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--- /dev/null
+# This file is part of NIT (http://www.nitlanguage.org).
+#
+# Licensed under the Apache License, Version 2.0 (the "License");
+# you may not use this file except in compliance with the License.
+# You may obtain a copy of the License at
+#
+# http://www.apache.org/licenses/LICENSE-2.0
+#
+# Unless required by applicable law or agreed to in writing, software
+# distributed under the License is distributed on an "AS IS" BASIS,
+# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+# See the License for the specific language governing permissions and
+# limitations under the License.
+
+# A game of memory using shapes and colors
+#
+# # Features and TODO
+#
+# * [X] Various shapes, colors and sounds
+# * [X] 3 difficulty modes
+# * [X] Saved high scores
+# * [ ] Level selection
+#
+# The remaining issues are
+#
+# * Crappy event system
+# * Crappy UI element placement
+module memory is
+ app_name("Memorize Shapes and Colors")
+ app_version(0, 1, git_revision)
+end
+
+import mnit
+import app::audio
+import mnit::opengles1
+import app::data_store
+
+import drawing
+
+# A figure to click on
+class Button
+ # The place, starting from 0.
+ # Will be used to derive the display place.
+ var place: Int
+
+ # The color of the figure
+ var color: Color
+
+ # The shape of the figure
+ var shape: Image
+
+ # The sound of the figure
+ var sound: Sound
+
+ # x-coordinate on the display
+ var x: Float = 0.0
+ # y-coordinate on the display
+ var y: Float = 0.0
+ # width on the display
+ var w: Float = 0.0
+ # height the display
+ var h: Float = 0.0
+
+ # Event time to live (from 1.0 downto 0.0)
+ var ttl: Float = 0.0
+
+ # Is there a big error on the button?
+ var error = false
+
+ # The initial position (according to shuffle)
+ var from: Pos is noinit
+
+ # The current path if shuffling
+ var path: nullable BPath = null
+
+ # The second path if hard shuffling
+ var path2: nullable BPath = null
+
+ # Is there an hard shuffling?
+ var hard = false
+
+ # The optional text on the button (in the menu)
+ var text: nullable Image = null
+
+ # The color of the text
+ var text_color: nullable Color = null
+
+ # The high score on the menu button
+ var text_max: Int = 0
+
+ # Draw on the display
+ fun blit_on(display: Display)
+ do
+ if ttl > 0.0 then
+ ttl -= 0.1
+ if ttl <= 0.0 then
+ ttl = 0.0
+ path = path2
+ path2 = null
+ if path != null then ttl = path.duration
+ error = false
+ end
+ end
+
+ var x = self.x
+ var y = self.y
+ var p = 0.0
+ if ttl > 0.0 then
+ if path != null then
+ var pos = to_pos
+ path.update(pos, ttl)
+ x = pos.x
+ y = pos.y
+ if hard then
+ p = ttl/5.0
+ if path2 != null then
+ p = 1.0 - p
+ end
+ end
+ else if error then
+ # nothing
+ else
+ y -= ttl * h / 10.0
+ end
+ end
+
+ if not app.player then
+ p = 0.2.lerp(p, 1.0)
+ end
+
+ color.set(display, p)
+ display.blit_centered(shape, x, y)
+ var text = self.text
+ if text != null then
+ text.scale = shape.scale
+ text_color.set(display, p)
+ display.blit_centered(text, x, y - h/8.0)
+ if text_max > 0 then
+ app.blit_number(text_max, app.scale, x, y + h/8.0)
+ end
+ end
+ if display isa Opengles1Display then
+ display.reset_color
+ end
+ if error then
+ app.drawing.error.scale = app.scale
+ display.blit_centered(app.drawing.error, x, y)
+ end
+ end
+
+ redef fun to_s do
+ return "{place},{color},{shape},{sound}"
+ end
+
+ # Check collision
+ fun has(x,y: Float): Bool
+ do
+ return (self.x - x).abs*2.0 <= w and (self.y - y).abs*2.0 <= h
+ end
+
+ # Return a new pos centered on the button
+ fun to_pos: Pos do return new Pos(x, y)
+end
+
+# A rbg color
+class Color
+ # red (from 0.0 to 1.0)
+ var r: Float
+ # green (from 0.0 to 1.0)
+ var g: Float
+ # blue (from 0.0 to 1.0)
+ var b: Float
+
+ # Globally change the color of the display.
+ # The color will be used for the next blit operations.
+ # The color of the display has to be reseted manually (see `Opengles1Display::reset_color`).
+ fun set(display: Display, p: Float)
+ do
+ if display isa Opengles1Display then
+ display.color(p.lerp(r,1.0),p.lerp(g,1.0),p.lerp(b,1.0),p.lerp(1.0,0.0))
+ end
+ end
+end
+
+# A point in the display coordinates
+class Pos
+ # x coordinate
+ var x: Float
+ # y coordinate
+ var y: Float
+ redef fun to_s do return "({x},{y})"
+end
+
+# A cubic Bézier path between two points with two handles.
+class BPath
+ # The origin point
+ var from: Pos
+ # The handle of the origin point
+ var from_handle: Pos
+ # The handle of the destination point
+ var to_handle: Pos
+ # The destination point
+ var to: Pos
+ # The duration on the path
+ var duration: Float
+
+ # Update the coordinates of `cursor` for an absolute time to destination `ttd`
+ fun update(cursor: Pos, ttd: Float)
+ do
+ var p = 1.0 - ttd / duration
+ if p <= 0.0 then
+ cursor.x = from.x
+ cursor.y = from.y
+ return
+ end
+ if p >= 1.1 then
+ cursor.x = to.x
+ cursor.y = to.y
+ end
+ var bx = p.cerp(from.x, from_handle.x, to_handle.x, to.x)
+ var by = p.cerp(from.y, from_handle.y, to_handle.y, to.y)
+ cursor.x = bx
+ cursor.y = by
+ end
+end
+
+redef class App
+
+ # # Assets and resources
+
+ # All the images assets
+ var drawing = new DrawingImages
+
+ # Array of all available colors for the figures
+ var colors = new Array[Color]
+
+ # Array of all available shapes for the figures
+ var shapes = new Array[Image]
+
+ # Array of all available sounds for the figures
+ var sounds = new Array[Sound]
+
+ # The sound to play on error (error)
+ var snd_penalty: Sound is noautoinit
+
+ # The sound of other ui element
+ var snd_click: Sound is noautoinit
+
+ redef fun on_create
+ do
+ colors.clear
+ colors.add new Color(0.9, 0.6, 0.0)
+ colors.add new Color(0.6, 0.0, 0.9)
+ colors.add new Color(0.6, 0.5, 0.4)
+ colors.add new Color(1.0, 0.0, 0.0)
+ colors.add new Color(1.0, 1.0, 0.0)
+ colors.add new Color(1.0, 0.0, 1.0)
+ colors.add new Color(0.0, 1.0, 0.0)
+ colors.add new Color(0.0, 1.0, 1.0)
+ colors.add new Color(0.0, 0.0, 1.0)
+
+ drawing.load_all(self)
+ shapes.clear
+ shapes.add drawing.circle
+ shapes.add drawing.rect
+ shapes.add drawing.cross
+ shapes.add drawing.penta
+ shapes.add drawing.star
+ shapes.add drawing.triangle
+ shapes.add drawing.heart
+ shapes.add drawing.diamond
+ shapes.add drawing.moon
+ shapes.add drawing.spiral
+
+ number_images = new NumberImages(drawing.n)
+
+ sounds.clear
+ sounds.add new Sound("bing.wav")
+ sounds.add new Sound("boing.wav")
+ sounds.add new Sound("cymbal.wav")
+ sounds.add new Sound("dart.wav")
+ sounds.add new Sound("duh.wav")
+ sounds.add new Sound("grunt.wav")
+ sounds.add new Sound("honkhonk.wav")
+ sounds.add new Sound("line_end.wav")
+ sounds.add new Sound("squishy-hit.wav")
+ sounds.add new Sound("woodthunk.wav")
+ sounds.add new Sound("whip.wav")
+
+ snd_penalty = new Sound("penalty.wav")
+ snd_click = new Sound("click.wav")
+
+ # Force load the sounds. Required because bug #1728
+ for s in sounds do s.load
+ snd_penalty.load
+
+ is_menu = data_store["game"] != true
+ mode = data_int("mode") or else 0
+ current_level = data_int("level") or else 0
+
+ max_levels[0] = data_int("max_0") or else 0
+ max_levels[1] = data_int("max_1") or else 0
+ max_levels[2] = data_int("max_2") or else 0
+
+ print "max_levels: {max_levels}"
+
+ reload = new Button(-1, new Color(1.0,1.0,1.0), drawing.reload, snd_click)
+
+ if is_menu then
+ new_menu
+ else
+ new_game
+ end
+ end
+
+ # Get a positive numeric value from the store
+ fun data_int(name: String): nullable Int
+ do
+ var x = data_store[name]
+ if x isa Int then return x else return null
+ end
+
+ # # Level information
+
+ # Number of buttons for the next game
+ var size = 5
+
+ # Length of the memory sequence for the next game
+ var length = 5
+
+ # Do a hard deal?
+ var hard_deal = false
+
+ # No shuffle (0), easy shuffle (1), or hard shuffle (2)?
+ var shuffling = 0
+
+ # Is a new deal make on replay?
+ # If true, a new set of figures and a new sequence is produced
+ # If false, the same is reused.
+ var deal_on_replay = true
+
+ # Current buttons in the game
+ var buttons = new Array[Button]
+
+ # The sequence of the buttons to memorize
+ var level = new Array[Button]
+
+ # The number of errors (crosses) in the current level. (in [0..3])
+ var error = 0
+
+ # Is the player playing?
+ # If false it means that the game is showing the sequence to memorize
+ var player = false
+
+ # Next button on the level (to show or guess according to `player`)
+ var cpt = 0
+
+ # Time to live before the next event
+ var ttl = 0.0
+
+ # Are we in the menu?
+ var is_menu = true
+
+ # In the end of game, is this a win of a lose?
+ var is_win = false
+
+ # Reset everything and create a menu
+ fun new_menu
+ do
+ is_menu = true
+ size = 3
+ length = 0
+ shuffling = 0
+
+ data_store["game"] = false
+
+ colors.shuffle
+ shapes.shuffle
+ sounds.shuffle
+
+ buttons.clear
+ for i in [0..size[ do
+ var b = new Button(i, colors[i], shapes[i], sounds[i])
+ buttons.add b
+ b.text = drawing.hard[i]
+ b.text_color = colors[3+i]
+ b.text_max = max_levels[i]
+ end
+
+ # Start the scene
+ start_scene
+ end
+
+ # The current mode: easy (0), medium (1), hard (2)
+ var mode = 0
+
+ # The current level (from 0)
+ var current_level = 0
+
+ # Hight scores of each mode
+ var max_levels: Array[Int] = [0, 0, 0]
+
+ # Reset everything and create a new game using `mode` and `level`
+ fun new_game
+ do
+ print "Next game: mode={mode} level={current_level}"
+ data_store["game"] = true
+ data_store["mode"] = mode
+ data_store["level"] = current_level
+ if max_levels[mode] < current_level then
+ max_levels[mode] = current_level
+ data_store["max_{mode}"] = current_level
+ end
+
+ if mode == 0 then
+ hard_deal = false
+ shuffling = 0
+ deal_on_replay = false
+ size = 2
+ length = 1
+ else if mode == 1 then
+ hard_deal = false
+ shuffling = 1
+ deal_on_replay = true
+ size = 3
+ length = 3
+ else
+ hard_deal = true
+ shuffling = 2
+ deal_on_replay = true
+ size = 3
+ length = 3
+ end
+ for i in [0..current_level[ do
+ length += 1
+ if length > size + 2 then
+ size += 1
+ length -= 1
+ end
+ if size > 16 then size = 16
+ end
+
+ deal_game
+ end
+
+ # Reset the buttons and deal a new game using `size` and `length`
+ fun deal_game
+ do
+ is_menu = false
+
+ # Randomize the deal
+ colors.shuffle
+ shapes.shuffle
+ sounds.shuffle
+
+ # Setup the figure
+ buttons.clear
+ if not hard_deal then
+ # With the easy deal, each button is easily distinguishable
+ for i in [0..size[ do
+ var b = new Button(i, colors[i%colors.length], shapes[i%shapes.length], sounds[i%sounds.length])
+ buttons.add b
+ end
+ else
+ # With the hard deal, use overlapping combinations of colors and shapes
+ var sqrt = size.to_f.sqrt
+ var ncol = sqrt.floor.to_i
+ var nsha = sqrt.ceil.to_i
+ while ncol*nsha < size do ncol += 1
+
+ # Randomly swap the numbers of colors/shapes
+ if 2.rand == 0 then
+ var t = ncol
+ ncol = nsha
+ nsha = t
+ end
+
+ # Deal combinations (up to `size`)
+ for i in [0..ncol[ do
+ for j in [0..nsha[ do
+ if buttons.length >= size then break
+ var b = new Button(buttons.length, colors[i], shapes[j], sounds.rand)
+ buttons.add b
+ end
+ end
+
+ # A last shuffle to break the colors/shapes grid
+ buttons.shuffle
+ end
+
+ # Deal the level (i.e. sequence to memorize)
+ # To increase distribution, determinate a maximum number of repetition
+ # of a single button
+ var rep = (length.to_f / size.to_f).ceil.to_i
+ var pool = buttons * rep
+ pool.shuffle
+
+ level.clear
+ for i in [0..length[ do
+ level.add pool[i]
+ end
+
+ print "newgame size={size} length={length}"
+
+ # Start the scene
+ start_scene
+ end
+
+ # Cause a replay on the same level
+ # On easy mode, the same level is replayed exactly
+ # On other modes, a new deal is made
+ fun replay_game
+ do
+ if deal_on_replay then
+ deal_game
+ else
+ start_scene
+ end
+ end
+
+ # Reset the state of the scene and start with `fly_in`
+ fun start_scene
+ do
+ player = false
+ cpt = -1
+ path = null
+ error = 0
+
+ # Ask for a redraw
+ first_frame = true
+ end
+
+ # # Placement and moves
+
+ # Locations used to place buttons on the screen
+ private var locations: Array[Array[Float]] = [
+ [0.0, 1.0],
+ [0.0, 1.0, 0.5],
+ [0.0, 1.0, 0.0, 1.0],
+ [0.0, 1.0, 2.0, 0.5, 1.5],
+ [0.0, 1.0, 2.0, 0.0, 1.0, 2.0],
+ [0.5, 1.5, 0.0, 1.0, 2.0, 0.5, 1.5],
+ [0.0, 1.0, 2.0, 0.0, 2.0, 0.0, 1.0, 2.0],
+ [0.0, 1.0, 2.0, 0.0, 1.0, 2.0, 0.0, 1.0, 2.0],
+ [0.5, 1.5, 2.5, 0.0, 1.0, 2.0, 3.0, 0.5, 1.5, 2.5],
+ [0.0, 1.0, 2.0, 3.0, 0.0, 1.5, 3.0, 0.0, 1.0, 2.0, 3.0],
+ [0.0, 1.0, 2.0, 3.0, 0.0, 1.0, 2.0, 3.0, 0.0, 1.0, 2.0, 3.0],
+ [0.5, 1.5, 2.5, 0.0, 1.5, 3.0, 0.0, 1.0, 2.0, 3.0, 0.5, 1.5, 2.5],
+ [0.5, 1.5, 2.5, 0.0, 1.0, 2.0, 3.0, 0.0, 1.0, 2.0, 3.0, 0.5, 1.5, 2.5],
+ [0.5, 1.5, 2.5, 0.0, 1.0, 2.0, 3.0, 0.0, 1.0, 2.0, 3.0, 0.0, 1.0, 2.0, 3.0],
+ [0.0, 1.0, 2.0, 3.0, 0.0, 1.0, 2.0, 3.0, 0.0, 1.0, 2.0, 3.0, 0.0, 1.0, 2.0, 3.0]]
+
+
+ # The scale of the figures.
+ # According to the screen dimensions and the number of figures
+ var scale = 0.0
+
+ # The scale of the UI
+ # According to the screen dimensions
+ var ui_scale = 0.0
+
+ # Compute then location on the display for each button
+ #
+ # The method can be called when there is a change in the buttons (or the display).
+ fun locate(display: Display)
+ do
+ # The locations depend of the number of buttons (from 2 to 9)
+ var n = buttons.length
+ var locs = locations[n-2]
+ var columns = if n <= 4 then 2 else if n <= 9 then 3 else 4
+ var rows = if n <= 2 then 1 else if n <= 6 then 2 else if n <= 12 then 3 else 4
+
+ # Compute basic dimensions according to the screen
+ var slotw = display.width / columns
+ var sloth = display.height / rows
+ var subw = slotw - slotw/5
+ var subh = sloth - sloth/5
+
+ # Compute the figure scale
+ var img = drawing.circle
+ var xs = subw.to_f / img.width.to_f
+ var ys = subh.to_f / img.height.to_f
+ scale = xs.min(ys)
+
+ # Compute the UI scale
+ xs = display.width.to_f / img.width.to_f
+ ys = display.height.to_f / img.height.to_f
+ ui_scale = xs.min(ys) / 4.0
+
+ var last = -1.0
+ var row = 0.0
+ var cpt = 0
+ for b in buttons do
+ b.place = cpt
+ var col = locs[cpt]
+ if col <= last then
+ row += 1.0
+ end
+ last = col
+
+ b.x = (col + 0.5) * slotw.to_f
+ b.y = (row + 0.5) * sloth.to_f
+ img = b.shape
+ img.scale = scale
+ b.w = (img.width.to_f * scale)
+ b.h = (img.height.to_f * scale)
+
+ cpt += 1
+ end
+
+ left.x = -150.0 * scale
+ left.y = (display.height / 2).to_f
+ right.x = display.width.to_f + 150.0 * scale
+ right.y = left.y
+
+ # Other UI elements
+
+ if not is_menu then
+ var reload = self.reload
+ drawing.reload.scale = ui_scale
+ reload.x = display.width.to_f - (drawing.reload.width.to_f / 2.0 * 1.2 ) * ui_scale
+ reload.y = drawing.reload.height.to_f / 2.0 * 1.2 * ui_scale
+ reload.w = drawing.reload.width.to_f * ui_scale
+ reload.h = drawing.reload.height.to_f * ui_scale
+ end
+ end
+
+ # The origin point of the cursor on the left
+ var left = new Pos(0.0, 0.0)
+
+ # The destination point of the cursor on the right
+ var right = new Pos(0.0, 0.0)
+
+ # The current cursor position
+ var cursor = new Pos(0.0, 0.0)
+
+ # The current cursor path
+ var path: nullable BPath = null
+
+ # The reload button
+ var reload: Button is noautoinit
+
+ # Safe point for a cursor on the i-th button of the level
+ fun path_pos(i: Int): Pos
+ do
+ if i < 0 then return left
+ if i >= level.length then return right
+ return level[i].to_pos
+ end
+
+ # A random point outside of the screen
+ fun far_away(display: Display): Pos
+ do
+ var a = (2.0*pi).rand
+ var w = display.width.to_f / 2.0
+ var h = display.height.to_f / 2.0
+ var x = w + a.cos * w * 1.8
+ var y = h + a.sin * h * 1.8
+ return new Pos(x, y)
+ end
+
+ # Create a BPath between two point with some nice handle values
+ fun new_path(from, to: Pos, ttl: Float): BPath
+ do
+ var a = atan2(to.y-from.y, to.x-from.x)
+ a += pi * (2.0.rand - 1.0)
+ var radius = 300.0 * scale
+ var fh = new Pos(from.x + a.cos*radius, from.y + a.sin*radius)
+ #var th = new Pos(to.x - a.cos*radius, to.y - a.sin*radius)
+ var path = new BPath(from, fh, to, to, ttl)
+ return path
+ end
+
+ # Initial placement of buttons
+ fun fly_in(display: Display)
+ do
+ for b in buttons do
+ var from = far_away(display)
+ var to = b.to_pos
+ var path = new_path(from, to, 5.0)
+ b.path = path
+ b.ttl = 5.0
+ end
+ ttl = 6.0
+ end
+
+ # Final leaving of buttons
+ fun fly_out(display: Display)
+ do
+ for b in buttons do
+ var from = b.to_pos
+ var to = far_away(display)
+ b.x = to.x
+ b.y = to.y
+ var path = new_path(from, to, 5.0)
+ b.path = path
+ b.ttl = 5.0
+ b.hard = false
+ end
+ ttl = 6.0
+ end
+
+ # Randomly permute the content of `buttons` such that no element appears in its original position.
+ fun derangement
+ do
+ # The simplest algorithm is to shuffle until no buttons is at the same place
+ # This is also quite efficient and converges extremely quickly
+ var redo = true
+ while redo do
+ redo = false
+ buttons.shuffle
+ for i in [0..size[ do
+ if i == buttons[i].place then
+ redo = true
+ break
+ end
+ end
+ end
+ end
+
+ # Shuffling the place of each button on the screen
+ fun shuffle(display: Display)
+ do
+ for b in buttons do
+ b.from = b.to_pos
+ end
+
+ derangement
+
+ locate(display)
+ for b in buttons do
+ var from = b.from
+ var to = b.to_pos
+ #print "shuffle move {b.place}: {from} -> {to}"
+ b.path = new_path(from, to, 5.0)
+ b.ttl = 5.0
+ end
+ ttl = 5.0
+ end
+
+ # Shuffle the place of each button in a hard way
+ fun hard_shuffle(display: Display)
+ do
+ for b in buttons do
+ b.from = b.to_pos
+ b.hard = true
+ end
+
+ derangement
+
+ locate(display)
+ for b in buttons do
+ var from = b.from
+ var to = b.to_pos
+ var midx = display.width.to_f / 2.0
+ var midy = display.height.to_f / 2.0
+ var mid = new Pos(midx, midy)
+ #print "shuffle move {b.place}: {from} -> {to}"
+ b.path = new_path(from, mid, 5.0)
+ b.path2 = new_path(mid, to, 5.0)
+ b.ttl = 5.0
+ end
+ ttl = 5.0
+ end
+
+ # Setup the next cursor path
+ fun setpath
+ do
+ if is_menu then return
+ var from = path_pos(cpt-1)
+ var to = path_pos(cpt)
+ #print "cursor {cpt-1}->{cpt}: {from} -> {to}"
+ path = new_path(from, to, 4.0)
+ cursor.x = from.x
+ cursor.y = from.y
+ ttl = 5.0
+ end
+
+ # Main loop, drawing and inputs
+
+ # Flag used to ask for a (re-)computation of the display layout
+ private var first_frame = true
+
+ redef fun frame_core(display)
+ do
+ if first_frame then
+ locate(display)
+ if cpt == -1 then
+ fly_in(display)
+ end
+ first_frame = false
+ end
+
+ # Clear the screen
+ display.clear(1.0, 1.0, 1.0)
+
+ # Manage events
+ # This is a crappy ad hoc organic implementation
+ if not player then
+ ttl -= 0.1
+ if path != null then path.update(cursor, ttl)
+ if ttl <= 0.0 then
+ ttl = 0.0
+ if is_menu then
+ # Menu animation is over
+ player = true
+ else if cpt < 0 then
+ # Level place animation is over
+ cpt += 1
+ setpath
+ else if cpt < level.length then
+ # The cursor is playing
+ var b = level[cpt]
+ b.ttl = 1.0
+ b.sound.play
+ cpt += 1
+ setpath
+ else if cpt == level.length then
+ # The cursor is out, run the shuffle
+ path = null
+ if shuffling == 1 then
+ shuffle(display)
+ else if shuffling > 1 then
+ hard_shuffle(display)
+ end
+ cpt += 1
+ else
+ # The shuffling is over, start playing
+ player = true
+ cpt = 0
+ end
+ end
+ else if ttl > 0.0 then
+ ttl -= 0.1
+ if ttl <= 0.0 then
+ ttl = 0.0
+ if cpt == level.length then
+ fly_out(display)
+ cpt += 1
+ else
+ if is_menu then
+ new_game
+ else if is_win then
+ current_level += 1
+ new_game
+ else
+ replay_game
+ end
+ end
+ end
+ end
+
+ # Display each button
+ for b in buttons do
+ b.blit_on(display)
+ end
+
+ # Display the cursor
+ if path != null then
+ drawing.cursor.scale = scale
+ display.blit(drawing.cursor, cursor.x, cursor.y)
+ end
+
+ if not is_menu then
+ blit_number(current_level, ui_scale, 10.0 * scale, 10.0 * scale)
+ reload.blit_on(display)
+ end
+ end
+
+ # Blit a number somewhere
+ fun blit_number(number: Int, scale: Float, x, y: Float)
+ do
+ for img in number_images.imgs do img.scale = scale
+ display.blit_number(number_images, number, x.to_i, y.to_i)
+ end
+
+ # Images with the numbers
+ private var number_images: NumberImages is noautoinit
+
+ # A player click on a button
+ fun action(b: Button)
+ do
+ if is_menu then
+ b.sound.play
+ mode = b.place
+ current_level = 0
+ ttl = 0.1
+ cpt = level.length
+ is_win = true
+ return
+ end
+ if cpt >= level.length then return
+ if b == level[cpt] then
+ b.sound.play
+ b.ttl = 1.0
+
+ cpt += 1
+ if cpt >= level.length then
+ is_win = true
+ print "Won!"
+ ttl = 2.0
+ end
+ else
+ error += 1
+ print "Err {error}"
+ b.error = true
+ b.ttl = 3.0
+ snd_penalty.play
+ if error > 2 then
+ is_win = false
+ print "Lose!"
+ for b2 in buttons do
+ b2.error = true
+ b2.ttl = 3.0
+ end
+ ttl = 3.0
+ cpt = level.length
+ end
+ end
+ end
+
+ redef fun input(ie)
+ do
+ # Quit?
+ if ie isa QuitEvent then
+ quit = true
+ return true
+ end
+
+ # On click (or tap)
+ if ie isa PointerEvent and ie.depressed then
+ if player then
+ for b in buttons do
+ if b.has(ie.x, ie.y) then
+ action(b)
+ return true
+ end
+ end
+ end
+
+ if not is_menu then
+ if reload.has(ie.x, ie.y) then
+ reload.sound.play
+ reload.ttl = 1.0
+ replay_game
+ return true
+ end
+ end
+ end
+
+ # Special commands
+ if ie isa KeyEvent and ie.is_down then
+ var c = ie.name
+
+ if c == "4" or c == "escape" then
+ # 4 is *back* on android
+ if is_menu then
+ # quit = true # broken
+ new_menu
+ else
+ new_menu
+ end
+ return true
+ end
+
+ if is_menu then
+ return false
+ end
+
+ if c == "[+]" or c == "=" then
+ # [+] is keypad `+`
+ size += 1
+ deal_game
+ return true
+ else if c == "[-]" or c == "-" then
+ size -= 1
+ deal_game
+ return true
+ else if c == "[*]" or c == "]" then
+ length += 1
+ deal_game
+ return true
+ else if c == "[/]" or c == "[" then
+ length -= 1
+ deal_game
+ return true
+ else if c == "space" or c == "82" then
+ # 82 is *menu* on android
+ reload.sound.play
+ reload.ttl = 1.0
+ replay_game
+ return true
+ end
+
+ print "got keydown: `{c}`"
+ end
+
+ return false
+ end
+end