enum Direction { //% block=right Right, //% block=left Left } enum LedSpriteProperty { //% block=x X, //% block=y Y, //% block=direction Direction, //% block=brightness Brightness, //% block=blink Blink } /** * A single-LED sprite game engine */ //% color=#008272 weight=32 icon="\uf11b" //% advanced=true namespace game { let _score: number = 0; let _life: number = 3; let _startTime: number = 0; let _endTime: number = 0; let _isGameOver: boolean = false; let _countdownPause: number = 0; let _level: number = 1; let _gameId: number = 0; 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 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); return p; } /** * Gets the current score */ //% weight=9 help=game/score //% blockId=game_score block="score" blockGap=8 export function score(): number { return _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 //% blockId=game_add_score block="change score by|%points" blockGap=8 //% 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); _backgroundAnimation = false; }); } } /** * 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 //% blockId=game_start_countdown block="start countdown|(ms) %duration" blockGap=8 //% parts="ledmatrix" export function startCountdown(ms: number): void { if (checkStart()) { basic.showAnimation(`1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0`, 400); _countdownPause = Math.max(500, ms); _startTime = -1; _endTime = input.runningTime() + _countdownPause; _paused = false; control.inBackground(() => { basic.pause(_countdownPause); gameOver(); }); } } /** * Displays a game over animation and the score. */ //% weight=8 help=game/game-over //% blockId=game_game_over block="game over" //% parts="ledmatrix" export function gameOver(): void { if (!_isGameOver) { _isGameOver = true; unplugEvents(); led.stopAnimation(); led.setBrightness(255); while (true) { for (let i = 0; i < 8; i++) { basic.clearScreen(); basic.pause(100); basic.showLeds(`1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1`, 300); } basic.showAnimation(`1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 1 1 0 0 0 1 0 0 0 0 1 0 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 0 0 0 0 0 0 0 0 1 1 0 1 1 1 0 0 0 1 1 0 0 0 1 1 0 0 0 1 1 0 0 0 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 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 1 0 0 1 1 1 0 0 0 1 1 0 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 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 1 0 0 1 1 1 0 0 0 1 1 0 0 0 0 1 0 0 0 0 0`, 100); for (let j = 0; j < 3; j++) { basic.showString(" GAMEOVER ", 100); showScore(); } } } else { // already in game over mode in another fiber while (true) { basic.pause(10000); } } } /** * Sets the current score value * @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); } /** * Gets the current life */ //% weight=10 export function life(): number { return _life; } /** * Sets the current life value * @param value current life value */ //% weight=10 help=game/set-life //% blockId=game_set_life block="set life %value" blockGap=8 export function setLife(value: number): void { _life = Math.max(0, value); if (_life <= 0) { gameOver(); } } /** * Add life points to the current life amount * @param lives amount of lives to add */ //% weight=10 help=game/add-life //% blockId=game_add_life block="add life %lives" blockGap=8 export function addLife(lives: number): void { setLife(_life + lives); } /** * Gets the remaining time (since `start countdown`) or current time (since the device started or `start stopwatch`) in milliseconds. */ //% weight=10 export function currentTime(): number { if (_endTime > 0) { return Math.max(0, _endTime - input.runningTime()); } else { return input.runningTime() - _startTime; } } /** * Remove some life * @param life amount of life to remove */ //% weight=10 help=game/remove-life //% parts="ledmatrix" //% blockId=game_remove_life block="remove life %life" blockGap=8 export function removeLife(life: number): void { setLife(_life - life); if (!_paused && !_backgroundAnimation) { _backgroundAnimation = true; 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 0 1 0 1 0 0 0 0 0 0 0 1 0 1 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 1 0 1 0 0 0 0 0 0 0 1 0 1 0 0 0 0 0 0 1 0 0 0 1 0 0 0 0 0 1 0 0 0 1 0 0 0 0 0`, 40); _backgroundAnimation = false; }); } } /** * Increments the level and display a message. */ //% weight=10 //% parts="ledmatrix" export function levelUp(): void { _level = _level + 1; basic.showString("LEVEL:", 150); basic.showNumber(_level, 150); } /** * Gets the current level */ //% weight=10 export function level(): number { return _level; } /** * Starts a stopwatch timer. `current time` will return the elapsed time. */ //% weight=10 export function startStopwatch(): void { _startTime = input.runningTime(); _endTime = -1; } /** * Indicates if the game is still running. Returns `false` if the game is over or paused. */ //% weight=5 help=game/is-running //% blockId=game_isrunning block="is running" blockGap=8 export function isRunning(): boolean { return !_isGameOver && !_paused && !!_img; } /** * Displays the score on the screen. */ //% weight=60 //% parts="ledmatrix" export function showScore(): void { basic.showString(" SCORE ", 100); basic.showNumber(_score, 150); basic.showString(" ", 150); } /** * Indicates if the game is over and displaying the game over sequence. */ //% weight=7 help=game/is-game-over //% blockId=game_isgameover block="is game over" blockGap=8 export function isGameOver(): boolean { return _isGameOver; } /** * Indicates if the game rendering is paused to allow other animations */ //% weight=6 help=game/is-paused //% blockId=game_ispaused block="is paused" blockGap=8 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 */ function checkStart(): boolean { if (_countdownPause > 0 || _startTime > 0) { return false; } else { return true; } } function unplugEvents(): void { input.onButtonEvent(Button.A, DAL.MICROBIT_BUTTON_EVT_CLICK, () => { }); input.onButtonEvent(Button.B, DAL.MICROBIT_BUTTON_EVT_CLICK, () => { }); input.onButtonEvent(Button.AB, DAL.MICROBIT_BUTTON_EVT_CLICK, () => { control.reset(); }); } /** * 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); plot(); } /** * 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 help=game/move //% blockId=game_move_sprite block="%sprite|move by %leds" blockGap=8 //% parts="ledmatrix" public move(leds: number): void { if (this._dir == 0) { this._y = this._y - leds; } else if (this._dir == 45) { this._x = this._x + leds; this._y = this._y - leds; } else if (this._dir == 90) { this._x = this._x + leds; } else if (this._dir == 135) { this._x = this._x + leds; this._y = this._y + leds; } else if (this._dir == 180) { this._y = this._y + leds; } else if (this._dir == -45) { this._x = this._x - leds; this._y = this._y - leds; } else if (this._dir == -90) { this._x = this._x - leds; } else { this._x = this._x - leds; this._y = this._y + leds; } this._x = Math.clamp(0, 4, this._x); this._y = Math.clamp(0, 4, this._y); plot(); } /** * Go to this position on the screen * @param this TODO * @param x TODO * @param y TODO */ //% parts="ledmatrix" public goTo(x: number, y: number): void { this._x = x; this._y = y; this._x = Math.clamp(0, 4, this._x); this._y = Math.clamp(0, 4, this._y); plot(); } /** * If touching the edge of the stage and facing towards it, then turn away. * @param this the sprite to check for bounce */ //% weight=18 help=game/if-on-edge-bounce //% blockId=game_sprite_bounce block="%sprite|if on edge, bounce" //% parts="ledmatrix" public ifOnEdgeBounce(): void { if (this._dir == 0 && this._y == 0) { this._dir = 180; } else if (this._dir == 45 && (this._x == 4 || this._y == 0)) { if (this._x == 0 && this._y == 0) { this._dir = -135; } else if (this._y == 0) { this._dir = 135; } else { this._dir = -45; } } else if (this._dir == 90 && this._x == 4) { this._dir = -90; } else if (this._dir == 135 && (this._x == 4 || this._y == 4)) { if (this.x() == 4 && this.y() == 4) { this._dir = -45; } else if (this._y == 4) { this._dir = 45; } else { this._dir = -135; } } else if (this._dir == 180 && this._y == 4) { this._dir = 0; } else if (this._dir == -45 && (this._x == 0 || this._y == 0)) { if (this.x() == 0 && this.y() == 0) { this._dir = 135; } else if (this._y == 0) { this._dir = -135; } else { this._dir = 45; } } else if (this._dir == -90 && this._x == 0) { this._dir = 90; } else if (this._dir == -135 && (this._x == 0 || this._y == 4)) { if (this._x == 0 && this._y == 4) { this._dir = 45; } else if (this._y == 4) { this._dir = -45; } else { this._dir = 135; } } plot(); } /** * Turn the sprite * @param this the sprite to trun * @param direction left or right * @param degrees angle in degrees to turn, eg: 45, 90, 180, 135 */ //% 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) this.setDirection(this._dir + degrees); else this.setDirection(this._dir - degrees); } /** * Turn to the right (clockwise) * @param this the sprite to turn * @param degrees TODO */ public turnRight(degrees: number): void { this.turn(Direction.Right, degrees); } /** * Turn to the left (counter-clockwise) * @param this the sprite to turn * @param degrees TODO */ public turnLeft(degrees: number): void { this.turn(Direction.Left, degrees); } /** * Sets a property of the sprite * @param property the name of the property to change * @param the updated value */ //% 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) { case LedSpriteProperty.X: this.setX(value); break; case LedSpriteProperty.Y: this.setY(value); break; case LedSpriteProperty.Direction: this.setDirection(value); break; case LedSpriteProperty.Brightness: this.setBrightness(value); break; case LedSpriteProperty.Blink: this.setBlink(value); break; } } /** * Changes a property of the sprite * @param property the name of the property to change * @param value amount of change, eg: 1 */ //% 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) { case LedSpriteProperty.X: this.changeXBy(value); break; case LedSpriteProperty.Y: this.changeYBy(value); break; case LedSpriteProperty.Direction: this.changeDirectionBy(value); break; case LedSpriteProperty.Brightness: this.changeBrightnessBy(value); break; case LedSpriteProperty.Blink: this.changeBlinkBy(value); break; } } /** * Gets a property of the sprite * @param property the name of the property to change */ //% weight=28 help=game/get //% blockId=game_sprite_property block="%sprite|%property" public get(property: LedSpriteProperty) { switch (property) { case LedSpriteProperty.X: return this.x(); case LedSpriteProperty.Y: return this.y(); case LedSpriteProperty.Direction: return this.direction() case LedSpriteProperty.Brightness: return this.brightness(); case LedSpriteProperty.Blink: return this.blink(); default: return 0; } } /** * Set the direction of the current sprite, rounded to the nearest multiple of 45 * @param this the sprite to set direction for * @param degrees new direction in degrees */ //% parts="ledmatrix" public setDirection(degrees: number): void { this._dir = (Math.floor(degrees / 45) % 8) * 45; if (this._dir <= -180) { this._dir = this._dir + 360; } else if (this._dir > 180) { this._dir = this._dir - 360; } plot(); } /** * Reports the ``x`` position of a sprite on the LED screen * @param this TODO */ public x(): number { return this._x; } /** * Reports the ``y`` position of a sprite on the LED screen * @param this TODO */ public y(): number { return this._y; } /** * Reports the current direction of a sprite * @param this TODO */ public direction(): number { return this._dir; } /** * Set the ``x`` position of a sprite * @param this TODO * @param x TODO */ public setX(x: number): void { this.goTo(x, this._y); } /** * Set the ``y`` position of a sprite * @param this TODO * @param y TODO */ public setY(y: number): void { this.goTo(this._x, y); } /** * Changes the ``y`` position by the given amount * @param this TODO * @param y TODO */ public changeYBy(y: number): void { this.goTo(this._x, this._y + y); } /** * Changes the ``x`` position by the given amount * @param this TODO * @param x TODO */ public changeXBy(x: number): void { this.goTo(this._x + x, this._y); } /** * Reports true if sprite has the same position as specified sprite * @param this the sprite to check overlap or touch * @param other the other sprite to check overlap or touch */ //% weight=20 help=game/is-touching //% blockId=game_sprite_touching_sprite block="is %sprite|touching %other" blockGap=8 public isTouching(other: LedSprite): boolean { return this._enabled && other._enabled && this._x == other._x && this._y == other._y; } /** * Reports true if sprite is touching an edge * @param this the sprite to check for an edge contact */ //% weight=19 help=game/is-touching-edge //% blockId=game_sprite_touching_edge block="is %sprite|touching edge" blockGap=8 public isTouchingEdge(): boolean { return this._enabled && (this._x == 0 || this._x == 4 || this._y == 0 || this._y == 4); } /** * Turns on the sprite (on by default) * @param this the sprite */ public on(): void { this.setBrightness(255); } /** * Turns off the sprite (on by default) * @param this the sprite */ public off(): void { this.setBrightness(0); } /** * Set the ``brightness`` of a sprite * @param this the sprite * @param brightness the brightness from 0 (off) to 255 (on), eg: 255. */ //% parts="ledmatrix" public setBrightness(brightness: number): void { this._brightness = Math.clamp(0, 255, brightness); plot(); } /** * Reports the ``brightness` of a sprite on the LED screen * @param this the sprite */ //% parts="ledmatrix" public brightness(): number { let r: number; return this._brightness; } /** * Changes the ``y`` position by the given amount * @param this the sprite * @param value the value to change brightness */ public changeBrightnessBy(value: number): void { this.setBrightness(this._brightness + value); } /** * Changes the ``direction`` position by the given amount by turning right * @param this TODO * @param angle TODO */ public changeDirectionBy(angle: number): void { this.turnRight(angle); } /** * 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 */ //% weight=59 blockGap=8 help=game/delete //% blockId="game_delete_sprite" block="delete %this(sprite)" public delete(): void { this._enabled = false; if (_sprites.removeElement(this)) plot(); } /** * Reports whether the sprite has been deleted from the game engine. */ //% weight=58 help=game/is-deleted //% blockId="game_sprite_is_deleted" block="is %sprite|deleted" public isDeleted(): boolean { return !this._enabled; } /** * Sets the blink duration interval in millisecond. * @param sprite TODO * @param ms TODO */ public setBlink(ms: number): void { this._blink = Math.clamp(0, 10000, ms); } /** * Changes the ``blink`` duration by the given amount of millisecons * @param this TODO * @param ms TODO */ public changeBlinkBy(ms: number): void { this.setBlink(this._blink + ms); } /** * Reports the ``blink`` duration of a sprite * @param this TODO */ public blink(): number { return this._blink; } //% weight=-1 //% parts="ledmatrix" public _plot(now: number) { let ps = this if (ps._brightness > 0) { let r = 0; if (ps._blink > 0) { r = Math.floor(now / ps._blink) % 2; } if (r == 0) { _img.setPixelBrightness(ps._x, ps._y, _img.pixelBrightness(ps._x, ps._y) + ps._brightness); } } } } function init(): void { 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 = ([]); basic.forever(() => { basic.pause(30); plot(); if (game.isGameOver()) { basic.pause(600); } }); _img = img; } /** * Plots the current sprites on the screen */ //% parts="ledmatrix" function plot(): void { if (game.isGameOver() || game.isPaused() || !_img || _backgroundAnimation) { return; } // 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); } /** * Gets an invalid sprite; used to initialize locals. */ //% weight=0 export function invalidSprite(): LedSprite { return null; } }