pxt-calliope/tests/wg-dr-who.ts
2018-04-21 10:45:02 -07:00

717 lines
20 KiB
TypeScript

let AWasPressed: boolean
let BWasPressed: boolean
let ABWasPressed: boolean
let wasShake: boolean
startIOMonitor()
let gameNo = 0
while (true) {
// select a new game
if (AWasPressed) {
gameNo = (gameNo + 1) % 4
AWasPressed = false
}
// show selected game
if (gameNo == 0) {
basic.showLeds(`
# # # # #
# . . . #
. # . # .
. . . . .
. # # # .
`)
} else if (gameNo == 1) {
basic.showLeds(`
# # # . .
# . . . .
# # # # #
# # . . .
# # # . .
`)
} else if (gameNo == 2) {
basic.showLeds(`
. . . . .
# . . . .
# # # # #
# . . . .
. . . . .
`)
} else if (gameNo == 3) {
basic.showLeds(`
# . # # #
# # # # #
. . . # #
# # # # #
# # # # #
`)
}
// start selected game
if (BWasPressed) {
// Play the selected game
basic.clearScreen()
waitBReleased()
resetButtons()
let finalScore = 0
basic.clearScreen()
if (gameNo == 0) {
finalScore = playCybermen()
} else if (gameNo == 1) {
finalScore = playDalek()
} else if (gameNo == 2) {
finalScore = playSonicScrewdriver()
} else if (gameNo == 3) {
finalScore = playJudoonLanguage()
}
flashDigit(finalScore, 3)
resetButtons()
waitBPressed()
basic.clearScreen()
waitBReleased()
resetButtons()
} else {
basic.pause(100)
}
}
/**
* Game parameters
* Percentage chance that cyberman will move left/right to line up with you
*/
function playCybermen(): number {
let maxGameTime = 60
let cybermanMoveXProbability = 20
// How long (in 100ms ticks) cyberman must line up before moving forward
let cybermanMoveYCount = 10
// Game variables
let startTime = input.runningTime()
let gameTime = 0
let playerX = 2
let cybermanX = 1
let cybermanY = 0
let cybermanLineupCount = 0
let redraw = true
while (gameTime < maxGameTime) {
if (redraw) {
basic.clearScreen()
led.plot(playerX, 4)
led.plot(cybermanX, cybermanY)
redraw = false
}
// Handle Player Movement
if (AWasPressed) {
if (playerX > 0) {
playerX = playerX - 1
redraw = true
}
AWasPressed = false
} else if (BWasPressed) {
if (playerX < 4) {
playerX = playerX + 1
redraw = true
}
BWasPressed = false
}
// Handle Cyberman line-of-sight checking
if (cybermanX == playerX) {
cybermanLineupCount = cybermanLineupCount + 1
if (cybermanLineupCount >= cybermanMoveYCount) {
if (cybermanY == 4) {
// Cyberman caught you, game over
break
} else {
cybermanY = cybermanY + 1
redraw = true
cybermanLineupCount = 0
}
}
} else {
cybermanLineupCount = 0
// Move Cyberman closer to player, slowly
if (Math.randomInt(100) < cybermanMoveXProbability) {
if (cybermanX > playerX) {
cybermanX = cybermanX - 1
} else if (cybermanX < playerX) {
cybermanX = cybermanX + 1
}
redraw = true
}
}
basic.pause(100)
gameTime = (input.runningTime() - startTime) / 1000
}
return convertSurvivalTimeToScore(gameTime)
}
/**
* Game parameters, all probabilities as a percentage
*/
function playDalek(): number {
let maxGameTime = 60
let userMoveSensitivity = 40
let dalekMoveSensitivity = 20
let dalekShootChance = 10
let dalekHitChance = 10
// Game variables
let gameTime = 0
let startTime = input.runningTime()
let dalekY = 2
let userY = 1
let redraw = true
while (gameTime < maxGameTime) {
// Redraw screen if necessary
if (redraw) {
basic.clearScreen()
led.plot(0, dalekY)
led.plot(4, userY)
redraw = false
}
// Work out if the user has moved, and move them
let tilt = getTilt()
if (tilt > 2) {
// Moving up, slowly
if (userY < 4) {
if (Math.randomInt(100) < userMoveSensitivity) {
userY = userY + 1
redraw = true
}
}
} else if (tilt < 2) {
// Moving down (slowly)
if (userY > 0) {
if (Math.randomInt(100) < userMoveSensitivity) {
userY = userY - 1
redraw = true
}
}
}
// Move the Dalek to line up with user
if (dalekY < userY) {
if (Math.randomInt(100) < dalekMoveSensitivity) {
dalekY = dalekY + 1
redraw = true
}
} else if (dalekY > userY) {
if (Math.randomInt(100) < dalekMoveSensitivity) {
dalekY = dalekY - 1
redraw = true
}
} else {
// Dalek lines up
if (Math.randomInt(100) < dalekShootChance) {
// Shoot a raygun at the user
for (let i = 0; i < 3; i++) {
led.plot(i + 1, dalekY)
basic.pause(100)
}
if (Math.randomInt(100) < dalekHitChance) {
// User has been hit, game over
break
}
redraw = true
}
}
gameTime = (input.runningTime() - startTime) / 1000
basic.pause(100)
}
return convertSurvivalTimeToScore(gameTime)
}
/**
* Set this in steps of 60
*/
function playSonicScrewdriver(): number {
let maxGameTime = 120
let gameTime = 0
// @=0, A=1 etc
// bit0=N, bit1=E, bit2=S, bit3=W
// bit=0 means it is a wall (can not be opened)
// bit=1 means it is a door (can be opened)
let mazestr = "BLFL@GOIFIGLCJIA"
let maze = ([] as number[])
// Locks use same number encoding (bits 0,1,2,3)
// bit=0 means door is locked (cannot be walked through)
// bit=1 means door is open (can be walked through)
let doorOpen = ([] as number[])
for (let i = 0; i < 16; i++) {
doorOpen.push(0)
maze.push(mazestr.charCodeAt(i) - 64)
}
let redraw = true
let cellno = 0
let direction = "N"
let startTime = input.runningTime()
while (gameTime < maxGameTime) {
// Draw the screen
if (redraw) {
basic.clearScreen()
// Always draw the maze with N at the top
drawMazeCell(doorOpen[cellno])
// draw user standing next to selected wall
if (direction == "N") {
led.plot(2, 1)
} else if (direction == "E") {
led.plot(3, 2)
} else if (direction == "S") {
led.plot(2, 3)
} else if (direction == "W") {
led.plot(1, 2)
}
redraw = false
}
// Sense any button presses
if (AWasPressed) {
if (direction == "N") {
direction = "E"
} else if (direction == "E") {
direction = "S"
} else if (direction == "S") {
direction = "W"
} else if (direction == "W") {
direction = "N"
}
redraw = true
AWasPressed = false
} else if (BWasPressed) {
// Try to walk through an open door
if (isDoorOpen(doorOpen[cellno], direction)) {
cellno = mazeForward(cellno, 4, 4, direction)
redraw = true
}
BWasPressed = false
} else if (wasShake) {
// energise sonic screwdriver
if (isDoorOpen(maze[cellno], direction)) {
// It is a door, but is the door open or closed?
if (!(isDoorOpen(doorOpen[cellno], direction))) {
// Open the door in front of us
doorOpen[cellno] = openDoor(doorOpen[cellno], direction)
// Also open the return door for when we walk through this door
let forwardCellno = mazeForward(cellno, 4, 4, direction)
doorOpen[forwardCellno] = openDoor(doorOpen[forwardCellno], opposite(direction))
}
} else {
// Not a door
basic.showLeds(`
. . . . .
. # . # .
. . # . .
. # . # .
. . . . .
`)
basic.pause(500)
}
redraw = true
wasShake = false
}
if (cellno == 15) {
// Have reached the exit cell
break
}
basic.pause(100)
gameTime = (input.runningTime() - startTime) / 1000
}
return convertPenaltyTimeToScore(gameTime / maxGameTime / 60)
}
function playJudoonLanguage(): number {
let maxGameTime = 60
let gameTime = 0
let startTime = input.runningTime()
let font = images.createImage(`
# . # # # # . # . # . . . . # # # . . . # # # # # # . # . # # # # . . . . . # # # . . . # # # # # #
# # # # # # # # # # . . . # # . # # # # . # . . . # # # # # # # # # # # # # # . # # # # # . . # . .
. . . . # # # # . . . . # # # . . . . # . # . . . . . . . # . . . # # . . # # # . . # . . # # # # #
# # # # # # # # # # . . # . . # # # # # # # # # # # # # # # # # # # . # # # # # # # # # # # # # . .
# # # # # # # # # # # # # # # # . . . . # . . . # # . . . . . . . # # # # # . . # # # # # # # # # #
`)
let answers = images.createImage(`
# # # # # # # # . . . # # # . . . # . . # . # . #
# . . . # # . . . . # # # # # . . . . . . . . . .
. # . # . # # # # . # . # . # . # . # . # . # . #
. . . . . # # # . . # . # . # . . . . . . . . . .
. # # # . # # # . . # . # . # # # # # # # . . . #
`)
let pages = "029 041 167 208 283"
let actualAnswer = Math.randomInt(5)
let pos = 0
let redraw = true
while (gameTime < maxGameTime) {
// Draw the current frame from pos (0,1,2 codeword, 3,4,5,6,7 answers)
if (redraw) {
if (pos <= 2) {
// Draw codeword symbol for this choice and this position
let digit = parseInt(pages[actualAnswer * 4 + pos])
font.plotFrame(digit)
} else {
// Draw answer
let item = pos - 3
answers.plotFrame(item)
}
redraw = false
}
// Process button presses
if (AWasPressed) {
// Move left, unless at far left already
AWasPressed = false
if (pos > 0) {
pos = pos - 1
redraw = true
}
} else if (BWasPressed) {
// Move right, unless already at far right
BWasPressed = false
if (pos < 7) {
pos = pos + 1
redraw = true
}
} else if (wasShake) {
// User trying to select an answer, are we at an answer position?
wasShake = false
if (pos >= 3) {
// Is it the right answer?
let userChoice = pos - 3
if (userChoice == actualAnswer) {
// CORRECT
basic.showAnimation(`
. . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . #
. . . . . . . . . . . . . . . . . . # . . . . # .
# . . . . # . . . . # . # . . # . # . . # . # . .
. . . . . . # . . . . # . . . . # . . . . # . . .
`, 400)
basic.pause(1000)
break
} else {
// WRONG
basic.showAnimation(`
. . . . . . . . . . . . . . . . . . . . . . . . # # . . . # # . . . # # . . . # # . . . #
. . . . . . . . . . . . . . . . . . # . . . . # . . . . # . . # . # . . # . # . . # . # .
. . . . . . . . . . . . # . . . . # . . . . # . . . . # . . . . # . . . . # . . . . # . .
. . . . . . # . . . . # . . . . # . . . . # . . . . # . . . . # . . . . # . # . . # . # .
# . . . . # . . . . # . . . . # . . . . # . . . . # . . . . # . . . . # . . . . # . . . #
`, 400)
basic.pause(1000)
redraw = true
}
}
}
gameTime = (input.runningTime() - startTime) / 1000
basic.pause(100)
}
return convertPenaltyTimeToScore(gameTime)
}
function getDirection(): string {
let bearing = input.compassHeading()
if (bearing < 45 || bearing > 315) {
return "N"
} else if (bearing < 135) {
return "E"
} else if (bearing < 225) {
return "S"
} else {
return "W"
}
}
function calibrateCompass() {
if (input.compassHeading() == -4) {
input.calibrate()
}
}
function waitBReleased() {
while (input.buttonIsPressed(Button.B)) {
basic.pause(100)
}
}
function waitBPressed() {
while (!input.buttonIsPressed(Button.B)) {
basic.pause(100)
}
}
/**
* Show the score 0..9
* @param digit TODO
* @param times TODO
*/
function flashDigit(digit: number, times: number) {
digit = Math.clamp(0, 9, digit)
for (let i = 0; i < times; i++) {
basic.showNumber(digit, 0)
basic.pause(500)
basic.clearScreen()
basic.pause(500)
}
basic.showNumber(digit, 0)
}
/**
* score is calculated as the amount of time you lasted
* @param gameTime TODO
*/
function convertSurvivalTimeToScore(gameTime: number): number {
if (gameTime <= 4) {
return 0
} else if (gameTime <= 9) {
return 1
} else if (gameTime <= 14) {
return 2
} else if (gameTime <= 19) {
return 3
} else if (gameTime <= 24) {
return 4
} else if (gameTime <= 29) {
return 5
} else if (gameTime <= 39) {
return 6
} else if (gameTime <= 49) {
return 7
} else if (gameTime <= 59) {
return 8
} else {
return 9
}
}
function convertPenaltyTimeToScore(penaltyTime: number): number {
if (penaltyTime <= 4) {
return 9
} else if (penaltyTime <= 9) {
return 8
} else if (penaltyTime <= 14) {
return 7
} else if (penaltyTime <= 19) {
return 6
} else if (penaltyTime <= 24) {
return 5
} else if (penaltyTime <= 29) {
return 4
} else if (penaltyTime <= 39) {
return 3
} else if (penaltyTime <= 49) {
return 2
} else if (penaltyTime <= 59) {
return 1
} else {
return 0
}
}
function startIOMonitor() {
input.onButtonPressed(Button.A, () => {
AWasPressed = true
})
input.onButtonPressed(Button.B, () => {
BWasPressed = true
})
input.onButtonPressed(Button.AB, () => {
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() { }