a93febb5b7
* add image and deprecated arrow functions * update locales * map basic.showArrow * map arrow blocks * map & remove arrow images * remove arrow blocks * update locales * remove & patch: rgbw -> rgb button/pin pressed -> button/pin event loudness -> soundLevel * update ts mappings for arrows * add wip ts patch rules * update .blocks files * use Click instead of Down as default in Documentation and tests * patch test.blocks * fix lowercase name tag * update test.blocks * update blocks test files * update blocks test files * format block files * pass blocks file tests * fix ts mapping * fix color.defl value closes https://github.com/microsoft/pxt-calliope/issues/136 * fix ts mappings - add optional spacing at the end of rgbw() - map up to v4.0.19 * add suggested changes * replace innerText by textContent Co-authored-by: JW <gitkraken@juriwolf.de> Co-authored-by: Juri <info@juriwolf.de>
717 lines
20 KiB
TypeScript
717 lines
20 KiB
TypeScript
let AWasPressed: boolean
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let BWasPressed: boolean
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let ABWasPressed: boolean
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let wasShake: boolean
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startIOMonitor()
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let gameNo = 0
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while (true) {
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// select a new game
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if (AWasPressed) {
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gameNo = (gameNo + 1) % 4
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AWasPressed = false
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}
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// show selected game
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if (gameNo == 0) {
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basic.showLeds(`
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# # # # #
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# . . . #
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. # . # .
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. . . . .
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. # # # .
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`)
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} else if (gameNo == 1) {
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basic.showLeds(`
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# # # . .
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# . . . .
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# # # # #
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# # . . .
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# # # . .
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`)
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} else if (gameNo == 2) {
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basic.showLeds(`
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. . . . .
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# . . . .
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# # # # #
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# . . . .
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. . . . .
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`)
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} else if (gameNo == 3) {
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basic.showLeds(`
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# . # # #
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# # # # #
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. . . # #
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# # # # #
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# # # # #
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`)
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}
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// start selected game
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if (BWasPressed) {
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// Play the selected game
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basic.clearScreen()
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waitBReleased()
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resetButtons()
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let finalScore = 0
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basic.clearScreen()
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if (gameNo == 0) {
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finalScore = playCybermen()
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} else if (gameNo == 1) {
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finalScore = playDalek()
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} else if (gameNo == 2) {
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finalScore = playSonicScrewdriver()
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} else if (gameNo == 3) {
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finalScore = playJudoonLanguage()
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}
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flashDigit(finalScore, 3)
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resetButtons()
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waitBPressed()
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basic.clearScreen()
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waitBReleased()
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resetButtons()
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} else {
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basic.pause(100)
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}
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}
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/**
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* Game parameters
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* Percentage chance that cyberman will move left/right to line up with you
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*/
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function playCybermen(): number {
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let maxGameTime = 60
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let cybermanMoveXProbability = 20
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// How long (in 100ms ticks) cyberman must line up before moving forward
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let cybermanMoveYCount = 10
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// Game variables
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let startTime = input.runningTime()
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let gameTime = 0
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let playerX = 2
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let cybermanX = 1
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let cybermanY = 0
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let cybermanLineupCount = 0
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let redraw = true
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while (gameTime < maxGameTime) {
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if (redraw) {
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basic.clearScreen()
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led.plot(playerX, 4)
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led.plot(cybermanX, cybermanY)
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redraw = false
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}
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// Handle Player Movement
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if (AWasPressed) {
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if (playerX > 0) {
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playerX = playerX - 1
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redraw = true
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}
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AWasPressed = false
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} else if (BWasPressed) {
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if (playerX < 4) {
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playerX = playerX + 1
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redraw = true
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}
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BWasPressed = false
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}
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// Handle Cyberman line-of-sight checking
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if (cybermanX == playerX) {
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cybermanLineupCount = cybermanLineupCount + 1
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if (cybermanLineupCount >= cybermanMoveYCount) {
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if (cybermanY == 4) {
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// Cyberman caught you, game over
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break
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} else {
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cybermanY = cybermanY + 1
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redraw = true
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cybermanLineupCount = 0
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}
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}
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} else {
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cybermanLineupCount = 0
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// Move Cyberman closer to player, slowly
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if (Math.randomInt(100) < cybermanMoveXProbability) {
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if (cybermanX > playerX) {
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cybermanX = cybermanX - 1
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} else if (cybermanX < playerX) {
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cybermanX = cybermanX + 1
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}
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redraw = true
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}
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}
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basic.pause(100)
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gameTime = (input.runningTime() - startTime) / 1000
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}
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return convertSurvivalTimeToScore(gameTime)
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}
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/**
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* Game parameters, all probabilities as a percentage
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*/
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function playDalek(): number {
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let maxGameTime = 60
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let userMoveSensitivity = 40
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let dalekMoveSensitivity = 20
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let dalekShootChance = 10
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let dalekHitChance = 10
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// Game variables
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let gameTime = 0
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let startTime = input.runningTime()
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let dalekY = 2
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let userY = 1
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let redraw = true
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while (gameTime < maxGameTime) {
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// Redraw screen if necessary
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if (redraw) {
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basic.clearScreen()
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led.plot(0, dalekY)
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led.plot(4, userY)
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redraw = false
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}
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// Work out if the user has moved, and move them
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let tilt = getTilt()
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if (tilt > 2) {
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// Moving up, slowly
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if (userY < 4) {
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if (Math.randomInt(100) < userMoveSensitivity) {
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userY = userY + 1
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redraw = true
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}
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}
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} else if (tilt < 2) {
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// Moving down (slowly)
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if (userY > 0) {
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if (Math.randomInt(100) < userMoveSensitivity) {
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userY = userY - 1
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redraw = true
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}
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}
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}
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// Move the Dalek to line up with user
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if (dalekY < userY) {
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if (Math.randomInt(100) < dalekMoveSensitivity) {
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dalekY = dalekY + 1
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redraw = true
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}
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} else if (dalekY > userY) {
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if (Math.randomInt(100) < dalekMoveSensitivity) {
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dalekY = dalekY - 1
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redraw = true
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}
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} else {
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// Dalek lines up
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if (Math.randomInt(100) < dalekShootChance) {
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// Shoot a raygun at the user
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for (let i = 0; i < 3; i++) {
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led.plot(i + 1, dalekY)
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basic.pause(100)
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}
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if (Math.randomInt(100) < dalekHitChance) {
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// User has been hit, game over
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break
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}
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redraw = true
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}
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}
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gameTime = (input.runningTime() - startTime) / 1000
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basic.pause(100)
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}
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return convertSurvivalTimeToScore(gameTime)
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}
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/**
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* Set this in steps of 60
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*/
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function playSonicScrewdriver(): number {
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let maxGameTime = 120
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let gameTime = 0
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// @=0, A=1 etc
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// bit0=N, bit1=E, bit2=S, bit3=W
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// bit=0 means it is a wall (can not be opened)
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// bit=1 means it is a door (can be opened)
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let mazestr = "BLFL@GOIFIGLCJIA"
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let maze = ([] as number[])
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// Locks use same number encoding (bits 0,1,2,3)
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// bit=0 means door is locked (cannot be walked through)
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// bit=1 means door is open (can be walked through)
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let doorOpen = ([] as number[])
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for (let i = 0; i < 16; i++) {
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doorOpen.push(0)
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maze.push(mazestr.charCodeAt(i) - 64)
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}
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let redraw = true
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let cellno = 0
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let direction = "N"
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let startTime = input.runningTime()
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while (gameTime < maxGameTime) {
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// Draw the screen
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if (redraw) {
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basic.clearScreen()
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// Always draw the maze with N at the top
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drawMazeCell(doorOpen[cellno])
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// draw user standing next to selected wall
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if (direction == "N") {
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led.plot(2, 1)
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} else if (direction == "E") {
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led.plot(3, 2)
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} else if (direction == "S") {
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led.plot(2, 3)
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} else if (direction == "W") {
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led.plot(1, 2)
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}
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redraw = false
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}
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// Sense any button presses
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if (AWasPressed) {
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if (direction == "N") {
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direction = "E"
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} else if (direction == "E") {
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direction = "S"
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} else if (direction == "S") {
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direction = "W"
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} else if (direction == "W") {
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direction = "N"
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}
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redraw = true
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AWasPressed = false
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} else if (BWasPressed) {
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// Try to walk through an open door
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if (isDoorOpen(doorOpen[cellno], direction)) {
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cellno = mazeForward(cellno, 4, 4, direction)
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redraw = true
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}
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BWasPressed = false
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} else if (wasShake) {
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// energise sonic screwdriver
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if (isDoorOpen(maze[cellno], direction)) {
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// It is a door, but is the door open or closed?
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if (!(isDoorOpen(doorOpen[cellno], direction))) {
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// Open the door in front of us
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doorOpen[cellno] = openDoor(doorOpen[cellno], direction)
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// Also open the return door for when we walk through this door
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let forwardCellno = mazeForward(cellno, 4, 4, direction)
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doorOpen[forwardCellno] = openDoor(doorOpen[forwardCellno], opposite(direction))
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}
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} else {
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// Not a door
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basic.showLeds(`
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. . . . .
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. # . # .
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. . # . .
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. # . # .
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. . . . .
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`)
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basic.pause(500)
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}
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redraw = true
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wasShake = false
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}
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if (cellno == 15) {
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// Have reached the exit cell
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break
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}
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basic.pause(100)
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gameTime = (input.runningTime() - startTime) / 1000
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}
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return convertPenaltyTimeToScore(gameTime / maxGameTime / 60)
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}
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function playJudoonLanguage(): number {
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let maxGameTime = 60
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let gameTime = 0
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let startTime = input.runningTime()
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let font = images.createImage(`
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# . # # # # . # . # . . . . # # # . . . # # # # # # . # . # # # # . . . . . # # # . . . # # # # # #
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# # # # # # # # # # . . . # # . # # # # . # . . . # # # # # # # # # # # # # # . # # # # # . . # . .
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. . . . # # # # . . . . # # # . . . . # . # . . . . . . . # . . . # # . . # # # . . # . . # # # # #
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# # # # # # # # # # . . # . . # # # # # # # # # # # # # # # # # # # . # # # # # # # # # # # # # . .
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# # # # # # # # # # # # # # # # . . . . # . . . # # . . . . . . . # # # # # . . # # # # # # # # # #
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`)
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let answers = images.createImage(`
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# # # # # # # # . . . # # # . . . # . . # . # . #
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# . . . # # . . . . # # # # # . . . . . . . . . .
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. # . # . # # # # . # . # . # . # . # . # . # . #
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. . . . . # # # . . # . # . # . . . . . . . . . .
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. # # # . # # # . . # . # . # # # # # # # . . . #
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`)
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let pages = "029 041 167 208 283"
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let actualAnswer = Math.randomInt(5)
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let pos = 0
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let redraw = true
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while (gameTime < maxGameTime) {
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// Draw the current frame from pos (0,1,2 codeword, 3,4,5,6,7 answers)
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if (redraw) {
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if (pos <= 2) {
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// Draw codeword symbol for this choice and this position
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let digit = parseInt(pages[actualAnswer * 4 + pos])
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font.plotFrame(digit)
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} else {
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// Draw answer
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let item = pos - 3
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answers.plotFrame(item)
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}
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redraw = false
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}
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// Process button presses
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if (AWasPressed) {
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// Move left, unless at far left already
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AWasPressed = false
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if (pos > 0) {
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pos = pos - 1
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redraw = true
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}
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} else if (BWasPressed) {
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// Move right, unless already at far right
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BWasPressed = false
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if (pos < 7) {
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pos = pos + 1
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redraw = true
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}
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} else if (wasShake) {
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// User trying to select an answer, are we at an answer position?
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wasShake = false
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if (pos >= 3) {
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// Is it the right answer?
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let userChoice = pos - 3
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if (userChoice == actualAnswer) {
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// CORRECT
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basic.showAnimation(`
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. . . . . . . . . . . . . . . . . . . . . . . . .
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. . . . . . . . . . . . . . . . . . . . . . . . #
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. . . . . . . . . . . . . . . . . . # . . . . # .
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# . . . . # . . . . # . # . . # . # . . # . # . .
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. . . . . . # . . . . # . . . . # . . . . # . . .
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`, 400)
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basic.pause(1000)
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break
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} else {
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// WRONG
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basic.showAnimation(`
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. . . . . . . . . . . . . . . . . . . . . . . . # # . . . # # . . . # # . . . # # . . . #
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. . . . . . . . . . . . . . . . . . # . . . . # . . . . # . . # . # . . # . # . . # . # .
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. . . . . . . . . . . . # . . . . # . . . . # . . . . # . . . . # . . . . # . . . . # . .
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. . . . . . # . . . . # . . . . # . . . . # . . . . # . . . . # . . . . # . # . . # . # .
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# . . . . # . . . . # . . . . # . . . . # . . . . # . . . . # . . . . # . . . . # . . . #
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`, 400)
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basic.pause(1000)
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redraw = true
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}
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}
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}
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gameTime = (input.runningTime() - startTime) / 1000
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basic.pause(100)
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}
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return convertPenaltyTimeToScore(gameTime)
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}
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function getDirection(): string {
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let bearing = input.compassHeading()
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if (bearing < 45 || bearing > 315) {
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return "N"
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} else if (bearing < 135) {
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return "E"
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} else if (bearing < 225) {
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return "S"
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} else {
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return "W"
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}
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}
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function calibrateCompass() {
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if (input.compassHeading() == -4) {
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input.calibrate()
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}
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}
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function waitBReleased() {
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while (input.buttonIsPressed(Button.B)) {
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basic.pause(100)
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}
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}
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function waitBPressed() {
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while (!input.buttonIsPressed(Button.B)) {
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basic.pause(100)
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}
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}
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/**
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* Show the score 0..9
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* @param digit TODO
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* @param times TODO
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*/
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function flashDigit(digit: number, times: number) {
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digit = Math.clamp(0, 9, digit)
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for (let i = 0; i < times; i++) {
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basic.showNumber(digit, 0)
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basic.pause(500)
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basic.clearScreen()
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basic.pause(500)
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}
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basic.showNumber(digit, 0)
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}
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/**
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* score is calculated as the amount of time you lasted
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* @param gameTime TODO
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*/
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function convertSurvivalTimeToScore(gameTime: number): number {
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if (gameTime <= 4) {
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return 0
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} else if (gameTime <= 9) {
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return 1
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} else if (gameTime <= 14) {
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return 2
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} else if (gameTime <= 19) {
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return 3
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} else if (gameTime <= 24) {
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return 4
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} else if (gameTime <= 29) {
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return 5
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} else if (gameTime <= 39) {
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return 6
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} else if (gameTime <= 49) {
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return 7
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} else if (gameTime <= 59) {
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return 8
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} else {
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return 9
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}
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}
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function convertPenaltyTimeToScore(penaltyTime: number): number {
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if (penaltyTime <= 4) {
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return 9
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} else if (penaltyTime <= 9) {
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return 8
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} else if (penaltyTime <= 14) {
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return 7
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} else if (penaltyTime <= 19) {
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return 6
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} else if (penaltyTime <= 24) {
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return 5
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} else if (penaltyTime <= 29) {
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return 4
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} else if (penaltyTime <= 39) {
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return 3
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} else if (penaltyTime <= 49) {
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return 2
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} else if (penaltyTime <= 59) {
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return 1
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} else {
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return 0
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}
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}
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function startIOMonitor() {
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input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
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AWasPressed = true
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})
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input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
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BWasPressed = true
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})
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input.onButtonEvent(Button.AB, ButtonEvent.Click, () => {
|
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ABWasPressed = true
|
|
})
|
|
input.onShake(() => {
|
|
wasShake = true
|
|
})
|
|
AWasPressed = false
|
|
BWasPressed = false
|
|
ABWasPressed = false
|
|
wasShake = false
|
|
}
|
|
|
|
/**
|
|
* maze is always drawn with north at top
|
|
* @param cell TODO
|
|
*/
|
|
function drawMazeCell(cell: number) {
|
|
let n = !(isNorth(cell))
|
|
let e = !(isEast(cell))
|
|
let s = !(isSouth(cell))
|
|
let w = !(isWest(cell))
|
|
// Draw any visible walls
|
|
if (n) {
|
|
for (let i = 0; i < 5; i++) {
|
|
led.plot(i, 0)
|
|
}
|
|
}
|
|
if (e) {
|
|
for (let l = 0; l < 5; l++) {
|
|
led.plot(4, l)
|
|
}
|
|
}
|
|
if (s) {
|
|
for (let k = 0; k < 5; k++) {
|
|
led.plot(k, 4)
|
|
}
|
|
}
|
|
if (w) {
|
|
for (let j = 0; j < 5; j++) {
|
|
led.plot(0, j)
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* work out the cell number in front of this cell
|
|
* given the direction N E S W (N points to button B)
|
|
* returns the forward cell number, -1 if outside of maze
|
|
* Turn cellno into an x and y based on width and height
|
|
* @param cellno TODO
|
|
* @param width TODO
|
|
* @param height TODO
|
|
* @param direction TODO
|
|
*/
|
|
function mazeForward(cellno: number, width: number, height: number, direction: string): number {
|
|
let y = cellno / width
|
|
let x = cellno % width
|
|
// Work out change in x/y and therefore change in cellno
|
|
// But bounds-check against width and height
|
|
// as user cannot walk outside of the maze
|
|
if (direction == "N") {
|
|
// sub 1 from y
|
|
if (y > 0) {
|
|
return cellno - width
|
|
}
|
|
} else if (direction == "E") {
|
|
// Add 1 to x
|
|
if (x < width - 1) {
|
|
return cellno + 1
|
|
}
|
|
} else if (direction == "S") {
|
|
// add 1 to y
|
|
if (y < height - 1) {
|
|
return cellno + width
|
|
}
|
|
} else if (direction == "W") {
|
|
// sub 1 from x
|
|
if (x > 0) {
|
|
return cellno - 1
|
|
}
|
|
}
|
|
// Not allowed to move in this direction, it will go outside of maze
|
|
return - 1
|
|
}
|
|
|
|
/**
|
|
* A door is open if the lock bit is 1
|
|
* A door is present if the maze bit is 1
|
|
* @param cell TODO
|
|
* @param direction TODO
|
|
*/
|
|
function isDoorOpen(cell: number, direction: string): boolean {
|
|
if (direction == "N") {
|
|
return isNorth(cell)
|
|
} else if (direction == "E") {
|
|
return isEast(cell)
|
|
}
|
|
if (direction == "S") {
|
|
return isSouth(cell)
|
|
} else if (direction == "W") {
|
|
return isWest(cell)
|
|
}
|
|
return false
|
|
}
|
|
|
|
function getTilt(): number {
|
|
let tilt: number
|
|
tilt = input.acceleration(Dimension.Y)
|
|
tilt = Math.clamp(-1024, 1023, tilt)
|
|
tilt = (tilt + 1024) / 512
|
|
return tilt
|
|
}
|
|
|
|
function waitAReleased() {
|
|
while (input.buttonIsPressed(Button.A)) {
|
|
basic.pause(100)
|
|
}
|
|
}
|
|
|
|
function waitNoButtons() {
|
|
while (input.buttonIsPressed(Button.A) || input.buttonIsPressed(Button.B) || input.buttonIsPressed(Button.AB)) {
|
|
basic.pause(100)
|
|
}
|
|
}
|
|
|
|
function resetButtons() {
|
|
AWasPressed = false
|
|
BWasPressed = false
|
|
ABWasPressed = false
|
|
}
|
|
|
|
/**
|
|
* The appropriate bit (0,1,2,3) is set, which unlocks the door
|
|
* @param cell TODO
|
|
* @param direction TODO
|
|
*/
|
|
function openDoor(cell: number, direction: string): number {
|
|
if (direction == "N") {
|
|
return cell | 1
|
|
} else if (direction == "E") {
|
|
return cell | 2
|
|
} else if (direction == "S") {
|
|
return cell | 4
|
|
} else if (direction == "W") {
|
|
return cell | 8
|
|
}
|
|
return cell
|
|
}
|
|
|
|
/**
|
|
* is the north bit set in the cell?
|
|
* @param cell TODO
|
|
*/
|
|
function isNorth(cell: number): boolean {
|
|
if ((cell & 1) != 0) {
|
|
return true
|
|
}
|
|
return false
|
|
}
|
|
|
|
/**
|
|
* is the east bit set in the cell?
|
|
* @param cell TODO
|
|
*/
|
|
function isEast(cell: number): boolean {
|
|
if ((cell & 2) != 0) {
|
|
return true
|
|
}
|
|
return false
|
|
}
|
|
|
|
/**
|
|
* is the south bit set in the cell?
|
|
* @param cell TODO
|
|
*/
|
|
function isSouth(cell: number): boolean {
|
|
if ((cell & 4) != 0) {
|
|
return true
|
|
}
|
|
return false
|
|
}
|
|
|
|
/**
|
|
* is the west bit set in the cell?
|
|
* @param cell TODO
|
|
*/
|
|
function isWest(cell: number): boolean {
|
|
if ((cell & 8) != 0) {
|
|
return true
|
|
}
|
|
return false
|
|
}
|
|
|
|
function opposite(direction: string): string {
|
|
if (direction == "N") {
|
|
return "S"
|
|
} else if (direction == "E") {
|
|
return "W"
|
|
} else if (direction == "S") {
|
|
return "N"
|
|
} else if (direction == "W") {
|
|
return "E"
|
|
}
|
|
return direction
|
|
}
|
|
|
|
function isSount() { }
|