upgrading game apis (#13)

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Peli de Halleux 2017-12-14 10:34:32 -08:00 committed by GitHub
parent 5a6cbf2639
commit a5f8e9a643
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 131 additions and 68 deletions

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@ -32,22 +32,22 @@ namespace game {
let _countdownPause: number = 0;
let _level: number = 1;
let _gameId: number = 0;
let img: Image;
let sprites: LedSprite[];
let _img: Image;
let _sprites: LedSprite[];
let _paused: boolean = false;
let _backgroundAnimation = false; // indicates if an auxiliary animation (and fiber) is already running
/**
* Creates a new LED sprite pointing to the right.
* @param x sprite horizontal coordinate, eg: 2
* @param y sprite vertical coordinate, eg: 2
*/
//% weight=60
//% weight=60 blockGap=8 help=game/create-sprite
//% blockId=game_create_sprite block="create sprite at|x: %x|y: %y"
//% parts="ledmatrix"
export function createSprite(x: number, y: number): LedSprite {
init();
let p = new LedSprite(x, y);
sprites.push(p);
plot();
return p;
}
@ -61,7 +61,7 @@ namespace game {
}
/**
* Adds points to the current score
* Adds points to the current score and shows an animation
* @param points amount of points to change, eg: 1
*/
//% weight=10 help=game/add-score
@ -69,18 +69,22 @@ namespace game {
//% parts="ledmatrix"
export function addScore(points: number): void {
setScore(_score + points);
if (!_paused && !_backgroundAnimation) {
_backgroundAnimation = true;
control.inBackground(() => {
led.stopAnimation();
basic.showAnimation(`0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0
0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0
0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0`, 20);
0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0
0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0`, 20);
_backgroundAnimation = false;
});
}
}
/**
* Starts a game countdown timer
* Shows an animation, then starts a game countdown timer, which causes Game Over when it reaches 0
* @param ms countdown duration in milliseconds, eg: 10000
*/
//% weight=9 help=game/start-countdown
@ -96,6 +100,7 @@ namespace game {
_countdownPause = Math.max(500, ms);
_startTime = -1;
_endTime = input.runningTime() + _countdownPause;
_paused = false;
control.inBackground(() => {
basic.pause(_countdownPause);
gameOver();
@ -104,7 +109,7 @@ namespace game {
}
/**
* Displays a game over animation.
* Displays a game over animation and the score.
*/
//% weight=8 help=game/game-over
//% blockId=game_game_over block="game over"
@ -115,7 +120,6 @@ namespace game {
unplugEvents();
led.stopAnimation();
led.setBrightness(255);
led.setDisplayMode(DisplayMode.BackAndWhite);
while (true) {
for (let i = 0; i < 8; i++) {
basic.clearScreen();
@ -146,8 +150,9 @@ namespace game {
/**
* Sets the current score value
* @param value TODO
* @param value new score value.
*/
//% blockId=game_set_score block="set score %points" blockGap=8
//% weight=10 help=game/set-score
export function setScore(value: number): void {
_score = Math.max(0, value);
@ -202,6 +207,7 @@ namespace game {
//% parts="ledmatrix"
export function removeLife(life: number): void {
setLife(_life - life);
if (!_paused)
control.inBackground(() => {
led.stopAnimation();
basic.showAnimation(`1 0 0 0 1 0 0 0 0 0 1 0 0 0 1 0 0 0 0 0
@ -264,10 +270,38 @@ namespace game {
* Indicates if the game is display the game over sequence.
*/
export function isGameOver(): boolean {
let over: boolean;
return _isGameOver;
}
/**
* Indicates if the game rendering is paused to allow other animations
*/
//%
export function isPaused(): boolean {
return _paused;
}
/**
* Pauses the game rendering engine to allow other animations
*/
//% blockId=game_pause block="pause"
//% advanced=true blockGap=8 help=game/pause
export function pause(): void {
plot()
_paused = true;
}
/**
* Resumes the game rendering engine
*/
//% blockId=game_resume block="resume"
//% advanced=true blockGap=8 help=game/resumeP
export function resume(): void {
_paused = false;
plot();
}
/**
* returns false if game can't start
*/
@ -287,29 +321,35 @@ namespace game {
});
}
/**
* A game sprite rendered as a single LED
*/
//%
export class LedSprite {
private _x: number;
private _y: number;
private _dir: number;
private _brightness: number;
private _blink: number;
private _enabled: boolean;
constructor(x: number, y: number) {
this._x = Math.clamp(0, 4, x);
this._y = Math.clamp(0, 4, y);
this._dir = 90;
this._brightness = 255;
this._enabled = true;
init();
sprites.push(this);
_sprites.push(this);
plot();
}
/**
* Move a certain number of LEDs
* Move a certain number of LEDs in the current direction
* @param this the sprite to move
* @param leds number of leds to move, eg: 1, -1
*/
//% weight=50
//% weight=50 help=game/move
//% blockId=game_move_sprite block="%sprite|move by %leds" blockGap=8
//% parts="ledmatrix"
public move(leds: number): void {
@ -355,10 +395,10 @@ namespace game {
}
/**
* If touching the edge of the stage, then bounce away.
* If touching the edge of the stage and facing towards it, then turn away.
* @param this TODO
*/
//% weight=18
//% weight=18 help=game/if-on-edge-bounce
//% blockId=game_sprite_bounce block="%sprite|if on edge, bounce"
//% parts="ledmatrix"
public ifOnEdgeBounce(): void {
@ -412,7 +452,7 @@ namespace game {
* @param direction left or right
* @param degrees angle in degrees to turn, eg: 45, 90, 180, 135
*/
//% weight=49
//% weight=49 help=game/turn
//% blockId=game_turn_sprite block="%sprite|turn %direction|by (°) %degrees"
public turn(direction: Direction, degrees: number) {
if (direction == Direction.Right)
@ -444,7 +484,7 @@ namespace game {
* @param property the name of the property to change
* @param the updated value
*/
//% weight=29
//% weight=29 help=game/set
//% blockId=game_sprite_set_property block="%sprite|set %property|to %value" blockGap=8
public set(property: LedSpriteProperty, value: number) {
switch (property) {
@ -461,7 +501,7 @@ namespace game {
* @param property the name of the property to change
* @param value amount of change, eg: 1
*/
//% weight=30
//% weight=30 help=game/change
//% blockId=game_sprite_change_xy block="%sprite|change %property|by %value" blockGap=8
public change(property: LedSpriteProperty, value: number) {
switch (property) {
@ -477,7 +517,7 @@ namespace game {
* Gets a property of the sprite
* @param property the name of the property to change
*/
//% weight=28
//% weight=28 help=game/get
//% blockId=game_sprite_property block="%sprite|%property"
public get(property: LedSpriteProperty) {
switch (property) {
@ -567,21 +607,21 @@ namespace game {
}
/**
* Reports true if sprite is touching specified sprite
* Reports true if sprite has the same position as specified sprite
* @param this TODO
* @param other TODO
*/
//% weight=20
//% weight=20 help=game/is-touching
//% blockId=game_sprite_touching_sprite block="%sprite|touching %other|?" blockGap=8
public isTouching(other: LedSprite): boolean {
return this._x == other._x && this._y == other._y;
return this._enabled && other._enabled && this._x == other._x && this._y == other._y;
}
/**
* Reports true if sprite is touching an edge
* @param this TODO
*/
//% weight=19
//% weight=19 help=game/is-touching-edge
//% blockId=game_sprite_touching_edge block="%sprite|touching edge?" blockGap=8
public isTouchingEdge(): boolean {
return this._x == 0 || this._x == 4 || this._y == 0 || this._y == 4;
@ -589,7 +629,7 @@ namespace game {
/**
* Turns on the sprite (on by default)
* @param this TODO
* @param this the sprite
*/
public on(): void {
this.setBrightness(255);
@ -597,7 +637,7 @@ namespace game {
/**
* Turns off the sprite (on by default)
* @param this TODO
* @param this the sprite
*/
public off(): void {
this.setBrightness(0);
@ -605,8 +645,8 @@ namespace game {
/**
* Set the ``brightness`` of a sprite
* @param this TODO
* @param brightness TODO
* @param this the sprite
* @param brightness the brightness from 0 (off) to 255 (on), eg: 255.
*/
//% parts="ledmatrix"
public setBrightness(brightness: number): void {
@ -616,8 +656,9 @@ namespace game {
/**
* Reports the ``brightness` of a sprite on the LED screen
* @param this TODO
* @param this the sprite
*/
//% parts="ledmatrix"
public brightness(): number {
let r: number;
return this._brightness;
@ -625,8 +666,8 @@ namespace game {
/**
* Changes the ``y`` position by the given amount
* @param this TODO
* @param value TODO
* @param this the sprite
* @param value the value to change brightness
*/
public changeBrightnessBy(value: number): void {
this.setBrightness(this._brightness + value);
@ -642,11 +683,15 @@ namespace game {
}
/**
* Deletes the sprite from the game engine. All further operation of the sprite will not have any effect.
* @param sprite TODO
* Deletes the sprite from the game engine. The sprite will no longer appear on the screen or interact with other sprites.
* @param this sprite to delete
*/
public delete(sprite: LedSprite): void {
sprites.removeElement(sprite);
//% weight=59 help=game/delete
//% blockId="game_delete_sprite" block="delete %this"
public delete(): void {
this._enabled = false;
if (_sprites.removeElement(this))
plot();
}
/**
@ -686,22 +731,21 @@ namespace game {
r = (now / ps._blink) % 2;
}
if (r == 0) {
img.setPixelBrightness(ps._x, ps._y, img.pixelBrightness(ps._x, ps._y) + ps._brightness);
_img.setPixelBrightness(ps._x, ps._y, _img.pixelBrightness(ps._x, ps._y) + ps._brightness);
}
}
}
}
function init(): void {
if (img == null) {
img = images.createImage(
`0 0 0 0 0
if (_img) return;
const img = images.createImage(
`0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0`);
sprites = (<LedSprite[]>[]);
led.setDisplayMode(DisplayMode.Greyscale);
_sprites = (<LedSprite[]>[]);
basic.forever(() => {
basic.pause(30);
plot();
@ -709,7 +753,7 @@ namespace game {
basic.pause(600);
}
});
}
_img = img;
}
/**
@ -717,15 +761,23 @@ namespace game {
*/
//% parts="ledmatrix"
function plot(): void {
if (game.isGameOver()) {
if (game.isGameOver() || game.isPaused() || !_img || _backgroundAnimation) {
return;
}
let now = input.runningTime();
img.clear();
for (let i = 0; i < sprites.length; i++) {
sprites[i]._plot(now);
// ensure greyscale mode
const dm = led.displayMode();
if (dm != DisplayMode.Greyscale)
led.setDisplayMode(DisplayMode.Greyscale);
// render sprites
const now = input.runningTime();
_img.clear();
for (let i = 0; i < _sprites.length; i++) {
_sprites[i]._plot(now);
}
img.plotImage(0);
_img.plotImage(0);
// restore previous display mode
if (dm != DisplayMode.Greyscale)
led.setDisplayMode(dm);
}
/**
@ -737,4 +789,3 @@ namespace game {
}
}

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@ -92,6 +92,14 @@ namespace led {
uBit.display.setDisplayMode((DisplayMode)mode);
}
/**
* Gets the current display mode
*/
//% weight=1 parts="ledmatrix" advanced=true
DisplayMode_ displayMode() {
return (DisplayMode_)uBit.display.getDisplayMode();
}
/**
* Turns on or off the display
*/

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@ -286,6 +286,10 @@ namespace pxsim.led {
runtime.queueDisplayUpdate()
}
export function displayMode() : DisplayMode {
return board().ledMatrixState.displayMode;
}
export function screenshot(): Image {
let img = createImage(5)
board().ledMatrixState.image.copyTo(0, 5, img, 0);