contrib: add memory, the game with shapes and colors
authorJean Privat <jean@pryen.org>
Tue, 22 Sep 2015 19:17:42 +0000 (15:17 -0400)
committerJean Privat <jean@pryen.org>
Tue, 22 Sep 2015 19:17:42 +0000 (15:17 -0400)
Signed-off-by: Jean Privat <jean@pryen.org>

22 files changed:
contrib/memory/.gitignore [new file with mode: 0644]
contrib/memory/Makefile [new file with mode: 0644]
contrib/memory/README.md [new file with mode: 0644]
contrib/memory/art/drawing.svg [new file with mode: 0644]
contrib/memory/art/icon.svg [new file with mode: 0644]
contrib/memory/assets/bing.wav [new file with mode: 0644]
contrib/memory/assets/boing.wav [new file with mode: 0644]
contrib/memory/assets/click.wav [new file with mode: 0644]
contrib/memory/assets/cymbal.wav [new file with mode: 0644]
contrib/memory/assets/dart.wav [new file with mode: 0644]
contrib/memory/assets/duh.wav [new file with mode: 0644]
contrib/memory/assets/grunt.wav [new file with mode: 0644]
contrib/memory/assets/honkhonk.wav [new file with mode: 0644]
contrib/memory/assets/level.wav [new file with mode: 0644]
contrib/memory/assets/line_end.wav [new file with mode: 0644]
contrib/memory/assets/penalty.wav [new file with mode: 0644]
contrib/memory/assets/squishy-hit.wav [new file with mode: 0644]
contrib/memory/assets/whip.wav [new file with mode: 0644]
contrib/memory/assets/woodthunk.wav [new file with mode: 0644]
contrib/memory/org.nitlanguage.memory.txt [new file with mode: 0644]
contrib/memory/package.ini [new file with mode: 0644]
contrib/memory/src/memory.nit [new file with mode: 0644]

diff --git a/contrib/memory/.gitignore b/contrib/memory/.gitignore
new file mode 100644 (file)
index 0000000..c4781eb
--- /dev/null
@@ -0,0 +1,3 @@
+assets/images/
+res/
+src/drawing.nit
diff --git a/contrib/memory/Makefile b/contrib/memory/Makefile
new file mode 100644 (file)
index 0000000..8e39e1d
--- /dev/null
@@ -0,0 +1,36 @@
+# 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.
+
+all: bin/memory
+
+bin/memory: assets/images/drawing.png src/*.nit
+       mkdir -p bin
+       ../../bin/nitc -o bin/memory src/memory.nit -m ../../lib/mnit/linux/linux.nit
+
+assets/images/drawing.png: art/drawing.svg
+       mkdir -p assets/images/
+       ../inkscape_tools/bin/svg_to_png_and_nit art/drawing.svg -a assets/ -s src/ -x 4
+
+res/drawable-ldpi/icon.png: art/icon.svg
+       mkdir -p res/
+       ../inkscape_tools/bin/svg_to_icons art/icon.svg --android --out res/
+
+android: bin/memory.apk
+bin/memory.apk: assets/images/drawing.png src/*.nit res/drawable-ldpi/icon.png
+       mkdir -p bin
+       ../../bin/nitc -o bin/memory.apk src/memory.nit -m ../../lib/mnit/android/android.nit -m ../../lib/android/landscape.nit
+
+android-release: assets/images/drawing.png src/*.nit res/drawable-ldpi/icon.png
+       mkdir -p bin
+       ../../bin/nitc -o bin/memory.apk src/memory.nit -m ../../lib/mnit/android/android.nit -m ../../lib/android/  landscape.nit  --release
diff --git a/contrib/memory/README.md b/contrib/memory/README.md
new file mode 100644 (file)
index 0000000..ffbcdae
--- /dev/null
@@ -0,0 +1,31 @@
+# Memorize Shapes and Colors
+
+A memory-based game where figures are cliqued in sequence by the computer and should be replayed by the player in the same order.
+As the player progresses, more figures are added and the sequences to remember become longer.
+
+The player can make up to 2 errors to solve a single level.
+At the 3rd error, the level has to be replayed.
+
+The game use a very simple user interface and features big figures with bright colors and simple distinguishable shapes; that makes it suitable for young children.
+
+The game offers three modes (difficulty level)
+
+Easy (for young children):
+
+* Start with 2 figures, 1 to remember
+* Figures are easily distinguishable
+* Figures remain on place
+* After 3 errors, the same level is replayed
+
+Medium (for normal player):
+
+* Like easy but:
+* Start with 3 figures, 3 to remember
+* Figures are moved after the sequence played by the computer
+* After 3 errors, a new level is produced
+
+Hard (for hypermnesic players)
+
+* Like medium but:
+* Figures use overlapping combinations of colors and shapes
+* Figures are shuffled completely
diff --git a/contrib/memory/art/drawing.svg b/contrib/memory/art/drawing.svg
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diff --git a/contrib/memory/org.nitlanguage.memory.txt b/contrib/memory/org.nitlanguage.memory.txt
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+Categories:Nit,Games
+License:Apache2
+Web Site:http://nitlanguage.org
+Source Code:http://nitlanguage.org/nit.git/tree/HEAD:/contrib/memory
+Issue Tracker:https://github.com/nitlang/nit/issues
+
+Summary: memory-based game using shapes and colors
+Description:
+A memory-based game where figures are cliqued in sequence by the computer and should be replayed by the player in the same order.
+As the player progresses, more figures are added and the sequences to remember become longer.
+
+The player can make up to 2 errors to solve a single level.
+At the 3rd error, the level has to be replayed.
+
+The game use a very simple user interface and features big figures with bright colors and simple distinguishable shapes; that makes it suitable for young children.
+.
diff --git a/contrib/memory/package.ini b/contrib/memory/package.ini
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@@ -0,0 +1,11 @@
+[package]
+name=memory
+tags=game
+maintainer=Jean Privat <jean@pryen.org>
+license=Apache-2.0
+[upstream]
+browse=https://github.com/nitlang/nit/tree/master/contrib/memory/
+git=https://github.com/nitlang/nit.git
+git.directory=contrib/memory/
+homepage=http://nitlanguage.org
+issues=https://github.com/nitlang/nit/issues
diff --git a/contrib/memory/src/memory.nit b/contrib/memory/src/memory.nit
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--- /dev/null
@@ -0,0 +1,1000 @@
+# 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