scores to file
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function save_scores(highscores, filename)
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local f = io.open(filename, "w")
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if f ~= nil then
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for i=1,3 do
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local value = highscores[i]
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if value == false then
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value = ""
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end
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f:write(value,"\n")
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end
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f:close()
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return true
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else
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return false
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end
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end
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function diff_to_dimension(difficulty)
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if difficulty == 1 then
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return 8
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elseif difficulty == 2 then
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return 16
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else
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return 22
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end
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end
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--Don't run the RB stuff if we're not running under RB
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if rb ~= nil then
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if rb.lcd_rgbpack == nil then
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rb.splash(2*rb.HZ, "Non RGB targets not currently supported")
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os.exit()
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end
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---------------------
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--RB Game variables--
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---------------------
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--The colours used by the game
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COLOURS = {
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rb.lcd_rgbpack(255, 119, 34),
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rb.lcd_rgbpack(255, 255, 102),
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rb.lcd_rgbpack(119, 204, 51),
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rb.lcd_rgbpack(102, 170, 255),
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rb.lcd_rgbpack(51, 68, 255),
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rb.lcd_rgbpack(51, 51, 51),
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}
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--The colour of the selection pip
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PIP_COLOURS = {
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rb.lcd_rgbpack(0, 0, 0),
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rb.lcd_rgbpack(0, 0, 0),
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rb.lcd_rgbpack(0, 0, 0),
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rb.lcd_rgbpack(0, 0, 0),
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rb.lcd_rgbpack(0, 0, 0),
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rb.lcd_rgbpack(255, 255, 255),
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}
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DEFAULT_DIFFICULTY = 2 --1: Easy, 2: Normal, 3: Hard
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FILES_ROOT = rb.PLUGIN_GAMES_DATA_DIR
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SCORES_FILE = FILES_ROOT.."/pixel-painter.score"
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SAVE_FILE = FILES_ROOT.."/pixel-painter.save"
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r,w,TEXT_LINE_HEIGHT = rb.font_getstringsize(" ", rb.FONT_UI) --Get font height
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--Determine which layout to use by considering the screen dimensions
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--the +9 is so we have space for the chooser
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if rb.LCD_WIDTH > (rb.LCD_HEIGHT + 9) then
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LAYOUT = 1 --Wider than high, status and chooser on right
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elseif rb.LCD_HEIGHT > (rb.LCD_WIDTH + 9) then
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LAYOUT = 2 --Higher than wide, status and chooser below
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else
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LAYOUT = 3 --Treat like a square screen, chooser on right, status below
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end
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--Display variables
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chooser_pip_dimension = 6 --pixel dimension of the selected colour pip
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block_width = 0 --pixel dimension of each game square
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chooser_start_pos = 0 --x or y position of the first block (depending on LAYOUT)
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--Populated by load_scores()
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highscores = {false, false, false}
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--A table containing the game state, initialised by init_game() or
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--load_game(), see
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game_state = {}
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-----------------------------------
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--Display and interface functions--
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-----------------------------------
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--Sets up a new game and display variables for the indicated
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--difficulty
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function init_game(difficulty)
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init_display_variables(difficulty)
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local state = {}
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local board_dimension = diff_to_dimension(difficulty)
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state["selected_colour"] = 1
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state["move_number"] = 0
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state["difficulty"] = difficulty
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state["board"] = generate_board(board_dimension, rb.current_tick()+os.time())
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rb.splash(1, "Calculating par...") --Will stay on screen until it's done
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state["par"] = calculate_par(state["board"])
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return state
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end
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--Initialises the display variables for the screen LAYOUT
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function init_display_variables(difficulty)
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local board_dimension = diff_to_dimension(difficulty)
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if LAYOUT == 1 then
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block_width = rb.LCD_HEIGHT / board_dimension
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chooser_start_pos = (board_dimension)*block_width + 2
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chooser_width = rb.LCD_WIDTH - chooser_start_pos
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chooser_height = (rb.LCD_HEIGHT - 3*TEXT_LINE_HEIGHT) / NUM_COLOURS
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elseif LAYOUT == 2 then
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block_width = rb.LCD_WIDTH / board_dimension
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chooser_start_pos = board_dimension*block_width + 2 + TEXT_LINE_HEIGHT
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chooser_width = rb.LCD_WIDTH / NUM_COLOURS
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chooser_height = rb.LCD_HEIGHT - chooser_start_pos
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else
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if TEXT_LINE_HEIGHT > 9 then
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block_width = (rb.LCD_HEIGHT - TEXT_LINE_HEIGHT) / board_dimension
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else
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block_width = (rb.LCD_HEIGHT - 9) / board_dimension
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end
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chooser_start_pos = (board_dimension)*block_width + 1
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chooser_width = rb.LCD_WIDTH - chooser_start_pos
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chooser_height = (rb.LCD_HEIGHT - TEXT_LINE_HEIGHT) / NUM_COLOURS
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end
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end
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--Draws the game board to screen
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function draw_board(board)
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for x,col in pairs(board) do
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for y,value in pairs(col) do
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rb.lcd_set_foreground(COLOURS[value])
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rb.lcd_fillrect((x-1)*block_width, (y-1)*block_width, block_width, block_width)
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end
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end
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end
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--Draw the colour chooser along with selected pip at the appropriate
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--position
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function draw_chooser(selected_colour)
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for i=1,NUM_COLOURS do
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rb.lcd_set_foreground(COLOURS[i])
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if LAYOUT == 1 or LAYOUT == 3 then
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rb.lcd_fillrect(chooser_start_pos, (i - 1)*(chooser_height), chooser_width, chooser_height)
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elseif LAYOUT == 2 then
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rb.lcd_fillrect((i - 1)*(chooser_width), chooser_start_pos, chooser_width, chooser_height)
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end
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end
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rb.lcd_set_foreground(PIP_COLOURS[selected_colour])
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local xpos = 0
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local ypos = 0
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if LAYOUT == 1 or LAYOUT == 3 then
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xpos = chooser_start_pos + (chooser_width - chooser_pip_dimension)/2
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ypos = (selected_colour-1)*(chooser_height) + (chooser_height - chooser_pip_dimension)/2
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elseif LAYOUT == 2 then
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xpos = (selected_colour-1)*(chooser_width) + (chooser_width - chooser_pip_dimension)/2
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ypos = chooser_start_pos + (chooser_height - chooser_pip_dimension)/2
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end
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rb.lcd_fillrect(xpos, ypos, chooser_pip_dimension, chooser_pip_dimension)
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end
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--Draws the current moves, par and high score
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function draw_status(move_number, par, highscore)
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local strings = {"Move", move_number, "Par", par}
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if highscore then
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table.insert(strings, "Best")
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table.insert(strings, highscore)
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end
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if LAYOUT == 1 then
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local function calc_string(var_len_str, static_str)
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local avail_width = chooser_width - rb.font_getstringsize(static_str, rb.FONT_UI)
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local rtn_str = ""
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for i=1,string.len(var_len_str) do
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local c = string.sub(var_len_str, i, i)
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local curr_width = rb.font_getstringsize(rtn_str, rb.FONT_UI)
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local width = rb.font_getstringsize(c, rb.FONT_UI)
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if curr_width + width <= avail_width then
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rtn_str = rtn_str .. c
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else
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break
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end
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end
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return rtn_str, rb.font_getstringsize(rtn_str, rb.FONT_UI)
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end
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local height = NUM_COLOURS*chooser_height
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colon_width = rb.font_getstringsize(": ", rb.FONT_UI)
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for i = 1,table.getn(strings),2 do
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local label, label_width = calc_string(strings[i], ": "..strings[i+1])
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rb.lcd_set_foreground(rb.lcd_rgbpack(255,0,0))
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rb.lcd_putsxy(chooser_start_pos, height, label..": ")
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rb.lcd_set_foreground(rb.lcd_rgbpack(255,255,255))
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rb.lcd_putsxy(chooser_start_pos + label_width + colon_width, height, strings[i+1])
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height = height + TEXT_LINE_HEIGHT
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end
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else
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local text_ypos = 0
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if LAYOUT == 2 then
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text_ypos = chooser_start_pos - TEXT_LINE_HEIGHT - 1
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else
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text_ypos = rb.LCD_HEIGHT - TEXT_LINE_HEIGHT
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end
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space_width = rb.font_getstringsize(" ", rb.FONT_UI)
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local xpos = 0
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for i = 1,table.getn(strings),2 do
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rb.lcd_set_foreground(rb.lcd_rgbpack(255,0,0))
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rb.lcd_putsxy(xpos, text_ypos, strings[i]..": ")
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xpos = xpos + rb.font_getstringsize(strings[i]..": ", rb.FONT_UI)
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rb.lcd_set_foreground(rb.lcd_rgbpack(255,255,255))
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rb.lcd_putsxy(xpos, text_ypos, strings[i+1])
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xpos = xpos + rb.font_getstringsize(strings[i+1], rb.FONT_UI) + space_width
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end
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end
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end
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--Convenience function to redraw the whole board to screen
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function redraw_game(game_state, highscores)
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rb.lcd_clear_display()
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draw_board(game_state["board"])
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draw_chooser(game_state["selected_colour"])
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draw_status(game_state["move_number"], game_state["par"],
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highscores[game_state["difficulty"]])
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rb.lcd_update()
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end
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--Draws help to screen, waits for a keypress to exit
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function app_help()
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rb.lcd_clear_display()
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local title = "Pixel painter help"
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local rtn, title_width, h = rb.font_getstringsize(title, rb.FONT_UI)
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local title_xpos = (rb.LCD_WIDTH - title_width) / 2
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local space_width = rb.font_getstringsize(" ", rb.FONT_UI)
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--Draw title
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function draw_text(y_offset)
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rb.lcd_set_foreground(rb.lcd_rgbpack(255,0,0))
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rb.lcd_putsxy(title_xpos, y_offset, title)
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rb.lcd_hline(title_xpos, title_xpos + title_width, TEXT_LINE_HEIGHT + y_offset)
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rb.lcd_set_foreground(rb.lcd_rgbpack(255,255,255))
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local body_text = [[
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The aim is to fill the screen with a single colour. Each move you select a new colour which is then filled in from the top left corner.
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The bottom right displays the number of moves taken, the number of moves used by the computer and your best score relative to the computer's.
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]]
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local body_len = string.len(body_text)
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--Draw body text
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local word_buffer = ""
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local xpos = 0
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local ypos = TEXT_LINE_HEIGHT * 2
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for i=1,body_len do
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local c = string.sub(body_text, i, i)
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if c == " " or c == "\n" then
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local word_length = rb.font_getstringsize(word_buffer, rb.FONT_UI)
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if (xpos + word_length) > rb.LCD_WIDTH then
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xpos = 0
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ypos = ypos + TEXT_LINE_HEIGHT
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end
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rb.lcd_putsxy(xpos, ypos + y_offset, word_buffer)
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word_buffer = ""
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if c == "\n" then
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xpos = 0
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ypos = ypos + TEXT_LINE_HEIGHT
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else
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xpos = xpos + word_length + space_width
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end
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else
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word_buffer = word_buffer .. c
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end
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end
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rb.lcd_update()
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return ypos
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end
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--Deal with scrolling the help
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local y_offset = 0
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local max_y_offset = math.max(draw_text(y_offset) - rb.LCD_HEIGHT, 0)
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local exit = false
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repeat
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local action = rb.get_plugin_action(0)
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if action == rb.actions.PLA_DOWN then
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y_offset = math.max(-max_y_offset, y_offset - TEXT_LINE_HEIGHT)
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elseif action == rb.actions.PLA_UP then
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y_offset = math.min(0, y_offset + TEXT_LINE_HEIGHT)
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elseif action == rb.actions.PLA_LEFT or
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action == rb.actions.PLA_RIGHT or
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action == rb.actions.PLA_SELECT or
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action == rb.actions.PLA_EXIT or
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action == rb.actions.PLA_CANCEL then
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--This explicit enumeration is needed for targets like
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--the iriver which send more than one action when
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--scrolling
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exit = true
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end
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rb.lcd_clear_display()
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draw_text(y_offset)
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until exit == true
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end
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--Draws the application menu and handles its logic
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function app_menu()
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local options = {"Resume game", "Start new game", "Change difficulty",
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"Help", "Quit without saving", "Quit"}
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local item = rb.do_menu("Pixel painter menu", options, nil, false)
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if item == 0 then
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redraw_game(game_state, highscores)
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elseif item == 1 then
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os.remove(SAVE_FILE)
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game_state = init_game(game_state["difficulty"])
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redraw_game(game_state, highscores)
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elseif item == 2 then
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local diff = rb.do_menu("Difficulty", {"Easy", "Medium", "Hard"}, game_state["difficulty"] - 1, false)
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if diff < 0 then
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app_menu()
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else
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local difficulty = diff + 1 --lua is 1 indexed
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os.remove(SAVE_FILE)
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game_state = init_game(difficulty)
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redraw_game(game_state, highscores)
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end
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elseif item == 3 then
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app_help()
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redraw_game(game_state, highscores)
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elseif item == 4 then
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os.remove(SAVE_FILE)
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os.exit()
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elseif item == 5 then
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rb.splash(1, "Saving game...") --Will stay on screen till the app exits
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save_game(game_state,SAVE_FILE)
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os.exit()
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end
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end
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--Determine what victory text to show depending on the relation of the
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--score to the calculated par value
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function win_text(delta)
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if delta < 0 then
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return "You were "..(-1*delta).." under par"
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elseif delta > 0 then
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return "You were "..delta.." over par"
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else
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return "You attained par"
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end
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end
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------------------
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--Game main loop--
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------------------
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--Gives the option of testing things without running the game, use:
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--as_library=true
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--dofile('pixel-painter.lua')
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if not as_library then
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game_state = load_game(SAVE_FILE)
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if game_state then
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init_display_variables(game_state["difficulty"])
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else
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game_state = init_game(DEFAULT_DIFFICULTY)
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end
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loaded_scores = load_scores(SCORES_FILE)
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if loaded_scores then
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highscores = loaded_scores
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end
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redraw_game(game_state, highscores)
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require("actions")
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--Set the keys to use for scrolling the chooser
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if LAYOUT == 1 or LAYOUT == 3 then -- landscape and square screens
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prev_action = rb.actions.PLA_UP
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prev_action_repeat = rb.actions.PLA_UP_REPEAT
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next_action = rb.actions.PLA_DOWN
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next_action_repeat = rb.actions.PLA_DOWN_REPEAT
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else -- portrait screens
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prev_action = rb.actions.PLA_LEFT
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prev_action_repeat = rb.actions.PLA_LEFT_REPEAT
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next_action = rb.actions.PLA_RIGHT
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next_action_repeat = rb.actions.PLA_RIGHT_REPEAT
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end
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repeat
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local action = rb.get_plugin_action(-1) -- TIMEOUT_BLOCK
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if action == rb.actions.PLA_SELECT then
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--Ensure the user has changed the colour before allowing move
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--TODO: Check that the move would change the board
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if game_state["selected_colour"] ~= game_state["board"][1][1] then
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fill_board(game_state["board"], game_state["selected_colour"],
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1, 1, game_state["board"][1][1])
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game_state["move_number"] = game_state["move_number"] + 1
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redraw_game(game_state, highscores)
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if check_win(game_state["board"]) then
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local par_diff = game_state["move_number"] - game_state["par"]
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if not highscores[game_state["difficulty"]] or
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par_diff < highscores[game_state["difficulty"]] then
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--
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rb.splash(3*rb.HZ, win_text(par_diff)..", a new high score!")
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highscores[game_state["difficulty"]] = par_diff
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save_scores(highscores, SCORES_FILE)
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else
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rb.splash(3*rb.HZ, win_text(par_diff)..".")
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end
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os.remove(SAVE_FILE)
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os.exit()
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end
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else
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--Will stay on screen until they move
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rb.splash(1, "Invalid move (wouldn't change board). Change colour to continue.")
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end
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elseif action == next_action or action == next_action_repeat then
|
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if game_state["selected_colour"] < NUM_COLOURS then
|
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game_state["selected_colour"] = game_state["selected_colour"] + 1
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else
|
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game_state["selected_colour"] = 1
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end
|
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redraw_game(game_state, highscores)
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elseif action == prev_action or action == prev_action_repeat then
|
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if game_state["selected_colour"] > 1 then
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game_state["selected_colour"] = game_state["selected_colour"] - 1
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else
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game_state["selected_colour"] = NUM_COLOURS
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end
|
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redraw_game(game_state, highscores)
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elseif action == rb.actions.PLA_CANCEL then
|
|
app_menu()
|
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end
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until action == rb.actions.PLA_EXIT
|
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--This is executed if the user presses PLA_EXIT
|
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rb.splash(1, "Saving game...") --Will stay on screen till the app exits
|
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save_game(game_state,SAVE_FILE)
|
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end
|
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end
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