friendz: remove old coockies code
[nit.git] / contrib / friendz / src / friendz.nit
1 # Monsterz - Chains of Friends
2 #
3 # 2010-2014 (c) Jean Privat <jean@pryen.org>
4 #
5 # This program is free software; you can redistribute it and/or
6 # modify it under the terms of the Do What The Fuck You Want To
7 # Public License, Version 2, as published by Sam Hocevar. See
8 # http://sam.zoy.org/projects/COPYING.WTFPL for more details.
9
10 # Full UI for the game
11 module friendz is
12 app_name("ChainZ of FriendZ")
13 app_version(0, 1, git_revision)
14 end
15
16 import app::audio
17 import mnit
18 import realtime
19 import solver
20 import mnit::tileset
21 import app::data_store
22 import md5
23
24 intrude import grid
25 intrude import level
26
27 redef class Grid
28 # Zoom level in %
29 # higher means more dense grid
30 var ratio = 100
31
32 # Various grid sizes from large to small (16x16, 12x12, 8x8, 6x6)
33 var ratios: Array[Int] = [200, 150, 100, 75]
34
35 redef fun resize(w,h)
36 do
37 super
38 for r in ratios do
39 if w*100/r <= 8 and h*100/r <= 8 then self.ratio = r
40 end
41 end
42 end
43
44 # * ENTITIES ****************************************************************
45
46 # A game entity is something that is displayed and may interact with the player.
47 abstract class Entity
48 # The associated game
49 var game: Game
50
51 # X left coordinate (in pixel).
52 var x: Int
53
54 # Y top coordinate (in pixel).
55 var y: Int
56
57 # X right coordinate (in pixel).
58 fun x2: Int do return x + width
59
60 # Y bottom coordinate (in pixel).
61 fun y2: Int do return y + height
62
63 # Width
64 var width: Int
65
66 # Height
67 var height: Int
68
69 # Tool tip text (if any)
70 var over: nullable String = null
71
72 # can the entity intercepts drag ang drop events?
73 var draggable = false
74
75 # Draw function. To implement
76 fun draw(ctx: Display) do end
77
78 # Update function. Called each loop. To implement
79 fun update do end
80
81 # Enter function. Called when the cursor enter in the element. To implement
82 fun enter(ev: Event) do end
83
84 # Click function. Called when the player click in the element.
85 # (or activate it with a shortcut).
86 fun click(ev: Event) do end
87
88 # keyboard shortcut do activate the entity, if any
89 var shortcut: nullable String = null
90
91 # Are events received?
92 var enabled = true
93
94 fun bw: Int do return game.bw
95 fun bh: Int do return game.bh
96
97 # Should the entity be redrawn
98 var dirty = true
99 end
100
101 # TEXT BUTTONS ***********************************************************/
102
103 # Button entity displayed as a simple text.
104 # if `over1` is null, then the button is a simple pasive label
105 # if `over1` is set but `over2` is null, then the button is a normal button
106 # if both `over1` and `over2` arew set, then the button is a toggleable button with two states
107 class TextButton
108 super Entity
109 var str: String
110 init(game: Game, str: String, x,y: Int, color: nullable String, over, over2: nullable String)
111 do
112 var w = 10 # TODO
113 super(game, x,y,w,24)
114 self.str = str
115 self.color = color or else "purple"
116 self.over = over
117 self.over1 = over
118 self.over2 = over2
119 self.textx = x
120 if self.toggleable then
121 self.x -= bw/2 + 4
122 end
123 end
124
125 var color: String
126
127 # The description of the button action
128 var over1: nullable String
129 # The description of the state2 button action
130 var over2: nullable String
131
132 # is the button a two-state button
133 fun toggleable: Bool do return over2 != null
134
135 # is the toggleable button in its second state?
136 var toggled = false
137
138 # ttl for highlighting
139 var ttl = 0
140
141 # position of the start of the text
142 # in a toggleable button, there is space for the mark between `x` and `textx`
143 var textx: Int
144
145 redef fun draw(ctx) do
146 if self.toggleable then
147 var w
148 if self.toggled or not self.enabled then w = 6 else w = 7
149 ctx.blit(game.img2[w,0], self.x, self.y)
150 end
151 var c
152 if self.enabled then c = self.color else c = "gray"
153 var c2= null
154 if self.ttl > 0 then c2 = "rgba(255,255,255,{self.ttl/10})"
155 ctx.textx(self.str, self.textx, self.y, self.height, c, c2)
156 self.width = ctx.measureText(self.str, self.height)
157 if self.toggleable then self.width += bw/2 + 4
158 end
159
160 redef fun update
161 do
162 if game.statusbar.over_what != self and self.ttl > 0 then
163 self.ttl-=1
164 self.dirty = true
165 end
166 end
167
168 redef fun enter(ev)
169 do
170 if over1 == null then return
171 if not self.enabled then return
172 game.snd_click.play
173 self.ttl = 10
174 self.dirty = true
175 self.enter2
176 end
177
178 # Called by `enter` do perform additionnal work if the button is active
179 # Specific button should implement this instead of `enter`
180 fun enter2 do end
181
182 redef fun click(ev)
183 do
184 if not self.enabled then
185 game.snd_bing.play
186 else
187 if self.toggleable then
188 self.toggled = not self.toggled
189 if self.toggled then self.over = self.over2 else self.over = self.over1
190 game.statusbar.over_txt = self.over
191 end
192 game.snd_whip.play
193 end
194 self.click2(ev)
195 end
196
197 # Called by `click` do perform additionnal work if the button is active
198 # Specific button should implement this instead of `click`
199 fun click2(ev: Event) do end
200
201 end
202
203 # LEVEL BUTTONS ***********************************************************/
204
205 # button to play a level in the menu screen
206 class LevelButton
207 super Entity
208
209 # The associated level to play
210 var level: Level
211
212 init(l: Level)
213 do
214 self.level = l
215 var i = l.number
216 super(l.game, (i%5)*56 + 54, (i/5)*56 + 55, l.game.bw, l.game.bh)
217
218 self.over = self.level.fullname
219 if self.level.get_state >= l.l_won then
220 if game.levels[9].get_state >= l.l_won then self.over += " --- {self.level.score}/{self.level.gold}"
221 else if self.level.get_state >= l.l_open then
222 if game.levels[9].get_state >= l.l_open then self.over += " --- ?/{self.level.gold}"
223 end
224 #self.enabled = l.get_state >= l.l_open
225 end
226
227 redef fun draw(ctx)
228 do
229 var l = level
230 var s = self.level.get_state
231 var ix = 5 + l.number % 2
232 var iy = 0
233 if s == l.l_disabled then
234 ix = 3
235 iy = 3
236 else if s == l.l_open then
237 ix = 1
238 iy = 1
239 ctx.blit(game.img[ix,iy], self.x, self.y)
240 ix = 0
241 iy = 0
242 end
243 ctx.blit(game.img[ix,iy], self.x, self.y)
244
245 if s == l.l_gold then
246 ctx.blit(game.img2[7,0], self.x + bw*5/8, self.y-bh*1/8)
247 end
248 ctx.textx(self.level.name, self.x+5, self.y+5, 24, null, null)
249 end
250
251 redef fun click(ev)
252 do
253 if self.enabled then
254 game.snd_whip.play
255 game.play(self.level)
256 else
257 game.snd_bing.play
258 game.statusbar.set_tmp("Locked level", "red")
259 end
260 end
261
262 end
263
264 # ACHIEVEMENTS ************************************************************/
265
266 # Achievement (monster-like) button in the menu screen
267 class Achievement
268 super Button
269
270 # The number of the achievement (0 is first)
271 var number: Int
272
273 # The name of the achievement
274 var name: String
275
276 init(game: Game, i: Int, name: String)
277 do
278 super(game, 5*56 + 54, i*56 + 55, game.bw, game.bh)
279 self.over = name
280 self.number = i
281 self.name = name
282 var l = game.levels[number*5+4]
283 enabled = l.get_state >= l.l_won
284 if self.enabled then self.over = name + " (unlocked)" else self.over = name + " (locked)"
285 end
286
287 redef fun draw(ctx)
288 do
289 var w
290 if self.enabled then w = 5 else w = 3
291 ctx.blit(game.img[w,self.number+5], self.x, self.y)
292 end
293
294 redef fun click(ev)
295 do
296 if not self.enabled then
297 game.snd_bing.play
298 game.statusbar.set_tmp("Locked achievement!", "red")
299 else
300 game.snd_whip.play
301 self.click2(ev)
302 end
303 end
304
305 fun click2(ev: Event) do
306 # TODO
307 end
308 end
309
310
311 # BOARD (THE GRID) *******************************************************/
312
313 # The board game element.
314 class Board
315 super Entity
316 init(game: Game)
317 do
318 super(game, game.xpad, game.ypad, 8*game.bw, 8*game.bh)
319 draggable = true
320 end
321
322 redef fun draw(ctx)
323 do
324 var grid = game.grid
325 var bwr = bw*100/grid.ratio
326 var bhr = bh*100/grid.ratio
327 var w = grid.width
328 var h = grid.height
329 if game.selected_button == game.button_size then
330 bwr = bw/2
331 bhr = bh/2
332 w = game.gw
333 h = game.gh
334 end
335 self.x = game.xpad+(48*8/2)-w*bwr/2
336 self.y = game.ypad+(48*8/2)-h*bhr/2
337 self.width = w*bwr
338 self.height = h*bhr
339 for i in [0..w[ do
340 for j in [0..h[ do
341 var t = grid.grid[i][j]
342 var dx = i * bwr + self.x
343 var dy = j * bhr + self.y
344 if (i+j)%2 == 0 then
345 ctx.blit_scaled(game.img[5,0], dx, dy, bwr, bhr)
346 else
347 ctx.blit_scaled(game.img[6,0], dx, dy, bwr, bhr)
348 end
349 if t.fixed then
350 if t.shape != null and not game.editing then
351 #ctx.drawImage(game.img, t.shape.x*bw, (2+t.shape.y)*bh, bw, bh, i * bwr + self.x, j * bhr + self.y, bwr, bhr)
352 ctx.blit_scaled(game.img[3,3], dx, dy, bwr, bhr)
353 else
354 ctx.blit_scaled(game.img[3,3], dx, dy, bwr, bhr)
355 end
356 end
357 if t.kind>0 then
358 var m = grid.monsters[t.kind]
359 var s = 0
360 if t.blink > 0 then s = 1
361 if t.nexts > 2 then s = 3
362 if t.nexts == 0 then s = 6
363 if m.chain then s = 5
364 if t.shocked>0 then s = 2
365 ctx.blit_scaled(game.img[s,(4+t.kind)], dx, dy, bwr, bhr)
366 end
367 #ctx.textx(t.chain_mark.to_s, dx, dy, 20, "", null)
368 end
369 end
370 if game.selected_button == game.button_size then
371 var x0 = self.x
372 var x1 = (grid.width) * bwr - bwr/2 + self.x
373 var y0 = self.y
374 var y1 = (grid.height) * bhr - bhr/2 + self.y
375 ctx.blit_scaled(game.img2[0,0], x0, y0, bwr/2, bhr/2)
376 ctx.blit_scaled(game.img2[1,0], x1, y0, bwr/2, bhr/2)
377 ctx.blit_scaled(game.img2[1,1], x1, y1, bwr/2, bhr/2)
378 ctx.blit_scaled(game.img2[0,1], x0, y1, bwr/2, bhr/2)
379 ctx.textx("{grid.width}x{grid.height}",self.x + grid.width*bwr/2,self.y+grid.height*bhr/2,20,"orange",null)
380 end
381 end
382
383 redef fun update
384 do
385 var grid = game.grid
386 for i in [0..grid.width[ do
387 for j in [0..grid.height[ do
388 var t = grid.grid[i][j]
389 if t.kind == 0 then continue
390 if t.blink > 0 then
391 t.blink-=1
392 self.dirty=true
393 end
394 if t.shocked > 0 then
395 t.shocked-=1
396 self.dirty=true
397 else if 100.rand == 0 then
398 t.blink = 5
399 self.dirty=true
400 end
401 end
402 end
403 end
404
405 # Last clicked tile
406 # Uded to filter drag events
407 private var last: nullable Tile = null
408
409 redef fun click(ev)
410 do
411 var grid = game.grid
412 var r = grid.ratio
413 if game.selected_button == game.button_size then r = 200
414 var x = ev.game_x * r / bw / 100
415 var y = ev.game_y * r / bh / 100
416 var t = grid.grid[x][y]
417
418 if ev.drag and last == t then return
419 last = t
420
421 if game.selected_button != game.button_size and (x>=grid.width or y>=grid.height) then return
422
423 # print "{ev.game_x},{ev.game_y},{ev.drag} -> {x},{y}:{t}"
424
425 if game.selected_button != null then
426 game.selected_button.click_board(ev, t)
427 end
428 end
429 end
430
431 # BUTTONS *****************************************************************/
432
433 # A in-game selectable button for monsters or tools
434 class Button
435 super Entity
436
437 # The x tile
438 var imgx: Int = 0
439
440 # The y tile
441 var imgy: Int = 0
442
443 # The associated monster tile
444 # >0 for monsters, <=0 for tools
445 var kind = 0
446
447 redef fun draw(ctx)
448 do
449 ctx.blit(game.img[self.imgx, self.imgy], self.x, self.y)
450 if game.selected_button == self then ctx.blit(game.img[0, 0], self.x, self.y)
451 end
452
453 redef fun click(ev)
454 do
455 var sel = game.selected_button
456 if game.selected_button == game.button_size then game.board.dirty=true
457 if sel != null then sel.dirty=true
458 game.selected_button = self
459 game.snd_click.play
460 end
461
462 # Current inputed chain
463 # Used for drag
464 private var chain = new Array[Tile]
465
466 # Board click. Called when the player click on the board with the button selected.
467 fun click_board(ev: Event, t: Tile)
468 do
469 game.score.dirty = true
470 if ev.drag and self.kind>0 and not chain.is_empty then
471 if self.chain.length >= 2 and self.chain[1] == t then
472 var t2 = self.chain.shift
473 game.snd_click.play
474 if t2.fixed and not game.editing then return
475 t2.update(0)
476 return
477 end
478 if t.fixed and t.kind == self.kind then
479 self.chain.unshift(t)
480 game.snd_click.play
481 return
482 end
483 if (self.chain[0].x - t.x).abs + (self.chain[0].y - t.y).abs != 1 then return
484 if t.fixed and not game.editing then
485 game.snd_bing.play
486 return
487 end
488 if t.kind != 0 and t.kind != self.kind then
489 t.shocked = 5
490 game.snd_duh.play
491 return
492 end
493 self.chain.unshift(t)
494 if t.kind == self.kind then return
495 game.snd_click.play
496 t.update(self.kind)
497 return
498 end
499
500 if t.fixed and not game.editing then
501 if t.kind == 0 then
502 game.snd_bing.play
503 return
504 end
505 if t.kind != self.kind and not ev.drag then
506 game.buttons[t.kind].click(ev)
507 game.buttons[t.kind].chain = [t]
508 else
509 self.chain = [t]
510 game.snd_bing.play
511 end
512 return
513 end
514 if t.fixed and game.editing and self == game.button_erase and t.kind == 0 then
515 t.fixed = false
516 game.snd_click.play
517 return
518 end
519
520 var nkind = 0 # the new kind
521 if ev.drag then
522 # Here we clean
523 if t.kind == 0 then return
524 if self.kind != 0 and t.kind != self.kind then
525 t.shocked = 5
526 game.snd_duh.play
527 return
528 end
529 nkind = 0
530 else if t.kind != self.kind then
531 nkind = self.kind
532 self.chain = [t]
533 else if t.kind != 0 then
534 nkind = 0
535 self.chain.clear
536 end
537 if nkind == t.kind then return
538 game.snd_click.play
539 t.update(nkind)
540 end
541 end
542
543 # A monster button
544 class MonsterButton
545 super Button
546
547 # TTL for the monster being angry
548 var angries = 0
549 # TTL for the monster being happy
550 var happy = 0
551 # TTL for the monster being shocked
552 var shocked = 0
553 # TTL for the monster blinking
554 var blink = 0
555
556 init(game: Game, i: Int)
557 do
558 self.game = game
559 var x = 440 + 58 * ((i-1).abs%3)
560 var y = 150 + (bh+5) * ((i-1)/3)
561 super(game, x, y, game.bw, game.bh)
562 if i == 0 then return
563 kind = i
564 imgx = 0
565 imgy = (4+i)
566 over = game.colors[i] + " monster ({i})"
567 shortcut = i.to_s # code for 1 trough 9
568 end
569
570 redef fun click(ev)
571 do
572 super
573 self.shocked = 5
574 end
575
576 redef fun update
577 do
578 if self.happy > 0 then
579 self.happy-=1
580 self.dirty=true
581 end
582 if self.shocked > 0 then
583 self.shocked-=1
584 self.dirty=true
585 end
586 if self.blink > 0 then
587 self.blink-=1
588 self.dirty=true
589 else if 100.rand == 0 then
590 self.blink = 5
591 self.dirty=true
592 end
593 end
594
595 redef fun draw(ctx)
596 do
597 var s = self.imgx
598 if self.angries>0 then
599 s += 3
600 else if self.happy > 5 then
601 s += 5
602 else if self.shocked > 0 then
603 s += 5
604 else if self.blink > 0 then
605 s += 1
606 end
607 ctx.blit(game.img[s, self.imgy], self.x, self.y)
608 if game.selected_button == self then ctx.blit(game.img[0, 0], self.x, self.y)
609 end
610 end
611
612 # Erase button.
613 class EraseButton
614 super Button
615 init(game: Game) do
616 super(game, 440, 92, game.bh, 22+game.bh)
617 imgx = 4
618 imgy = 13
619 kind = 0
620 over = "Eraser (0)"
621 shortcut = "0"
622 end
623 end
624
625 # Metal (fixed) button.
626 class MetalButton
627 super Button
628 init(game: Game)
629 do
630 super(game, 498, 92, game.bh, 20+game.bh)
631 imgx = 3
632 imgy = 3
633 kind = -1
634 over = "Metal block (q)"
635 shortcut = "q"
636 end
637
638 private var fixed = false
639
640 redef fun click_board(ev,t)
641 do
642 if not ev.drag then self.fixed = not t.fixed
643 if t.fixed == self.fixed then return
644 t.fixed = self.fixed
645 game.snd_click.play
646 end
647 end
648
649 # Resize button.
650 class ResizeButton
651 super Button
652
653 init(game: Game)
654 do
655 super(game,556, 92, game.bh, 20+game.bh)
656 kind = -2
657 over = "Resize the grid"
658 end
659
660 redef fun draw(ctx)
661 do
662 for i in [0..3[ do
663 for j in [0..3[ do
664 var x = self.x + i*bw/3
665 var y = self.y + j*bh/3
666 ctx.blit_scaled(game.img[5+(i+j)%2,0], x, y, bw/3, bh/3)
667 end
668 end
669 if game.selected_button == self then ctx.blit(game.img[0, 0], self.x, self.y)
670 end
671
672 redef fun click(ev)
673 do
674 if game.selected_button != game.button_size then
675 super
676 else
677 game.selected_button = null
678 game.board.dirty=true
679 end
680 end
681
682 redef fun click_board(evt, t)
683 do
684 var grid = t.grid
685 var w = t.x+1
686 var h = t.y+1
687 if w < 3 or h < 3 then
688 game.snd_bing.play
689 game.statusbar.set_tmp("Too small!", "red")
690 return
691 end
692 var aborts = false
693 for i in [0..grid.width[ do
694 for j in [0..grid.height[ do
695 if i>=w or j>=h then
696 var t2 = grid.grid[i][j]
697 if t2.kind > 0 then
698 aborts = true
699 t2.shocked = 5
700 end
701 end
702 end
703 end
704 if aborts then
705 game.snd_duh.play
706 game.statusbar.set_tmp("Monsters on the way!", "red")
707 return
708 end
709 game.snd_click.play
710 grid.resize(w,h)
711 end
712 end
713
714 # Inactive area used to display the score
715 class Score
716 super Entity
717 init(game: Game)
718 do
719 super(game,440,310,199,62)
720 end
721 redef fun draw(ctx)
722 do
723 ctx.textx("MONSTERS: {game.grid.number}",self.x,self.y+1,21,"cyan",null)
724 var level = game.level
725 if level == null then return
726 if level.get_state >= level.l_won then
727 ctx.textx("BEST: {level.score}",self.x,self.y+22,21,"pink", null)
728 else
729 ctx.textx("BEST: -",self.x,self.y+22,21,"pink", null)
730 end
731 if game.levels[9].get_state >= level.l_won then
732 if level.is_challenge then
733 ctx.textx("GOAL: {level.gold}",self.x,self.y+44,21,"yellow",null)
734 else
735 ctx.textx("GOLD: {level.gold}",self.x,self.y+44,21,"yellow",null)
736 end
737 end
738 end
739 end
740
741 # Status bar element.
742 class StatusBar
743 super Entity
744 init(game: Game)
745 do
746 super(game,24, 440, 418-24, 30)
747 end
748
749 # Permanant text, if any
750 var main_txt: nullable String = null
751
752 # Text to display when the cursor if over an entity (`over_what`), if any
753 var over_txt: nullable String = null
754
755 # What is the entity for `over_txt`
756 var over_what: nullable Entity
757
758 # Text to temporally display, for some game event, if any
759 var tmp_txt: nullable String = null
760
761 # time-to-live for the `tmp_txt`
762 var tmp_txt_ttl = 0
763
764 # Color used to display `tmp_txt`
765 var tmp_txt_color: nullable String = null
766
767 # reset the status
768 fun clear do
769 self.main_txt = null
770 self.over_txt = null
771 self.tmp_txt = null
772 self.over = null
773 end
774
775 # set a temporary text
776 fun set_tmp(txt, color: String)
777 do
778 print "***STATUS** {txt}"
779 self.tmp_txt = txt
780 self.tmp_txt_ttl = 20
781 self.tmp_txt_color = color
782 end
783
784 redef fun draw(ctx)
785 do
786 var tmp_txt = self.tmp_txt
787 var over_txt = self.over_txt
788 var main_txt = self.main_txt
789 if tmp_txt != null and self.tmp_txt_ttl>0 then
790 ctx.textx(tmp_txt,24,442,24,self.tmp_txt_color,null)
791 else if over_txt != null then
792 ctx.textx(over_txt,24,442,24,"yellow",null)
793 else if main_txt != null then
794 ctx.textx(main_txt,24,442,24,"white",null)
795 end
796 end
797
798 redef fun update
799 do
800 if self.tmp_txt_ttl>0 then
801 self.tmp_txt_ttl-=1
802 self.dirty=true
803 end
804 end
805 end
806
807 # ************************************************************************/
808
809 redef class Display
810 # Display a text
811 fun textx(str: String, x, y, height: Int, color, color2: nullable String)
812 do
813 #var w = measureText(str, height)
814 #rect(x,y,w,height)
815 text(str.to_upper, app.game.font, x, y)
816 end
817
818 # give the width for a giver text
819 fun measureText(str: String, height: Int): Int
820 do
821 var font = app.game.font
822 return str.length * (font.width + font.hspace.to_i)
823 end
824
825 # displays a debug rectangle
826 fun rect(x,y,w,h:Int)
827 do
828 var image = once app.load_image("hitbox.png")
829 blit_scaled(image, x, y, w, h)
830 end
831 end
832
833 # Simple basic class for event
834 class Event
835 # Is a drag event?
836 var drag = false
837 # screen x
838 var offset_x: Int
839 # screen y
840 var offset_y: Int
841 # entity x
842 var game_x = 0
843 # entity y
844 var game_y = 0
845 # key pressed
846 var char_code: String
847 end
848
849 redef class Game
850 # width of a tile, used for most width reference in the game
851 var bw = 48
852 # height a tile, used for most width reference in the game
853 var bh = 48
854 # x-coordinate of the board (padding)
855 var xpad = 24
856 # y-coordinate of the board (padding)
857 var ypad = 24
858
859 # Load tiles
860
861 # Basic tileset
862 var img = new TileSet(app.load_image("tiles2.png"),48,48)
863
864 # Sub tileset (for marks or other)
865 var img2 = new TileSet(app.load_image("tiles2.png"),24,24)
866
867 # background image
868 var back: Image = app.load_image("background.png")
869
870 # Logo image
871 var logo: Image = app.load_image("logo.png")
872
873 # Font
874 var font = new TileSetFont(app.load_image("deltaforce_font.png"), 16, 17, "ABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789.:;!?\"'() -,/")
875
876 # DISPLAY *****************************************************************
877
878 # Is the game in editing mode
879 var editing = false
880
881 # The selected button, if any
882 var selected_button: nullable Button = null
883
884 # SOUND
885
886 # Is the music muted?
887 var music_muted: Bool = app.data_store["music_muted"] == true
888
889 # Is the sound effects muted?
890 var sfx_muted: Bool = app.data_store["sfx_muted"] == true
891
892 # The background music resource. */
893 var music = new Music("music.ogg")
894
895 # Click sound
896 var snd_click = new Sound("click.wav")
897
898 # Wining soulf
899 var snd_win = new Sound("level.wav")
900
901 # Shocked sound
902 var snd_duh = new Sound("duh.wav")
903
904 # metal sound
905 var snd_bing = new Sound("bing.wav")
906
907 # transition sound
908 var snd_whip = new Sound("whip.wav")
909
910
911 # INPUT ******************************************************************
912
913 # Current grid edited (if any).
914 var grid_edit: nullable Grid = null
915
916 # Sequence of current entities
917 var entities = new Array[Entity]
918
919 # The current statusbar
920 var statusbar = new StatusBar(self)
921
922 # The grid board
923 var board = new Board(self)
924
925 # The current score board
926 var score = new Score(self)
927
928 # Monster button game elements.
929 var buttons = new Array[MonsterButton]
930
931 # MetalButton
932 var button_wall = new MetalButton(self)
933
934 # EraseButton
935 var button_erase = new EraseButton(self)
936
937 # ResizeButton
938 var button_size = new ResizeButton(self)
939
940 init
941 do
942 load_levels
943 init_buttons
944 entities.clear
945 title
946
947 if not music_muted then music.play
948 end
949
950 # fill `buttons`
951 fun init_buttons
952 do
953 for i in [0..9] do
954 buttons[i] = new MonsterButton(self, i)
955 end
956 end
957
958 # Play a level in player mode.
959 fun play(l: Level)
960 do
961 level = l
962 grid.load(level.str)
963 init_play_menu(false)
964 if level.status != "" then
965 statusbar.main_txt = level.status
966 else
967 statusbar.main_txt = level.fullname
968 end
969 var t = new NextLevelButton(self)
970 entities.push(t)
971 run
972 end
973
974 # Play the next level.
975 fun play_next
976 do
977 play(levels[level.number+1])
978 end
979
980
981 # Helper function to initialize all states.
982 # Set up buttons for music and SFX.
983 fun init_game
984 do
985 editing = false
986 solver = null
987 entities.clear
988 entities.push(new MusicButton(self))
989 entities.push(new SFXButton(self))
990 entities.push(new MenuButton(self))
991 statusbar.clear
992 entities.push(statusbar)
993 end
994
995 # Helper function to initialize monster menu entries.
996 fun init_play_menu(full: Bool)
997 do
998 init_game
999 entities.push(board)
1000 entities.push(new ResetButton(self))
1001 entities.push(button_erase)
1002 # Push monster buttons and determine the selected one
1003 var sel: nullable Button = null
1004 for i in [1..monsters] do
1005 if grid.monsters[i].number > 0 or full then
1006 if selected_button == buttons[i] or sel == null then
1007 sel = buttons[i]
1008 end
1009 entities.push(buttons[i])
1010 end
1011 end
1012 selected_button = sel
1013 entities.push(score)
1014 end
1015
1016 # Play a arbitrary grid in try mode.
1017 fun play_grid(g: Grid)
1018 do
1019 grid = g
1020 init_play_menu(false)
1021 statusbar.main_txt = "User level"
1022 if grid_edit != null then
1023 entities.push(new EditButton(self))
1024 end
1025 entities.push(new WonButton(self))
1026 run
1027 end
1028
1029 # Launch the editor starting with a grid.
1030 fun edit_grid(g: Grid)
1031 do
1032 grid = g
1033 init_play_menu(true)
1034 editing = true
1035 statusbar.main_txt = "Level editor"
1036 if level != null then statusbar.main_txt += ": level "+level.name
1037 entities.push(button_wall)
1038 entities.push(button_size)
1039 entities.push(new TestButton(self))
1040 entities.push(new SaveButton(self))
1041 entities.push(new LoadButton(self))
1042 run
1043 end
1044
1045 # Launch the title screen
1046 fun title
1047 do
1048 init_menu
1049 entities.push(new Splash(self))
1050 run
1051 end
1052
1053 # Helper function to initialize the menu (and tile) screen
1054 fun init_menu
1055 do
1056 init_game
1057 level = null
1058 var i = levels.first
1059 for l in levels do
1060 i = l
1061 if l.get_state == l.l_open then break
1062 end
1063 entities.push(new StartButton(self, i))
1064 end
1065
1066 # Launch the menu.
1067 fun menu
1068 do
1069 init_menu
1070 var t
1071 t = new TextButton(self,"LEVEL SELECT", 120, ypad, "white", null, null)
1072 entities.push(t)
1073 for i in [0..levels.length[ do
1074 var b = new LevelButton(levels[i])
1075 entities.push(b)
1076 end
1077 t = new Achievement(self, 0, "Training")
1078 entities.push(t)
1079 t = new Achievement(self, 1, "Gold")
1080 entities.push(t)
1081 t = new Achievement(self, 2, "Editor")
1082 entities.push(t)
1083 t = new Achievement(self, 3, "Challenge")
1084 entities.push(t)
1085 t = new Achievement(self, 4, "Congraturation")
1086 entities.push(t)
1087 t = new Achievement(self, 5, "Awesome")
1088 entities.push(t)
1089 run
1090 end
1091
1092 # Last function called when the lauch state is ready
1093 fun run do
1094 dirty_all = true
1095 end
1096
1097 # Should all entity redrawn?
1098 var dirty_all = true
1099
1100 # Draw all game entities.
1101 fun draw(display: Display) do
1102 dirty_all = true
1103 if dirty_all then display.blit(back, 0, 0)
1104 for g in entities do
1105 if g.dirty or dirty_all then
1106 g.dirty = false
1107 #if g.x2-g.x>0 and g.y2-g.y>0 then ctx.drawImage(back, g.x, g.y, g.x2-g.x, g.y2-g.y, g.x, g.y, g.x2-g.x, g.y2-g.y)
1108 g.draw(display)
1109 #ctx.rect(g.x, g.y, g.width, g.height)
1110 end
1111 end
1112 var ev = lastev
1113 if ev isa Event then
1114 # Cursor, kept for debugging
1115 #display.blit(img[4,0],ev.offset_x-42,ev.offset_y-6)
1116 end
1117 dirty_all = false
1118 end
1119
1120 # Update all game entities.
1121 fun step do
1122 if solver != null and not solver_pause then
1123 if solver.run_steps(solver_steps) != null then solver_pause = true
1124 print solver.to_s
1125 if not solver.is_running then solver = null
1126 end
1127 for g in entities do
1128 g.update
1129 end
1130 end
1131
1132 # Return the game entity located at a mouse event.
1133 fun get_game_element(ev: Event): nullable Entity
1134 do
1135 var x = ev.offset_x
1136 var y = ev.offset_y
1137 for g in entities do
1138 if x>=g.x and x<g.x2 and y>g.y and y<g.y2 then
1139 ev.game_x = x-g.x
1140 ev.game_y = y-g.y
1141 #print "get {g}"
1142 return g
1143 end
1144 end
1145 return null
1146 end
1147
1148 # The game entlty the mouse went down on
1149 var drag: nullable Entity = null
1150
1151 # Last mouse event. Used to dray the cursor
1152 var lastev: nullable Event = null
1153
1154 # Callback when the mouse is pressed
1155 fun onMouseDown(ev: Event) do
1156 lastev = ev
1157 var g = get_game_element(ev)
1158 if g != null then
1159 g.click(ev)
1160 g.dirty = true
1161 end
1162 drag = g
1163 end
1164
1165 # Callback when the mouse is releassed
1166 fun onMouseUp(ev: Event) do
1167 drag = null
1168 end
1169
1170 # Callback when the mouse if moved while pressed
1171 fun onMouseMove(ev: Event) do
1172 lastev = ev
1173 var g = get_game_element(ev)
1174 if g == null then
1175 statusbar.dirty = true
1176 statusbar.over_txt = null
1177 statusbar.over_what = null
1178 return
1179 end
1180 if statusbar.over_what != g then
1181 statusbar.dirty = true
1182 var go = g.over
1183 statusbar.over_txt = go
1184 statusbar.over_what = g
1185 g.enter(ev)
1186 if go != null then print "***OVER*** {go}"
1187 end
1188 # We moved abode a element that accepts drag event
1189 if drag == g and g.draggable then
1190 # print "DRAG {g}"
1191 ev.drag = true
1192 g.click(ev)
1193 g.dirty = true
1194 end
1195 end
1196
1197 # Current solver, if any
1198 var solver: nullable BacktrackSolver[Grid, Action] = null
1199
1200 # Is the solver paused?
1201 var solver_pause = false
1202
1203 # Number of solver steps played in a single game `update`
1204 var solver_steps = 20000
1205
1206 # Callback when a keyboard event is recieved
1207 fun onKeyDown(ev: Event) do
1208 var kc = ev.char_code
1209 if kc == "e" then
1210 grid_edit = grid.copy(true)
1211 edit_grid(grid)
1212 else if kc == "s" then
1213 if solver == null then
1214 solver = (new FriendzProblem(grid)).solve
1215 solver_pause = false
1216 else
1217 solver_pause = not solver_pause
1218 end
1219 #solver.step
1220 else if kc == "d" then
1221 if solver == null then
1222 solver = (new FriendzProblem(grid)).solve
1223 solver_pause = true
1224 else
1225 solver.run_steps(1)
1226 end
1227 else if kc == "+" then
1228 solver_steps += 100
1229 print solver_steps
1230 else if kc == "-" then
1231 solver_steps -= 100
1232 print solver_steps
1233 else for g in entities do
1234 if kc == g.shortcut then
1235 g.click(ev)
1236 g.dirty = true
1237 end
1238 end
1239 end
1240
1241 redef fun load_levels
1242 do
1243 super
1244
1245 for level in levels do
1246 var score = app.data_store["s{level.str.md5}"]
1247 if score isa Int then
1248 level.score = score
1249 end
1250 end
1251 end
1252 end
1253
1254 # The spash title image
1255 class Splash
1256 super Entity
1257 init(game: Game)
1258 do
1259 super(game,game.xpad,game.ypad,380,350)
1260 end
1261 redef fun draw(ctx)
1262 do
1263 ctx.blit(game.logo, game.xpad, game.ypad)
1264 end
1265 redef fun click(ev)
1266 do
1267 game.snd_whip.play
1268 game.menu
1269 end
1270 end
1271
1272 class NextLevelButton
1273 super TextButton
1274 init(game: Game)
1275 do
1276 super(game, "NEXT LEVEL", 440, 24, "cyan", "Play next level", null)
1277 enabled = false
1278 end
1279
1280 redef fun update
1281 do
1282 var w = game.level.check_won(game.grid)
1283 if self.enabled != w then
1284 self.dirty = true
1285 self.enabled = w
1286 if w then
1287 game.snd_win.play
1288 game.statusbar.set_tmp("Level solved!", "cyan")
1289 end
1290 end
1291 end
1292
1293 redef fun click(ev)
1294 do
1295 if not self.enabled then
1296 game.snd_duh.play
1297 var grid = game.grid
1298 var monsters = grid.monsters
1299 var angry = new Array[Tile]
1300 var lonely = new Array[Tile]
1301 var edges = new Array[Tile]
1302 for i in [0..grid.width[ do
1303 for j in [0..grid.height[ do
1304 var t = grid.grid[i][j]
1305 if t.kind == 0 then continue
1306 if t.nexts == 0 then lonely.push(t)
1307 if t.nexts == 1 and not monsters[t.kind].chain then edges.push(t)
1308 if t.nexts > 2 then angry.push(t)
1309 end
1310 end
1311
1312 var l
1313 if angry.length>0 then
1314 l = angry
1315 else if lonely.length>0 then
1316 l = lonely
1317 else
1318 l = edges
1319 end
1320 for i in l do i.shocked=5
1321
1322 if angry.length>0 then
1323 game.statusbar.set_tmp("Angry monsters!", "red")
1324 else if lonely.length>0 then
1325 game.statusbar.set_tmp("Lonely monsters!", "red")
1326 else if not grid.won then
1327 game.statusbar.set_tmp("Unconnected monsters!", "red")
1328 else
1329 game.statusbar.set_tmp("Not enough monsters!", "red")
1330 end
1331 return
1332 end
1333
1334 game.snd_whip.play
1335 game.play_next
1336 end
1337 end
1338
1339 class MusicButton
1340 super TextButton
1341 init(game: Game)
1342 do
1343 super(game, "MUSIC", 470, 412, "purple", "Mute the music", "Unmute the music")
1344 toggled = game.music_muted
1345 end
1346 redef fun click2(ev)
1347 do
1348 game.music_muted = self.toggled
1349 if game.music_muted then game.music.pause else game.music.play
1350 app.data_store["music_muted"] = game.music_muted
1351 end
1352 end
1353
1354 class SFXButton
1355 super TextButton
1356 init(game: Game)
1357 do
1358 super(game, "SOUND FX", 470, 382, "purple", "Mute the sound effects", "Unmute the sound effects")
1359 toggled = game.sfx_muted
1360 end
1361
1362 redef fun click2(ev)
1363 do
1364 game.sfx_muted = self.toggled
1365 if not game.sfx_muted then game.snd_whip.play # Because the automatic one was muted
1366 app.data_store["sfx_muted"] = game.sfx_muted
1367 end
1368 end
1369
1370 class MenuButton
1371 super TextButton
1372 init(game: Game)
1373 do
1374 super(game, "MENU", 470, 442, "purple", "Exit to the main menu", null)
1375 shortcut = "back"
1376 end
1377
1378 redef fun click2(ev)
1379 do
1380 game.menu
1381 end
1382 end
1383
1384 class ResetButton
1385 super TextButton
1386 init(game: Game)
1387 do
1388 super(game,"RESET", 440, 61, "purple", "Clear the grid",null)
1389 end
1390
1391 var count = 0
1392
1393 redef fun click2(ev)
1394 do
1395 self.count += 1
1396 if self.count==1 then
1397 game.statusbar.set_tmp("Click again to reset","white")
1398 else if self.count==2 then
1399 game.grid.reset(false)
1400 if game.editing then
1401 game.statusbar.set_tmp("Click again to clear all","white")
1402 end
1403 else if game.editing then
1404 game.grid.reset(true)
1405 end
1406 game.dirty_all = true
1407 end
1408
1409 redef fun enter2
1410 do
1411 self.count = 0
1412 end
1413 end
1414
1415 class EditButton
1416 super TextButton
1417 init(game: Game)
1418 do
1419 super(game,"EDIT", 540, 24, "purple", "Return to the editor",null)
1420 end
1421
1422 redef fun click2(ev)
1423 do
1424 var ge = game.grid_edit
1425 assert ge != null
1426 game.edit_grid(ge)
1427 end
1428 end
1429
1430 class WonButton
1431 super TextButton
1432 init(game: Game)
1433 do
1434 super(game,"WON", 440, 24, "cyan", "", null)
1435 enabled = false
1436 end
1437 redef fun click2(ev)
1438 do
1439 var ge = game.grid_edit
1440 if not self.enabled then
1441 game.statusbar.set_tmp("Solve the level first!", "red")
1442 else if ge != null then
1443 game.snd_whip.play
1444 game.edit_grid(ge)
1445 else
1446 game.snd_whip.play
1447 game.menu
1448 end
1449 end
1450
1451 redef fun update
1452 do
1453 var w = game.grid.won
1454 if self.enabled != w then
1455 self.dirty = true
1456 self.enabled = w
1457 if w then
1458 game.snd_win.play
1459 game.statusbar.set_tmp("Level solved!", "cyan")
1460 end
1461 end
1462 end
1463 end
1464
1465 class TestButton
1466 super TextButton
1467 init(game: Game)
1468 do
1469 super(game,"TEST", 440, 24, "cyan", "Try to play the level", null)
1470 end
1471
1472 redef fun click2(ev)
1473 do
1474 game.grid_edit = game.grid
1475 game.play_grid(game.grid.copy(false))
1476 end
1477 end
1478
1479 class SaveButton
1480 super TextButton
1481 init(game: Game)
1482 do
1483 super(game, "SAVE", 540, 24, "purple", "Save the level", null)
1484 end
1485
1486 redef fun click2(ev)
1487 do
1488 var res = game.grid.save
1489 print "SAVE: {res}"
1490 end
1491 end
1492
1493 class LoadButton
1494 super TextButton
1495 init(game: Game)
1496 do
1497 super(game,"LOAD", 540, 61, "purple", "Load an user level", null)
1498 end
1499
1500 redef fun click2(ev)
1501 do
1502 var grid2 = new Grid(game.gw,game.gh,game.monsters)
1503 if grid2.load("") then
1504 game.grid = grid2
1505 end
1506 game.dirty_all = true
1507 end
1508 end
1509
1510 class ContinueButton
1511 super TextButton
1512 init(game: Game)
1513 do
1514 super(game,"CONTINUE", 440, 24, "purple", "Continue playing", null)
1515 end
1516
1517 redef fun click2(ev)
1518 do
1519 game.play_next
1520 end
1521 end
1522
1523 class StartButton
1524 super TextButton
1525 var level: Level
1526 init(game: Game, level: Level)
1527 do
1528 self.level = level
1529 if level.number == 0 then
1530 super(game,"START", 440, 24, "purple", "Play the first level", null)
1531 else
1532 super(game,"CONTINUE", 440, 24, "purple", "Continue from level "+level.name, null)
1533 end
1534 end
1535
1536 redef fun click2(ev)
1537 do
1538 game.play(level)
1539 end
1540 end
1541
1542 #
1543
1544 redef class App
1545
1546 # The game
1547 var game: Game
1548
1549 # Wanted screen width
1550 var screen_width = 640
1551
1552 # Wanted screen height
1553 var screen_height = 480
1554
1555 redef fun on_create
1556 do
1557 super
1558 game = new Game
1559 game.font.hspace = -2
1560 if args.length > 0 then
1561 game.play(game.levels[args.first.to_i])
1562 end
1563 # img loading?
1564 end
1565
1566 # Maximum wanted frame per second
1567 var max_fps = 30
1568
1569 # clock used to track FPS
1570 private var clock = new Clock
1571
1572 redef fun frame_core(display)
1573 do
1574 game.step
1575 game.draw(display)
1576 var dt = clock.lapse
1577 var target_dt = 1000000000 / max_fps
1578 if dt.sec == 0 and dt.nanosec < target_dt then
1579 var sleep_t = target_dt - dt.nanosec
1580 sys.nanosleep(0, sleep_t)
1581 end
1582 end
1583
1584 redef fun input(input_event)
1585 do
1586 #print input_event
1587 if input_event isa QuitEvent then # close window button
1588 quit = true # orders system to quit
1589 else if input_event isa PointerEvent then
1590 var ev = new Event(input_event.x.to_i, input_event.y.to_i, "")
1591 if input_event.is_motion then
1592 game.onMouseMove(ev)
1593 else if input_event.pressed then
1594 game.onMouseDown(ev)
1595 else
1596 game.onMouseUp(ev)
1597 end
1598 return true
1599 else if input_event isa KeyEvent and input_event.is_down then
1600 var ev = new Event(0, 0, input_event.key_name)
1601 game.onKeyDown(ev)
1602 return true
1603 end
1604
1605 return false
1606 end
1607 end
1608
1609 redef class PointerEvent
1610 fun is_motion: Bool do return false
1611 end
1612
1613 redef class KeyEvent
1614 fun key_name: String
1615 do
1616 var c = to_c
1617 if c != null then return c.to_s
1618 return "unknown"
1619 end
1620 end
1621
1622 redef class Level
1623 redef fun save
1624 do
1625 app.data_store["s{str.md5}"] = if score > 0 then score else null
1626 end
1627 end