friendz: save and restore music+sfx mute state
[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 var xxx = """
877 fun save_cookie(name, val:String) do
878 var days = 365
879 var date = new Date()
880 date.setTime(date.getTime()+(days*24*60*60*1000))
881 document.cookie = name+"="+val+"; expires="+date.toGMTString()+"; path=/"
882 end
883
884 fun read_cookie(name:String):String do
885 var key = name + "="
886 var ca = document.cookie.split(';')
887 for(var i=0; i<ca.length; i++) do
888 var c = ca[i]
889 while (c[0]==' ') c = c.substring(1, c.length)
890 if (c.indexOf(key) == 0) return c.substring(key.length)
891 end
892 return null
893 end
894 """
895
896 # DISPLAY *****************************************************************
897
898 # Is the game in editing mode
899 var editing = false
900
901 # The selected button, if any
902 var selected_button: nullable Button = null
903
904 # SOUND
905
906 # Is the music muted?
907 var music_muted: Bool = app.data_store["music_muted"] == true
908
909 # Is the sound effects muted?
910 var sfx_muted: Bool = app.data_store["sfx_muted"] == true
911
912 # The background music resource. */
913 var music = new Music("music.ogg")
914
915 # Click sound
916 var snd_click = new Sound("click.wav")
917
918 # Wining soulf
919 var snd_win = new Sound("level.wav")
920
921 # Shocked sound
922 var snd_duh = new Sound("duh.wav")
923
924 # metal sound
925 var snd_bing = new Sound("bing.wav")
926
927 # transition sound
928 var snd_whip = new Sound("whip.wav")
929
930
931 # INPUT ******************************************************************
932
933 # Current grid edited (if any).
934 var grid_edit: nullable Grid = null
935
936 # Sequence of current entities
937 var entities = new Array[Entity]
938
939 # The current statusbar
940 var statusbar = new StatusBar(self)
941
942 # The grid board
943 var board = new Board(self)
944
945 # The current score board
946 var score = new Score(self)
947
948 # Monster button game elements.
949 var buttons = new Array[MonsterButton]
950
951 # MetalButton
952 var button_wall = new MetalButton(self)
953
954 # EraseButton
955 var button_erase = new EraseButton(self)
956
957 # ResizeButton
958 var button_size = new ResizeButton(self)
959
960 init
961 do
962 load_levels
963 init_buttons
964 entities.clear
965 title
966
967 if not music_muted then music.play
968 end
969
970 # fill `buttons`
971 fun init_buttons
972 do
973 for i in [0..9] do
974 buttons[i] = new MonsterButton(self, i)
975 end
976 end
977
978 # Play a level in player mode.
979 fun play(l: Level)
980 do
981 level = l
982 grid.load(level.str)
983 init_play_menu(false)
984 if level.status != "" then
985 statusbar.main_txt = level.status
986 else
987 statusbar.main_txt = level.fullname
988 end
989 var t = new NextLevelButton(self)
990 entities.push(t)
991 run
992 end
993
994 # Play the next level.
995 fun play_next
996 do
997 play(levels[level.number+1])
998 end
999
1000
1001 # Helper function to initialize all states.
1002 # Set up buttons for music and SFX.
1003 fun init_game
1004 do
1005 editing = false
1006 solver = null
1007 entities.clear
1008 entities.push(new MusicButton(self))
1009 entities.push(new SFXButton(self))
1010 entities.push(new MenuButton(self))
1011 statusbar.clear
1012 entities.push(statusbar)
1013 end
1014
1015 # Helper function to initialize monster menu entries.
1016 fun init_play_menu(full: Bool)
1017 do
1018 init_game
1019 entities.push(board)
1020 entities.push(new ResetButton(self))
1021 entities.push(button_erase)
1022 # Push monster buttons and determine the selected one
1023 var sel: nullable Button = null
1024 for i in [1..monsters] do
1025 if grid.monsters[i].number > 0 or full then
1026 if selected_button == buttons[i] or sel == null then
1027 sel = buttons[i]
1028 end
1029 entities.push(buttons[i])
1030 end
1031 end
1032 selected_button = sel
1033 entities.push(score)
1034 end
1035
1036 # Play a arbitrary grid in try mode.
1037 fun play_grid(g: Grid)
1038 do
1039 grid = g
1040 init_play_menu(false)
1041 statusbar.main_txt = "User level"
1042 if grid_edit != null then
1043 entities.push(new EditButton(self))
1044 end
1045 entities.push(new WonButton(self))
1046 run
1047 end
1048
1049 # Launch the editor starting with a grid.
1050 fun edit_grid(g: Grid)
1051 do
1052 grid = g
1053 init_play_menu(true)
1054 editing = true
1055 statusbar.main_txt = "Level editor"
1056 if level != null then statusbar.main_txt += ": level "+level.name
1057 entities.push(button_wall)
1058 entities.push(button_size)
1059 entities.push(new TestButton(self))
1060 entities.push(new SaveButton(self))
1061 entities.push(new LoadButton(self))
1062 run
1063 end
1064
1065 # Launch the title screen
1066 fun title
1067 do
1068 init_menu
1069 entities.push(new Splash(self))
1070 run
1071 end
1072
1073 # Helper function to initialize the menu (and tile) screen
1074 fun init_menu
1075 do
1076 init_game
1077 level = null
1078 var i = levels.first
1079 for l in levels do
1080 i = l
1081 if l.get_state == l.l_open then break
1082 end
1083 entities.push(new StartButton(self, i))
1084 end
1085
1086 # Launch the menu.
1087 fun menu
1088 do
1089 init_menu
1090 var t
1091 t = new TextButton(self,"LEVEL SELECT", 120, ypad, "white", null, null)
1092 entities.push(t)
1093 for i in [0..levels.length[ do
1094 var b = new LevelButton(levels[i])
1095 entities.push(b)
1096 end
1097 t = new Achievement(self, 0, "Training")
1098 entities.push(t)
1099 t = new Achievement(self, 1, "Gold")
1100 entities.push(t)
1101 t = new Achievement(self, 2, "Editor")
1102 entities.push(t)
1103 t = new Achievement(self, 3, "Challenge")
1104 entities.push(t)
1105 t = new Achievement(self, 4, "Congraturation")
1106 entities.push(t)
1107 t = new Achievement(self, 5, "Awesome")
1108 entities.push(t)
1109 run
1110 end
1111
1112 # Last function called when the lauch state is ready
1113 fun run do
1114 dirty_all = true
1115 end
1116
1117 # Should all entity redrawn?
1118 var dirty_all = true
1119
1120 # Draw all game entities.
1121 fun draw(display: Display) do
1122 dirty_all = true
1123 if dirty_all then display.blit(back, 0, 0)
1124 for g in entities do
1125 if g.dirty or dirty_all then
1126 g.dirty = false
1127 #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)
1128 g.draw(display)
1129 #ctx.rect(g.x, g.y, g.width, g.height)
1130 end
1131 end
1132 var ev = lastev
1133 if ev isa Event then
1134 # Cursor, kept for debugging
1135 #display.blit(img[4,0],ev.offset_x-42,ev.offset_y-6)
1136 end
1137 dirty_all = false
1138 end
1139
1140 # Update all game entities.
1141 fun step do
1142 if solver != null and not solver_pause then
1143 if solver.run_steps(solver_steps) != null then solver_pause = true
1144 print solver.to_s
1145 if not solver.is_running then solver = null
1146 end
1147 for g in entities do
1148 g.update
1149 end
1150 end
1151
1152 # Return the game entity located at a mouse event.
1153 fun get_game_element(ev: Event): nullable Entity
1154 do
1155 var x = ev.offset_x
1156 var y = ev.offset_y
1157 for g in entities do
1158 if x>=g.x and x<g.x2 and y>g.y and y<g.y2 then
1159 ev.game_x = x-g.x
1160 ev.game_y = y-g.y
1161 #print "get {g}"
1162 return g
1163 end
1164 end
1165 return null
1166 end
1167
1168 # The game entlty the mouse went down on
1169 var drag: nullable Entity = null
1170
1171 # Last mouse event. Used to dray the cursor
1172 var lastev: nullable Event = null
1173
1174 # Callback when the mouse is pressed
1175 fun onMouseDown(ev: Event) do
1176 lastev = ev
1177 var g = get_game_element(ev)
1178 if g != null then
1179 g.click(ev)
1180 g.dirty = true
1181 end
1182 drag = g
1183 end
1184
1185 # Callback when the mouse is releassed
1186 fun onMouseUp(ev: Event) do
1187 drag = null
1188 end
1189
1190 # Callback when the mouse if moved while pressed
1191 fun onMouseMove(ev: Event) do
1192 lastev = ev
1193 var g = get_game_element(ev)
1194 if g == null then
1195 statusbar.dirty = true
1196 statusbar.over_txt = null
1197 statusbar.over_what = null
1198 return
1199 end
1200 if statusbar.over_what != g then
1201 statusbar.dirty = true
1202 var go = g.over
1203 statusbar.over_txt = go
1204 statusbar.over_what = g
1205 g.enter(ev)
1206 if go != null then print "***OVER*** {go}"
1207 end
1208 # We moved abode a element that accepts drag event
1209 if drag == g and g.draggable then
1210 # print "DRAG {g}"
1211 ev.drag = true
1212 g.click(ev)
1213 g.dirty = true
1214 end
1215 end
1216
1217 # Current solver, if any
1218 var solver: nullable BacktrackSolver[Grid, Action] = null
1219
1220 # Is the solver paused?
1221 var solver_pause = false
1222
1223 # Number of solver steps played in a single game `update`
1224 var solver_steps = 20000
1225
1226 # Callback when a keyboard event is recieved
1227 fun onKeyDown(ev: Event) do
1228 var kc = ev.char_code
1229 if kc == "e" then
1230 grid_edit = grid.copy(true)
1231 edit_grid(grid)
1232 else if kc == "s" then
1233 if solver == null then
1234 solver = (new FriendzProblem(grid)).solve
1235 solver_pause = false
1236 else
1237 solver_pause = not solver_pause
1238 end
1239 #solver.step
1240 else if kc == "d" then
1241 if solver == null then
1242 solver = (new FriendzProblem(grid)).solve
1243 solver_pause = true
1244 else
1245 solver.run_steps(1)
1246 end
1247 else if kc == "+" then
1248 solver_steps += 100
1249 print solver_steps
1250 else if kc == "-" then
1251 solver_steps -= 100
1252 print solver_steps
1253 else for g in entities do
1254 if kc == g.shortcut then
1255 g.click(ev)
1256 g.dirty = true
1257 end
1258 end
1259 end
1260
1261 redef fun load_levels
1262 do
1263 super
1264
1265 for level in levels do
1266 var score = app.data_store["s{level.str.md5}"]
1267 if score isa Int then
1268 level.score = score
1269 end
1270 end
1271 end
1272 end
1273
1274 # The spash title image
1275 class Splash
1276 super Entity
1277 init(game: Game)
1278 do
1279 super(game,game.xpad,game.ypad,380,350)
1280 end
1281 redef fun draw(ctx)
1282 do
1283 ctx.blit(game.logo, game.xpad, game.ypad)
1284 end
1285 redef fun click(ev)
1286 do
1287 game.snd_whip.play
1288 game.menu
1289 end
1290 end
1291
1292 class NextLevelButton
1293 super TextButton
1294 init(game: Game)
1295 do
1296 super(game, "NEXT LEVEL", 440, 24, "cyan", "Play next level", null)
1297 enabled = false
1298 end
1299
1300 redef fun update
1301 do
1302 var w = game.level.check_won(game.grid)
1303 if self.enabled != w then
1304 self.dirty = true
1305 self.enabled = w
1306 if w then
1307 game.snd_win.play
1308 game.statusbar.set_tmp("Level solved!", "cyan")
1309 end
1310 end
1311 end
1312
1313 redef fun click(ev)
1314 do
1315 if not self.enabled then
1316 game.snd_duh.play
1317 var grid = game.grid
1318 var monsters = grid.monsters
1319 var angry = new Array[Tile]
1320 var lonely = new Array[Tile]
1321 var edges = new Array[Tile]
1322 for i in [0..grid.width[ do
1323 for j in [0..grid.height[ do
1324 var t = grid.grid[i][j]
1325 if t.kind == 0 then continue
1326 if t.nexts == 0 then lonely.push(t)
1327 if t.nexts == 1 and not monsters[t.kind].chain then edges.push(t)
1328 if t.nexts > 2 then angry.push(t)
1329 end
1330 end
1331
1332 var l
1333 if angry.length>0 then
1334 l = angry
1335 else if lonely.length>0 then
1336 l = lonely
1337 else
1338 l = edges
1339 end
1340 for i in l do i.shocked=5
1341
1342 if angry.length>0 then
1343 game.statusbar.set_tmp("Angry monsters!", "red")
1344 else if lonely.length>0 then
1345 game.statusbar.set_tmp("Lonely monsters!", "red")
1346 else if not grid.won then
1347 game.statusbar.set_tmp("Unconnected monsters!", "red")
1348 else
1349 game.statusbar.set_tmp("Not enough monsters!", "red")
1350 end
1351 return
1352 end
1353
1354 game.snd_whip.play
1355 game.play_next
1356 end
1357 end
1358
1359 class MusicButton
1360 super TextButton
1361 init(game: Game)
1362 do
1363 super(game, "MUSIC", 470, 412, "purple", "Mute the music", "Unmute the music")
1364 toggled = game.music_muted
1365 end
1366 redef fun click2(ev)
1367 do
1368 game.music_muted = self.toggled
1369 if game.music_muted then game.music.pause else game.music.play
1370 app.data_store["music_muted"] = game.music_muted
1371 end
1372 end
1373
1374 class SFXButton
1375 super TextButton
1376 init(game: Game)
1377 do
1378 super(game, "SOUND FX", 470, 382, "purple", "Mute the sound effects", "Unmute the sound effects")
1379 toggled = game.sfx_muted
1380 end
1381
1382 redef fun click2(ev)
1383 do
1384 game.sfx_muted = self.toggled
1385 if not game.sfx_muted then game.snd_whip.play # Because the automatic one was muted
1386 app.data_store["sfx_muted"] = game.sfx_muted
1387 end
1388 end
1389
1390 class MenuButton
1391 super TextButton
1392 init(game: Game)
1393 do
1394 super(game, "MENU", 470, 442, "purple", "Exit to the main menu", null)
1395 shortcut = "back"
1396 end
1397
1398 redef fun click2(ev)
1399 do
1400 game.menu
1401 end
1402 end
1403
1404 class ResetButton
1405 super TextButton
1406 init(game: Game)
1407 do
1408 super(game,"RESET", 440, 61, "purple", "Clear the grid",null)
1409 end
1410
1411 var count = 0
1412
1413 redef fun click2(ev)
1414 do
1415 self.count += 1
1416 if self.count==1 then
1417 game.statusbar.set_tmp("Click again to reset","white")
1418 else if self.count==2 then
1419 game.grid.reset(false)
1420 if game.editing then
1421 game.statusbar.set_tmp("Click again to clear all","white")
1422 end
1423 else if game.editing then
1424 game.grid.reset(true)
1425 end
1426 game.dirty_all = true
1427 end
1428
1429 redef fun enter2
1430 do
1431 self.count = 0
1432 end
1433 end
1434
1435 class EditButton
1436 super TextButton
1437 init(game: Game)
1438 do
1439 super(game,"EDIT", 540, 24, "purple", "Return to the editor",null)
1440 end
1441
1442 redef fun click2(ev)
1443 do
1444 var ge = game.grid_edit
1445 assert ge != null
1446 game.edit_grid(ge)
1447 end
1448 end
1449
1450 class WonButton
1451 super TextButton
1452 init(game: Game)
1453 do
1454 super(game,"WON", 440, 24, "cyan", "", null)
1455 enabled = false
1456 end
1457 redef fun click2(ev)
1458 do
1459 var ge = game.grid_edit
1460 if not self.enabled then
1461 game.statusbar.set_tmp("Solve the level first!", "red")
1462 else if ge != null then
1463 game.snd_whip.play
1464 game.edit_grid(ge)
1465 else
1466 game.snd_whip.play
1467 game.menu
1468 end
1469 end
1470
1471 redef fun update
1472 do
1473 var w = game.grid.won
1474 if self.enabled != w then
1475 self.dirty = true
1476 self.enabled = w
1477 if w then
1478 game.snd_win.play
1479 game.statusbar.set_tmp("Level solved!", "cyan")
1480 end
1481 end
1482 end
1483 end
1484
1485 class TestButton
1486 super TextButton
1487 init(game: Game)
1488 do
1489 super(game,"TEST", 440, 24, "cyan", "Try to play the level", null)
1490 end
1491
1492 redef fun click2(ev)
1493 do
1494 game.grid_edit = game.grid
1495 game.play_grid(game.grid.copy(false))
1496 end
1497 end
1498
1499 class SaveButton
1500 super TextButton
1501 init(game: Game)
1502 do
1503 super(game, "SAVE", 540, 24, "purple", "Save the level", null)
1504 end
1505
1506 redef fun click2(ev)
1507 do
1508 var res = game.grid.save
1509 print "SAVE: {res}"
1510 end
1511 end
1512
1513 class LoadButton
1514 super TextButton
1515 init(game: Game)
1516 do
1517 super(game,"LOAD", 540, 61, "purple", "Load an user level", null)
1518 end
1519
1520 redef fun click2(ev)
1521 do
1522 var grid2 = new Grid(game.gw,game.gh,game.monsters)
1523 if grid2.load("") then
1524 game.grid = grid2
1525 end
1526 game.dirty_all = true
1527 end
1528 end
1529
1530 class ContinueButton
1531 super TextButton
1532 init(game: Game)
1533 do
1534 super(game,"CONTINUE", 440, 24, "purple", "Continue playing", null)
1535 end
1536
1537 redef fun click2(ev)
1538 do
1539 game.play_next
1540 end
1541 end
1542
1543 class StartButton
1544 super TextButton
1545 var level: Level
1546 init(game: Game, level: Level)
1547 do
1548 self.level = level
1549 if level.number == 0 then
1550 super(game,"START", 440, 24, "purple", "Play the first level", null)
1551 else
1552 super(game,"CONTINUE", 440, 24, "purple", "Continue from level "+level.name, null)
1553 end
1554 end
1555
1556 redef fun click2(ev)
1557 do
1558 game.play(level)
1559 end
1560 end
1561
1562 #
1563
1564 redef class App
1565
1566 # The game
1567 var game: Game
1568
1569 # Wanted screen width
1570 var screen_width = 640
1571
1572 # Wanted screen height
1573 var screen_height = 480
1574
1575 redef fun on_create
1576 do
1577 super
1578 game = new Game
1579 game.font.hspace = -2
1580 if args.length > 0 then
1581 game.play(game.levels[args.first.to_i])
1582 end
1583 # img loading?
1584 end
1585
1586 # Maximum wanted frame per second
1587 var max_fps = 30
1588
1589 # clock used to track FPS
1590 private var clock = new Clock
1591
1592 redef fun frame_core(display)
1593 do
1594 game.step
1595 game.draw(display)
1596 var dt = clock.lapse
1597 var target_dt = 1000000000 / max_fps
1598 if dt.sec == 0 and dt.nanosec < target_dt then
1599 var sleep_t = target_dt - dt.nanosec
1600 sys.nanosleep(0, sleep_t)
1601 end
1602 end
1603
1604 redef fun input(input_event)
1605 do
1606 #print input_event
1607 if input_event isa QuitEvent then # close window button
1608 quit = true # orders system to quit
1609 else if input_event isa PointerEvent then
1610 var ev = new Event(input_event.x.to_i, input_event.y.to_i, "")
1611 if input_event.is_motion then
1612 game.onMouseMove(ev)
1613 else if input_event.pressed then
1614 game.onMouseDown(ev)
1615 else
1616 game.onMouseUp(ev)
1617 end
1618 return true
1619 else if input_event isa KeyEvent and input_event.is_down then
1620 var ev = new Event(0, 0, input_event.key_name)
1621 game.onKeyDown(ev)
1622 return true
1623 end
1624
1625 return false
1626 end
1627 end
1628
1629 redef class PointerEvent
1630 fun is_motion: Bool do return false
1631 end
1632
1633 redef class KeyEvent
1634 fun key_name: String
1635 do
1636 var c = to_c
1637 if c != null then return c.to_s
1638 return "unknown"
1639 end
1640 end
1641
1642 redef class Level
1643 redef fun save
1644 do
1645 app.data_store["s{str.md5}"] = if score > 0 then score else null
1646 end
1647 end