pxt-calliope/libs/core/game.ts
Amerlander 38cf0ec0c6 Input blocks revision
- add Button and Pin event types
- merge onPinPressed & onPinReleased in new onPinEvent function
- create new onButtonEvent function
2020-02-20 03:24:13 +01:00

807 lines
26 KiB
TypeScript

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 = (<LedSprite[]>[]);
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;
}
}