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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_namespace "org.nitlanguage.memory"
- app_version(0, 2, 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, true)
- 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 flying number to display rank of clicked button
-class Number
- # The value to use
- var value: Int
-
- # The original position
- var pos: Pos
-
- # The color of the number
- var color: Color
-
- # Time to live (downto 0.0)
- var ttl = 5.0
-
- # Draw on the display
- fun blit_on(display: Display)
- do
- ttl -= 0.1
-
- if ttl < 0.0 then return
-
- var p = 1.0 - (ttl / 5.0)
-
- var y = pos.y - (p * 40.0) * app.scale
-
- color.set(display, p)
- app.blit_number(value, app.scale * 2.0 * (1.0 + p), pos.x, y, true)
- if display isa Opengles1Display then
- display.reset_color
- end
- end
-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
- numbers.clear
-
- # 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 current flying numbers
- var numbers = new Array[Number]
-
- # 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
- numbers.add new Number(cpt+1, b.to_pos, b.color)
- 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 flying numbers
- for b in numbers 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, centered: nullable Bool)
- do
- for img in number_images.imgs do img.scale = scale
- display.blit_number(number_images, number, x.to_i, y.to_i, centered)
- 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
- numbers.add new Number(cpt+1, b.to_pos, b.color)
-
- 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