examples/2048: new end screens with alpha, better touch support (#6482)
parent
af37c7ac6b
commit
faca9e2f06
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@ -1,5 +1,6 @@
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import gg
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import gx
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import math
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import os
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import rand
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import sokol.sapp
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@ -13,7 +14,7 @@ mut:
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theme &Theme = themes[0]
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theme_idx int
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board Board
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undo []Board
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undo []Undo
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atickers [4][4]int
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state GameState = .play
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tile_format TileFormat = .normal
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@ -24,6 +25,7 @@ mut:
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struct Ui {
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mut:
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dpi_scale f32
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tile_size int
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border_size int
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padding_size int
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@ -141,6 +143,11 @@ mut:
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shifts int
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}
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struct Undo {
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board Board
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state GameState
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}
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struct TileLine {
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ypos int
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mut:
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@ -151,7 +158,14 @@ mut:
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struct TouchInfo {
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mut:
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start_pos Pos
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start Touch
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end Touch
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}
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struct Touch {
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mut:
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pos Pos
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time time.Time
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}
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enum TileFormat {
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@ -167,6 +181,7 @@ enum GameState {
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play
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over
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victory
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freeplay
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}
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enum LabelKind {
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@ -185,7 +200,7 @@ enum Direction {
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right
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}
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// Utility functions, to avoid importing `math`
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// Utility functions
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[inline]
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fn min(a, b int) int {
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if a < b { return a } else { return b }
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@ -201,6 +216,11 @@ fn abs(a int) int {
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if a < 0 { return -a } else { return a }
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}
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[inline]
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fn avg(a, b int) int {
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return (a + b) / 2
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}
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fn (b Board) transpose() Board {
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mut res := b
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for y in 0..4 {
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@ -343,27 +363,29 @@ fn (mut app App) new_game() {
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}
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}
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app.state = .play
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app.undo = []Board{cap:4096}
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app.undo = []Undo{cap:4096}
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app.moves = 0
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app.new_random_tile()
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app.new_random_tile()
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}
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[inline]
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fn (mut app App) check_for_victory() {
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for y in 0..4 {
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for x in 0..4 {
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fidx := app.board.field[y][x]
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if fidx == 11 {
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app.victory()
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app.state = .victory
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return
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}
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}
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}
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}
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[inline]
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fn (mut app App) check_for_game_over() {
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if app.board.is_game_over() {
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app.game_over()
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app.state = .over
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}
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}
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@ -403,23 +425,15 @@ fn (mut app App) new_random_tile() {
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if random_value > 0 {
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app.atickers[empty_pos.y][empty_pos.x] = animation_length
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}
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app.check_for_victory()
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if app.state != .freeplay { app.check_for_victory() }
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app.check_for_game_over()
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}
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fn (mut app App) victory() {
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app.state = .victory
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}
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fn (mut app App) game_over() {
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app.state = .over
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}
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fn (mut app App) apply_new_board(new Board) {
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old := app.board
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app.moves++
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app.board = new
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app.undo << old
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app.undo << Undo{ old, app.state }
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app.new_random_tile()
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}
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@ -439,11 +453,11 @@ mut:
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}
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fn (p Prediction) str() string {
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return 'Prediction{move: ${p.move:5} | mpoints: ${p.mpoints:6.2f} | mcmoves: ${p.mcmoves:6.2f}}'
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return '{ move: ${p.move:5}, mpoints: ${p.mpoints:6.2f}, mcmoves: ${p.mcmoves:6.2f} }'
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}
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fn (mut app App) ai_move() {
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mut predictions := [4]Prediction{}
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mut nboard := app.board
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mut is_valid := false
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think_watch := time.new_stopwatch({})
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for move in possible_moves {
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@ -452,60 +466,50 @@ fn (mut app App) ai_move() {
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mut mpoints := 0
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mut mshifts := 0
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mut mcmoves := 0
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for i := 0; i < predictions_per_move; i++ {
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for _ in 0..predictions_per_move {
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mut cboard := app.board
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cboard, is_valid = cboard.move(move)
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if !is_valid {
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continue
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}
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if cboard.is_game_over() {
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continue
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}
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if !is_valid || cboard.is_game_over() { continue }
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mpoints += cboard.points
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cboard.place_random_tile()
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mut cmoves := 0
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for !cboard.is_game_over() {
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nmove := possible_moves[rand.intn(possible_moves.len)]
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nboard, is_valid = cboard.move(nmove)
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if !is_valid {
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continue
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}
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cboard = nboard
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cboard, is_valid = cboard.move(nmove)
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if !is_valid { continue }
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cboard.place_random_tile()
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cmoves++
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if cmoves > prediction_depth {
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break
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}
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if cmoves > prediction_depth { break }
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}
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mpoints += cboard.points
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mshifts += cboard.shifts
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mcmoves += cmoves
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}
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predictions[move_idx].mpoints = f64(mpoints)/predictions_per_move
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predictions[move_idx].mcmoves = f64(mcmoves)/predictions_per_move
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predictions[move_idx].mpoints = f64(mpoints) / predictions_per_move
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predictions[move_idx].mcmoves = f64(mcmoves) / predictions_per_move
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}
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think_time := think_watch.elapsed().microseconds()
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think_time := think_watch.elapsed().milliseconds()
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mut bestprediction := Prediction{mpoints:-1}
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for move_idx in 0..possible_moves.len {
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if bestprediction.mpoints < predictions[move_idx].mpoints {
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bestprediction = predictions[move_idx]
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}
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}
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eprintln('Simulation time: ${think_time:6}µs | best $bestprediction')
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app.move( bestprediction.move )
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eprintln('Simulation time: ${think_time:4}ms | best $bestprediction')
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app.move(bestprediction.move)
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}
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fn (app &App) label_format(kind LabelKind) gx.TextCfg {
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match kind {
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.points {
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return {
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color: app.theme.text_color
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color: if app.state in [.over, .victory] { gx.white } else { app.theme.text_color }
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align: .left
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size: app.ui.font_size / 2
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}
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} .moves {
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return {
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color: app.theme.text_color
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color: if app.state in [.over, .victory] { gx.white } else { app.theme.text_color }
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align: .right
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size: app.ui.font_size / 2
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}
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@ -532,15 +536,16 @@ fn (app &App) label_format(kind LabelKind) gx.TextCfg {
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}
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} .score_end {
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return {
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color: app.theme.padding_color
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color: gx.white
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align: .center
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vertical_align: .middle
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size: app.ui.font_size
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size: app.ui.font_size * 3 / 4
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}
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}
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}
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}
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[inline]
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fn (mut app App) set_theme(idx int) {
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theme := themes[idx]
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app.theme_idx = idx
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@ -549,11 +554,13 @@ fn (mut app App) set_theme(idx int) {
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}
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fn (mut app App) resize() {
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mut s := if sapp.dpi_scale() == 0 { 1 } else { sapp.dpi_scale() }
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mut s := sapp.dpi_scale()
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if s == 0.0 { s = 1.0 }
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w := int(sapp.width() / s)
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h := int(sapp.height() / s)
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m := f32(min(w, h))
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app.ui.dpi_scale = s
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app.ui.window_width = w
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app.ui.window_height = h
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app.ui.padding_size = int(m / 38)
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@ -574,26 +581,38 @@ fn (mut app App) resize() {
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}
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fn (app &App) draw() {
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xpad, ypad := app.ui.x_padding, app.ui.y_padding
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ww := app.ui.window_width
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wh := app.ui.window_height
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labelx := app.ui.x_padding + app.ui.border_size
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labely := app.ui.y_padding + app.ui.border_size / 2
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m := min(ww, wh)
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labelx := xpad + app.ui.border_size
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labely := ypad + app.ui.border_size / 2
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app.draw_tiles()
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app.gg.draw_text(labelx, labely, 'Points: $app.board.points', app.label_format(.points))
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app.gg.draw_text(ww - labelx, labely, 'Moves: $app.moves', app.label_format(.moves))
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// TODO: Make transparency work in `gg`
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if app.state == .over {
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app.gg.draw_rect(0, 0, ww, wh, gx.rgba(15, 0, 0, 44))
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app.gg.draw_text(ww / 2, wh / 3, 'Game Over', app.label_format(.game_over))
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app.gg.draw_text(ww / 2, wh * 2 / 3, 'Score: $app.board.points', app.label_format(.score_end))
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app.gg.draw_rect(0, 0, ww, wh, gx.rgba(10, 0, 0, 180))
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app.gg.draw_text(ww / 2, (m * 4 / 10) + ypad, 'Game Over', app.label_format(.game_over))
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f := app.label_format(.tile)
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msg := $if android { 'Tap to restart' } $else { 'Press `r` to restart' }
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app.gg.draw_text(ww / 2, (m * 6 / 10) + ypad, msg, { f | color: gx.white, size: f.size * 3 / 4 })
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}
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if app.state == .victory {
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app.gg.draw_rect(0, 0, ww, wh, gx.rgba(0, 15, 0, 44))
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app.gg.draw_text(ww / 2, wh / 3, 'Victory!', app.label_format(.victory))
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app.gg.draw_text(ww / 2, wh * 2 / 3, 'Score: $app.board.points', app.label_format(.score_end))
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app.gg.draw_rect(0, 0, ww, wh, gx.rgba(0, 10, 0, 180))
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app.gg.draw_text(ww / 2, (m * 4 / 10) + ypad, 'Victory!', app.label_format(.victory))
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// f := app.label_format(.tile)
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msg1 := $if android { 'Tap to continue' } $else { 'Press `space` to continue' }
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msg2 := $if android { 'Tap to restart' } $else { 'Press `r` to restart' }
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app.gg.draw_text(ww / 2, (m * 6 / 10) + ypad, msg1, app.label_format(.score_end))
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app.gg.draw_text(ww / 2, (m * 8 / 10) + ypad, msg2, app.label_format(.score_end))
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}
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// Draw at the end, so that it's on top of the victory / game over overlays
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app.gg.draw_text(labelx, labely, 'Points: $app.board.points', app.label_format(.points))
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app.gg.draw_text(ww - labelx, labely, 'Moves: $app.moves', app.label_format(.moves))
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}
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fn (app &App) draw_tiles() {
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@ -649,14 +668,62 @@ fn (app &App) draw_tiles() {
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}
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}
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fn (mut app App) handle_swipe(start, end Pos) {
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min_swipe_distance := min(app.ui.window_width, app.ui.window_height) / 10
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dx := end.x - start.x
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dy := end.y - start.y
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adx := abs(dx)
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ady := abs(dy)
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dmax := max(adx, ady)
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dmin := min(adx, ady)
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fn (mut app App) handle_touches() {
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s, e := app.touch.start, app.touch.end
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adx, ady := abs(e.pos.x - s.pos.x), abs(e.pos.y - s.pos.y)
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if max(adx, ady) < 10 {
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app.handle_tap()
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} else {
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app.handle_swipe()
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}
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}
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fn (mut app App) handle_tap() {
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_, ypad := app.ui.x_padding, app.ui.y_padding
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w, h := app.ui.window_width, app.ui.window_height
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m := min(w, h)
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s, e := app.touch.start, app.touch.end
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avgx, avgy := avg(s.pos.x, e.pos.x), avg(s.pos.y, e.pos.y)
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// TODO: Replace "touch spots" with actual buttons
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// bottom left -> change theme
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if avgx < 200 && h - avgy < 200 { app.next_theme() }
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// bottom right -> change tile format
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if w - avgx < 200 && h - avgy < 200 { app.next_tile_format() }
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if app.state == .victory {
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if avgy > (m / 2) + ypad {
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if avgy < (m * 7 / 10) + ypad {
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app.state = .freeplay
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} else if avgy < (m * 9 / 10) + ypad {
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app.new_game()
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} else {
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// TODO remove and implement an actual way to toggle themes on mobile
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}
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}
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} else if app.state == .over {
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if avgy > (m / 2) + ypad && avgy < (m * 7 / 10) + ypad {
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app.new_game()
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}
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}
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}
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fn (mut app App) handle_swipe() {
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// Currently, swipes are only used to move the tiles.
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// If the user's not playing, exit early to avoid all the unnecessary calculations
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if app.state !in [.play, .freeplay] { return }
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s, e := app.touch.start, app.touch.end
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w, h := app.ui.window_width, app.ui.window_height
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dx, dy := e.pos.x - s.pos.x, e.pos.y - s.pos.y
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adx, ady := abs(dx), abs(dy)
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dmin := if min(adx, ady) > 0 { min(adx, ady) } else { 1 }
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dmax := if max(adx, ady) > 0 { max(adx, ady) } else { 1 }
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tdiff := int(e.time.unix_time_milli() - s.time.unix_time_milli())
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// TODO: make this calculation more accurate (don't use arbitrary numbers)
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min_swipe_distance := int(math.sqrt(min(w, h) * tdiff / 60)) + 20
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if dmax < min_swipe_distance { return } // Swipe was too short
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if dmax / dmin < 2 { return } // Swiped diagonally
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@ -668,6 +735,30 @@ fn (mut app App) handle_swipe(start, end Pos) {
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}
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}
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[inline]
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fn (mut app App) next_theme() {
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app.set_theme(if app.theme_idx == themes.len - 1 { 0 } else { app.theme_idx + 1 })
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}
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[inline]
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fn (mut app App) next_tile_format() {
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app.tile_format = int(app.tile_format) + 1
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if app.tile_format == .end_ {
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app.tile_format = .normal
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}
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}
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[inline]
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fn (mut app App) undo() {
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if app.undo.len > 0 {
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undo := app.undo.pop()
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app.board = undo.board
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app.state = undo.state
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app.moves--
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}
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}
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fn (mut app App) on_key_down(key sapp.KeyCode) {
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// these keys are independent from the game state:
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match key {
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@ -675,28 +766,20 @@ fn (mut app App) on_key_down(key sapp.KeyCode) {
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app.is_ai_mode = !app.is_ai_mode
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} .escape {
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exit(0)
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} .n {
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} .n, .r {
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app.new_game()
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} .backspace {
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if app.undo.len > 0 {
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app.state = .play
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app.board = app.undo.pop()
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app.moves--
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return
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}
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app.undo()
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} .enter {
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app.tile_format = int(app.tile_format) + 1
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if app.tile_format == .end_ {
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app.tile_format = .normal
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}
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app.next_tile_format()
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} .j {
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app.game_over()
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app.state = .over
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} .t {
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app.set_theme(if app.theme_idx == themes.len - 1 { 0 } else { app.theme_idx + 1 })
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app.next_theme()
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} else {}
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}
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if app.state in [.play, .victory] {
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if app.state in [.play, .freeplay] {
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match key {
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.w, .up { app.move(.up) }
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.a, .left { app.move(.left) }
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@ -705,6 +788,10 @@ fn (mut app App) on_key_down(key sapp.KeyCode) {
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else {}
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}
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}
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|
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if app.state == .victory {
|
||||
if key == .space { app.state = .freeplay }
|
||||
}
|
||||
}
|
||||
|
||||
fn on_event(e &sapp.Event, mut app App) {
|
||||
|
@ -716,26 +803,54 @@ fn on_event(e &sapp.Event, mut app App) {
|
|||
} .touches_began {
|
||||
if e.num_touches > 0 {
|
||||
t := e.touches[0]
|
||||
app.touch.start_pos = { x: int(t.pos_x), y: int(t.pos_y) }
|
||||
app.touch.start = {
|
||||
pos: {
|
||||
x: int(t.pos_x / app.ui.dpi_scale),
|
||||
y: int(t.pos_y / app.ui.dpi_scale)
|
||||
},
|
||||
time: time.now()
|
||||
}
|
||||
}
|
||||
} .touches_ended {
|
||||
if e.num_touches > 0 {
|
||||
t := e.touches[0]
|
||||
end_pos := Pos{ x: int(t.pos_x), y: int(t.pos_y) }
|
||||
app.handle_swipe(app.touch.start_pos, end_pos)
|
||||
app.touch.end = {
|
||||
pos: {
|
||||
x: int(t.pos_x / app.ui.dpi_scale),
|
||||
y: int(t.pos_y / app.ui.dpi_scale)
|
||||
},
|
||||
time: time.now()
|
||||
}
|
||||
app.handle_touches()
|
||||
}
|
||||
} .mouse_down {
|
||||
app.touch.start = {
|
||||
pos: {
|
||||
x: int(e.mouse_x / app.ui.dpi_scale),
|
||||
y: int(e.mouse_y / app.ui.dpi_scale)
|
||||
},
|
||||
time: time.now()
|
||||
}
|
||||
} .mouse_up {
|
||||
app.touch.end = {
|
||||
pos: {
|
||||
x: int(e.mouse_x / app.ui.dpi_scale),
|
||||
y: int(e.mouse_y / app.ui.dpi_scale)
|
||||
},
|
||||
time: time.now()
|
||||
}
|
||||
app.handle_touches()
|
||||
} else {}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
fn frame(mut app App) {
|
||||
$if showfps? { app.perf.frame_sw.restart() }
|
||||
app.gg.begin()
|
||||
app.update_tickers()
|
||||
app.draw()
|
||||
app.perf.frame++
|
||||
if app.is_ai_mode && app.perf.frame % frames_per_ai_move == 0 {
|
||||
if app.is_ai_mode && app.state in [.play, .freeplay] && app.perf.frame % frames_per_ai_move == 0 {
|
||||
app.ai_move()
|
||||
}
|
||||
$if showfps? { app.showfps() }
|
||||
|
@ -778,7 +893,7 @@ fn main() {
|
|||
|
||||
mut font_path := os.resource_abs_path(os.join_path('../assets/fonts/', 'RobotoMono-Regular.ttf'))
|
||||
$if android {
|
||||
font_path = 'assets/RobotoMono-Regular.ttf'
|
||||
font_path = 'fonts/RobotoMono-Regular.ttf'
|
||||
}
|
||||
|
||||
mut window_title := 'V 2048'
|
||||
|
|
Loading…
Reference in New Issue