contrib & lib: fix other clients of clock
[nit.git] / contrib / friendz / src / friendz.nit
index 07156aa..762eb1d 100644 (file)
@@ -19,7 +19,6 @@ import realtime
 import solver
 import mnit::tileset
 import app::data_store
-import md5
 
 intrude import grid
 intrude import level
@@ -221,7 +220,7 @@ class LevelButton
                else if self.level.get_state >= l.l_open then
                        if game.levels[9].get_state >= l.l_open then self.over +=  " --- ?/{self.level.gold}"
                end
-               #self.enabled = l.get_state >= l.l_open
+               self.enabled = l.get_state >= l.l_open or game.cheated
        end
 
        redef fun draw(ctx)
@@ -777,7 +776,7 @@ class StatusBar
        do
                print "***STATUS** {txt}"
                self.tmp_txt = txt
-               self.tmp_txt_ttl = 20
+               self.tmp_txt_ttl = 60
                self.tmp_txt_color = color
        end
 
@@ -873,26 +872,6 @@ redef class Game
        # Font
        var font = new TileSetFont(app.load_image("deltaforce_font.png"), 16, 17, "ABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789.:;!?\"'() -,/")
 
-       var xxx = """
-       fun save_cookie(name, val:String) do
-       var days = 365
-       var date = new Date()
-       date.setTime(date.getTime()+(days*24*60*60*1000))
-       document.cookie = name+"="+val+"; expires="+date.toGMTString()+"; path=/"
-       end
-
-       fun read_cookie(name:String):String do
-       var key = name + "="
-       var ca = document.cookie.split(';')
-       for(var i=0; i<ca.length; i++) do
-       var c = ca[i]
-       while (c[0]==' ') c = c.substring(1, c.length)
-       if (c.indexOf(key) == 0) return c.substring(key.length)
-       end
-       return null
-       end
-       """
-
        # DISPLAY *****************************************************************
 
        # Is the game in editing mode
@@ -904,10 +883,10 @@ redef class Game
        # SOUND
 
        # Is the music muted?
-       var music_muted: Bool = false #read_cookie("music_muted")
+       var music_muted: Bool = app.data_store["music_muted"] == true
 
        # Is the sound effects muted?
-       var sfx_muted: Bool = false #read_cookie("sfx_muted")
+       var sfx_muted: Bool = app.data_store["sfx_muted"] == true
 
        # The background music resource. */
        var music = new Music("music.ogg")
@@ -957,12 +936,16 @@ redef class Game
        # ResizeButton
        var button_size = new ResizeButton(self)
 
+       # Cheat mode enabled?
+       var cheated = false
+
        init
        do
-               load_levels
                init_buttons
                entities.clear
                title
+
+               if not music_muted then music.play
        end
 
        # fill `buttons`
@@ -976,8 +959,9 @@ redef class Game
        # Play a level in player mode.
        fun play(l: Level)
        do
+               save # save the previous level grid
                level = l
-               grid.load(level.str)
+               grid.load(level.saved_str or else level.str)
                init_play_menu(false)
                if level.status != "" then
                        statusbar.main_txt = level.status
@@ -1071,6 +1055,7 @@ redef class Game
        # Helper function to initialize the menu (and tile) screen
        fun init_menu
        do
+               save # save the previous level grid
                init_game
                level = null
                var i = levels.first
@@ -1225,8 +1210,19 @@ redef class Game
        fun onKeyDown(ev: Event) do
                var kc = ev.char_code
                if kc == "e" then
+                       set_tmp("RUN EDITOR")
                        grid_edit = grid.copy(true)
                        edit_grid(grid)
+               else if kc == "c" then
+                       if cheated then
+                               set_tmp("CHEAT: OFF")
+                               snd_duh.play
+                               cheated = false
+                       else
+                               set_tmp("CHEAT: ON")
+                               snd_win.play
+                               cheated = true
+                       end
                else if kc == "s" then
                        if solver == null then
                                solver = (new FriendzProblem(grid)).solve
@@ -1234,20 +1230,28 @@ redef class Game
                        else
                                solver_pause = not solver_pause
                        end
+                       if solver_pause then
+                               set_tmp("SOLVER: PAUSED")
+                       else
+                               set_tmp("SOLVER: ON")
+                       end
                        #solver.step
                else if kc == "d" then
                        if solver == null then
                                solver = (new FriendzProblem(grid)).solve
                                solver_pause = true
+                               set_tmp("SOLVER: ON")
                        else
+                               solver_pause = true
                                solver.run_steps(1)
+                               set_tmp("SOLVER: ONE STEP")
                        end
                else if kc == "+" then
                        solver_steps += 100
-                       print solver_steps
+                       set_tmp("SOLVER: {solver_steps} STEPS")
                else if kc == "-" then
                        solver_steps -= 100
-                       print solver_steps
+                       set_tmp("SOLVER: {solver_steps} STEPS")
                else for g in entities do
                        if kc == g.shortcut then
                                g.click(ev)
@@ -1256,15 +1260,33 @@ redef class Game
                end
        end
 
+       fun set_tmp(s: String)
+       do
+               statusbar.set_tmp(s, "cyan")
+       end
+
        redef fun load_levels
        do
                super
 
                for level in levels do
-                       var score = app.data_store["s{level.str.md5}"]
+                       var score = app.data_store["s{level.str}"]
                        if score isa Int then
                                level.score = score
                        end
+                       var saved_str = app.data_store["g{level.str}"]
+                       if saved_str isa String then
+                               print "LOAD {level.name}: {saved_str}"
+                               level.saved_str = saved_str
+                       end
+               end
+       end
+
+       fun save
+       do
+               var l = level
+               if l != null then
+                       l.save
                end
        end
 end
@@ -1359,12 +1381,13 @@ class MusicButton
        init(game: Game)
        do
                super(game, "MUSIC", 470, 412, "purple", "Mute the music", "Unmute the music")
+               toggled = game.music_muted
        end
        redef fun click2(ev)
        do
                game.music_muted = self.toggled
                if game.music_muted then game.music.pause else game.music.play
-               #game.save_cookie("music_muted",music_muted?"true":"")
+               app.data_store["music_muted"] = game.music_muted
        end
 end
 
@@ -1373,13 +1396,14 @@ class SFXButton
        init(game: Game)
        do
                super(game, "SOUND FX", 470, 382, "purple", "Mute the sound effects", "Unmute the sound effects")
+               toggled = game.sfx_muted
        end
 
        redef fun click2(ev)
        do
                game.sfx_muted = self.toggled
                if not game.sfx_muted then game.snd_whip.play # Because the automatic one was muted
-               #save_cookie("sfx_muted",sfx_muted?"true":"")
+               app.data_store["sfx_muted"] = game.sfx_muted
        end
 end
 
@@ -1579,22 +1603,16 @@ redef class App
                # img loading?
        end
 
-       # Maximum wanted frame per second
-       var max_fps = 30
-
-       # clock used to track FPS
-       private var clock = new Clock
+       redef fun on_pause
+       do
+               super
+               game.save
+       end
 
        redef fun frame_core(display)
        do
                game.step
                game.draw(display)
-               var dt = clock.lapse
-               var target_dt = 1000000000 / max_fps
-               if dt.sec == 0 and dt.nanosec < target_dt then
-                       var sleep_t = target_dt - dt.nanosec
-                       sys.nanosleep(0, sleep_t)
-               end
        end
 
        redef fun input(input_event)
@@ -1636,8 +1654,16 @@ redef class KeyEvent
 end
 
 redef class Level
-       redef fun save
+       # Save the score and grid of the level
+       fun save
        do
-               app.data_store["s{str.md5}"] = if score > 0 then score else null
+               app.data_store["s{str}"] = if score > 0 then score else null
+               var saved = game.grid.save
+               saved_str = saved
+               app.data_store["g{str}"] = saved
+               print "SAVE: {name}: {saved}"
        end
+
+       # The saved player grid (to continue games)
+       var saved_str: nullable String = null
 end