import solver
import mnit::tileset
import app::data_store
-import md5
intrude import grid
intrude import level
init
do
- load_levels
init_buttons
entities.clear
title
# 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
# 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
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
# 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)
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