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v/examples/2048/2048.v

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import gg
import gx
import math
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import os
import rand
import time
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struct App {
mut:
gg &gg.Context = unsafe { nil }
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touch TouchInfo
ui Ui
theme &Theme = themes[0]
theme_idx int
board Board
undo []Undo
atickers [4][4]int
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state GameState = .play
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tile_format TileFormat = .normal
moves int
perf &Perf = unsafe { nil }
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is_ai_mode bool
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}
struct Ui {
mut:
dpi_scale f32
tile_size int
border_size int
padding_size int
header_size int
font_size int
window_width int
window_height int
x_padding int
y_padding int
}
struct Theme {
bg_color gx.Color
padding_color gx.Color
text_color gx.Color
game_over_color gx.Color
victory_color gx.Color
tile_colors []gx.Color
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}
const (
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themes = [
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&Theme{
bg_color: gx.rgb(250, 248, 239)
padding_color: gx.rgb(143, 130, 119)
victory_color: gx.rgb(100, 160, 100)
game_over_color: gx.rgb(190, 50, 50)
text_color: gx.black
tile_colors: [
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gx.rgb(205, 193, 180), /* Empty / 0 tile */
gx.rgb(238, 228, 218), /* 2 */
gx.rgb(237, 224, 200), /* 4 */
gx.rgb(242, 177, 121), /* 8 */
gx.rgb(245, 149, 99), /* 16 */
gx.rgb(246, 124, 95), /* 32 */
gx.rgb(246, 94, 59), /* 64 */
gx.rgb(237, 207, 114), /* 128 */
gx.rgb(237, 204, 97), /* 256 */
gx.rgb(237, 200, 80), /* 512 */
gx.rgb(237, 197, 63), /* 1024 */
gx.rgb(237, 194, 46),
]
},
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&Theme{
bg_color: gx.rgb(55, 55, 55)
padding_color: gx.rgb(68, 60, 59)
victory_color: gx.rgb(100, 160, 100)
game_over_color: gx.rgb(190, 50, 50)
text_color: gx.white
tile_colors: [
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gx.rgb(123, 115, 108),
gx.rgb(142, 136, 130),
gx.rgb(142, 134, 120),
gx.rgb(145, 106, 72),
gx.rgb(147, 89, 59),
gx.rgb(147, 74, 57),
gx.rgb(147, 56, 35),
gx.rgb(142, 124, 68),
gx.rgb(142, 122, 58),
gx.rgb(142, 120, 48),
gx.rgb(142, 118, 37),
gx.rgb(142, 116, 27),
]
},
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&Theme{
bg_color: gx.rgb(38, 38, 66)
padding_color: gx.rgb(58, 50, 74)
victory_color: gx.rgb(100, 160, 100)
game_over_color: gx.rgb(190, 50, 50)
text_color: gx.white
tile_colors: [
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gx.rgb(92, 86, 140),
gx.rgb(106, 99, 169),
gx.rgb(106, 97, 156),
gx.rgb(108, 79, 93),
gx.rgb(110, 66, 76),
gx.rgb(110, 55, 74),
gx.rgb(110, 42, 45),
gx.rgb(106, 93, 88),
gx.rgb(106, 91, 75),
gx.rgb(106, 90, 62),
gx.rgb(106, 88, 48),
gx.rgb(106, 87, 35),
]
},
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]
window_title = 'V 2048'
default_window_width = 544
default_window_height = 560
animation_length = 10 // frames
frames_per_ai_move = 8
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possible_moves = [Direction.up, .right, .down, .left]
predictions_per_move = 200
prediction_depth = 8
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)
// Used for performance monitoring when `-d showfps` is passed, unused / optimized out otherwise
struct Perf {
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mut:
frame int
frame_old int
frame_sw time.StopWatch = time.new_stopwatch()
second_sw time.StopWatch = time.new_stopwatch()
}
struct Pos {
x int = -1
y int = -1
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}
struct Board {
mut:
field [4][4]int
points int
shifts int
}
struct Undo {
board Board
state GameState
}
struct TileLine {
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ypos int
mut:
field [5]int
points int
shifts int
}
struct TouchInfo {
mut:
start Touch
end Touch
}
struct Touch {
mut:
pos Pos
time time.Time
}
enum TileFormat {
normal
log
exponent
shifts
none_
end_ // To know when to wrap around
}
enum GameState {
play
over
victory
freeplay
}
enum LabelKind {
points
moves
tile
victory
game_over
score_end
}
enum Direction {
up
down
left
right
}
// Utility functions
[inline]
fn avg(a int, b int) int {
return (a + b) / 2
}
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fn (b Board) transpose() Board {
mut res := b
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for y in 0 .. 4 {
for x in 0 .. 4 {
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res.field[y][x] = b.field[x][y]
}
}
return res
}
fn (b Board) hmirror() Board {
mut res := b
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for y in 0 .. 4 {
for x in 0 .. 4 {
res.field[y][x] = b.field[y][3 - x]
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}
}
return res
}
fn (t TileLine) to_left() TileLine {
right_border_idx := 4
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mut res := t
mut zeros := 0
mut nonzeros := 0
// gather meta info about the line:
for x in res.field {
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if x == 0 {
zeros++
} else {
nonzeros++
}
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}
if nonzeros == 0 {
// when all the tiles are empty, there is nothing left to do
return res
}
if zeros > 0 {
// we have some 0s, do shifts to compact them:
mut remaining_zeros := zeros
for x := 0; x < right_border_idx - 1; x++ {
for res.field[x] == 0 && remaining_zeros > 0 {
res.shifts++
for k := x; k < right_border_idx; k++ {
res.field[k] = res.field[k + 1]
}
remaining_zeros--
}
}
}
// At this point, the non 0 tiles are all on the left, with no empty spaces
// between them. we can safely merge them, when they have the same value:
for x := 0; x < right_border_idx - 1; x++ {
if res.field[x] == 0 {
break
}
if res.field[x] == res.field[x + 1] {
for k := x; k < right_border_idx; k++ {
res.field[k] = res.field[k + 1]
}
res.shifts++
res.field[x]++
res.points += 1 << res.field[x]
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}
}
return res
}
fn (b Board) to_left() Board {
mut res := b
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for y in 0 .. 4 {
mut hline := TileLine{
ypos: y
}
for x in 0 .. 4 {
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hline.field[x] = b.field[y][x]
}
reshline := hline.to_left()
res.shifts += reshline.shifts
res.points += reshline.points
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for x in 0 .. 4 {
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res.field[y][x] = reshline.field[x]
}
}
return res
}
fn (b Board) move(d Direction) (Board, bool) {
new := match d {
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.left { b.to_left() }
.right { b.hmirror().to_left().hmirror() }
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.up { b.transpose().to_left().transpose() }
.down { b.transpose().hmirror().to_left().hmirror().transpose() }
}
// If the board hasn't changed, it's an illegal move, don't allow it.
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for x in 0 .. 4 {
for y in 0 .. 4 {
if b.field[x][y] != new.field[x][y] {
return new, true
}
}
}
return new, false
}
fn (mut b Board) is_game_over() bool {
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for y in 0 .. 4 {
for x in 0 .. 4 {
fidx := b.field[y][x]
if fidx == 0 {
// there are remaining zeros
return false
}
if (x > 0 && fidx == b.field[y][x - 1])
|| (x < 4 - 1 && fidx == b.field[y][x + 1])
|| (y > 0 && fidx == b.field[y - 1][x])
|| (y < 4 - 1 && fidx == b.field[y + 1][x]) {
// there are remaining merges
return false
}
}
}
return true
}
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fn (mut app App) update_tickers() {
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for y in 0 .. 4 {
for x in 0 .. 4 {
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mut old := app.atickers[y][x]
if old > 0 {
old--
app.atickers[y][x] = old
}
}
}
}
fn (mut app App) new_game() {
app.board = Board{}
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for y in 0 .. 4 {
for x in 0 .. 4 {
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app.board.field[y][x] = 0
app.atickers[y][x] = 0
}
}
app.state = .play
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app.undo = []Undo{cap: 4096}
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app.moves = 0
app.new_random_tile()
app.new_random_tile()
}
[inline]
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fn (mut app App) check_for_victory() {
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for y in 0 .. 4 {
for x in 0 .. 4 {
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fidx := app.board.field[y][x]
if fidx == 11 {
app.state = .victory
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return
}
}
}
}
[inline]
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fn (mut app App) check_for_game_over() {
if app.board.is_game_over() {
app.state = .over
}
}
fn (mut b Board) place_random_tile() (Pos, int) {
mut etiles := [16]Pos{}
mut empty_tiles_max := 0
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for y in 0 .. 4 {
for x in 0 .. 4 {
fidx := b.field[y][x]
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if fidx == 0 {
etiles[empty_tiles_max] = Pos{x, y}
empty_tiles_max++
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}
}
}
if empty_tiles_max > 0 {
new_random_tile_index := rand.intn(empty_tiles_max) or { 0 }
empty_pos := etiles[new_random_tile_index]
// 10% chance of getting a `4` tile
value := rand.f64n(1.0) or { 0.0 }
random_value := if value < 0.9 { 1 } else { 2 }
b.field[empty_pos.y][empty_pos.x] = random_value
return empty_pos, random_value
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}
return Pos{}, 0
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}
fn (mut app App) new_random_tile() {
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for y in 0 .. 4 {
for x in 0 .. 4 {
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fidx := app.board.field[y][x]
if fidx == 0 {
app.atickers[y][x] = 0
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}
}
}
empty_pos, random_value := app.board.place_random_tile()
if random_value > 0 {
app.atickers[empty_pos.y][empty_pos.x] = animation_length
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}
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if app.state != .freeplay {
app.check_for_victory()
}
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app.check_for_game_over()
}
fn (mut app App) apply_new_board(new Board) {
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old := app.board
app.moves++
app.board = new
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app.undo << Undo{old, app.state}
app.new_random_tile()
}
fn (mut app App) move(d Direction) {
new, is_valid := app.board.move(d)
if !is_valid {
return
}
app.apply_new_board(new)
}
struct Prediction {
mut:
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move Direction
mpoints f64
mcmoves f64
}
fn (p Prediction) str() string {
return '{ move: ${p.move:5}, mpoints: ${p.mpoints:6.2f}, mcmoves: ${p.mcmoves:6.2f} }'
}
fn (mut app App) ai_move() {
mut predictions := [4]Prediction{}
mut is_valid := false
think_watch := time.new_stopwatch()
for move in possible_moves {
move_idx := int(move)
predictions[move_idx].move = move
mut mpoints := 0
mut mcmoves := 0
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for _ in 0 .. predictions_per_move {
mut cboard := app.board
cboard, is_valid = cboard.move(move)
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if !is_valid || cboard.is_game_over() {
continue
}
mpoints += cboard.points
cboard.place_random_tile()
mut cmoves := 0
for !cboard.is_game_over() {
nmove := possible_moves[rand.intn(possible_moves.len) or { 0 }]
cboard, is_valid = cboard.move(nmove)
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if !is_valid {
continue
}
cboard.place_random_tile()
cmoves++
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if cmoves > prediction_depth {
break
}
}
mpoints += cboard.points
mcmoves += cmoves
}
predictions[move_idx].mpoints = f64(mpoints) / predictions_per_move
predictions[move_idx].mcmoves = f64(mcmoves) / predictions_per_move
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}
think_time := think_watch.elapsed().milliseconds()
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mut bestprediction := Prediction{
mpoints: -1
}
for move_idx in 0 .. possible_moves.len {
if bestprediction.mpoints < predictions[move_idx].mpoints {
bestprediction = predictions[move_idx]
}
}
eprintln('Simulation time: ${think_time:4}ms | best $bestprediction')
app.move(bestprediction.move)
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}
fn (app &App) label_format(kind LabelKind) gx.TextCfg {
match kind {
.points {
return gx.TextCfg{
color: if app.state in [.over, .victory] { gx.white } else { app.theme.text_color }
align: .left
size: app.ui.font_size / 2
}
}
.moves {
return gx.TextCfg{
color: if app.state in [.over, .victory] { gx.white } else { app.theme.text_color }
align: .right
size: app.ui.font_size / 2
}
}
.tile {
return gx.TextCfg{
color: app.theme.text_color
align: .center
vertical_align: .middle
size: app.ui.font_size
}
}
.victory {
return gx.TextCfg{
color: app.theme.victory_color
align: .center
vertical_align: .middle
size: app.ui.font_size * 2
}
}
.game_over {
return gx.TextCfg{
color: app.theme.game_over_color
align: .center
vertical_align: .middle
size: app.ui.font_size * 2
}
}
.score_end {
return gx.TextCfg{
color: gx.white
align: .center
vertical_align: .middle
size: app.ui.font_size * 3 / 4
}
}
}
}
[inline]
fn (mut app App) set_theme(idx int) {
theme := themes[idx]
app.theme_idx = idx
app.theme = theme
app.gg.set_bg_color(theme.bg_color)
}
fn (mut app App) resize() {
mut s := app.gg.scale
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if s == 0.0 {
s = 1.0
}
window_size := app.gg.window_size()
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w := window_size.width
h := window_size.height
m := f32(math.min(w, h))
app.ui.dpi_scale = s
app.ui.window_width = w
app.ui.window_height = h
app.ui.padding_size = int(m / 38)
app.ui.header_size = app.ui.padding_size
app.ui.border_size = app.ui.padding_size * 2
app.ui.tile_size = int((m - app.ui.padding_size * 5 - app.ui.border_size * 2) / 4)
app.ui.font_size = int(m / 10)
// If the window's height is greater than its width, center the board vertically.
// If not, center it horizontally
if w > h {
app.ui.y_padding = 0
app.ui.x_padding = (app.ui.window_width - app.ui.window_height) / 2
} else {
app.ui.y_padding = (app.ui.window_height - app.ui.window_width - app.ui.header_size) / 2
app.ui.x_padding = 0
}
}
fn (app &App) draw() {
xpad, ypad := app.ui.x_padding, app.ui.y_padding
ww := app.ui.window_width
wh := app.ui.window_height
m := math.min(ww, wh)
labelx := xpad + app.ui.border_size
labely := ypad + app.ui.border_size / 2
app.draw_tiles()
// TODO: Make transparency work in `gg`
if app.state == .over {
app.gg.draw_rect_filled(0, 0, ww, wh, gx.rgba(10, 0, 0, 180))
app.gg.draw_text(ww / 2, (m * 4 / 10) + ypad, 'Game Over', app.label_format(.game_over))
f := app.label_format(.tile)
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, gx.TextCfg{
...f
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color: gx.white
size: f.size * 3 / 4
})
}
if app.state == .victory {
app.gg.draw_rect_filled(0, 0, ww, wh, gx.rgba(0, 10, 0, 180))
app.gg.draw_text(ww / 2, (m * 4 / 10) + ypad, 'Victory!', app.label_format(.victory))
// f := app.label_format(.tile)
msg1 := $if android { 'Tap to continue' } $else { 'Press `space` to continue' }
msg2 := $if android { 'Tap to restart' } $else { 'Press `r` to restart' }
app.gg.draw_text(ww / 2, (m * 6 / 10) + ypad, msg1, app.label_format(.score_end))
app.gg.draw_text(ww / 2, (m * 8 / 10) + ypad, msg2, app.label_format(.score_end))
}
// Draw at the end, so that it's on top of the victory / game over overlays
app.gg.draw_text(labelx, labely, 'Points: $app.board.points', app.label_format(.points))
app.gg.draw_text(ww - labelx, labely, 'Moves: $app.moves', app.label_format(.moves))
}
fn (app &App) draw_tiles() {
xstart := app.ui.x_padding + app.ui.border_size
ystart := app.ui.y_padding + app.ui.border_size + app.ui.header_size
toffset := app.ui.tile_size + app.ui.padding_size
tiles_size := math.min(app.ui.window_width, app.ui.window_height) - app.ui.border_size * 2
// Draw the padding around the tiles
app.gg.draw_rounded_rect_filled(xstart, ystart, tiles_size, tiles_size, tiles_size / 24,
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app.theme.padding_color)
// Draw the actual tiles
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for y in 0 .. 4 {
for x in 0 .. 4 {
tidx := app.board.field[y][x]
tile_color := if tidx < app.theme.tile_colors.len {
app.theme.tile_colors[tidx]
} else {
// If there isn't a specific color for this tile, reuse the last color available
app.theme.tile_colors.last()
}
anim_size := animation_length - app.atickers[y][x]
tw := int(f64(app.ui.tile_size) / animation_length * anim_size)
th := tw // square tiles, w == h
xoffset := xstart + app.ui.padding_size + x * toffset + (app.ui.tile_size - tw) / 2
yoffset := ystart + app.ui.padding_size + y * toffset + (app.ui.tile_size - th) / 2
app.gg.draw_rounded_rect_filled(xoffset, yoffset, tw, th, tw / 8, tile_color)
if tidx != 0 { // 0 == blank spot
xpos := xoffset + tw / 2
ypos := yoffset + th / 2
mut fmt := app.label_format(.tile)
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fmt = gx.TextCfg{
...fmt
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size: int(f32(fmt.size - 1) / animation_length * anim_size)
}
match app.tile_format {
.normal {
app.gg.draw_text(xpos, ypos, '${1 << tidx}', fmt)
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}
.log {
app.gg.draw_text(xpos, ypos, '$tidx', fmt)
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}
.exponent {
app.gg.draw_text(xpos, ypos, '2', fmt)
fs2 := int(f32(fmt.size) * 0.67)
app.gg.draw_text(xpos + app.ui.tile_size / 10, ypos - app.ui.tile_size / 8,
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'$tidx', gx.TextCfg{
...fmt
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size: fs2
align: gx.HorizontalAlign.left
})
}
.shifts {
fs2 := int(f32(fmt.size) * 0.6)
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app.gg.draw_text(xpos, ypos, '2<<${tidx - 1}', gx.TextCfg{
...fmt
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size: fs2
})
}
.none_ {} // Don't draw any text here, colors only
.end_ {} // Should never get here
}
}
}
}
}
fn (mut app App) handle_touches() {
s, e := app.touch.start, app.touch.end
adx, ady := math.abs(e.pos.x - s.pos.x), math.abs(e.pos.y - s.pos.y)
if math.max(adx, ady) < 10 {
app.handle_tap()
} else {
app.handle_swipe()
}
}
fn (mut app App) handle_tap() {
_, ypad := app.ui.x_padding, app.ui.y_padding
w, h := app.ui.window_width, app.ui.window_height
m := math.min(w, h)
s, e := app.touch.start, app.touch.end
avgx, avgy := avg(s.pos.x, e.pos.x), avg(s.pos.y, e.pos.y)
// TODO: Replace "touch spots" with actual buttons
// bottom left -> change theme
if avgx < 50 && h - avgy < 50 {
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app.next_theme()
}
// bottom right -> change tile format
if w - avgx < 50 && h - avgy < 50 {
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app.next_tile_format()
}
if app.state == .victory {
if avgy > (m / 2) + ypad {
if avgy < (m * 7 / 10) + ypad {
app.state = .freeplay
} else if avgy < (m * 9 / 10) + ypad {
app.new_game()
} else {
// TODO remove and implement an actual way to toggle themes on mobile
}
}
} else if app.state == .over {
if avgy > (m / 2) + ypad && avgy < (m * 7 / 10) + ypad {
app.new_game()
}
}
}
fn (mut app App) handle_swipe() {
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// Currently, swipes are only used to move the tiles.
// 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
}
s, e := app.touch.start, app.touch.end
w, h := app.ui.window_width, app.ui.window_height
dx, dy := e.pos.x - s.pos.x, e.pos.y - s.pos.y
adx, ady := math.abs(dx), math.abs(dy)
dmin := if math.min(adx, ady) > 0 { math.min(adx, ady) } else { 1 }
dmax := if math.max(adx, ady) > 0 { math.max(adx, ady) } else { 1 }
tdiff := int(e.time.unix_time_milli() - s.time.unix_time_milli())
// TODO: make this calculation more accurate (don't use arbitrary numbers)
min_swipe_distance := int(math.sqrt(math.min(w, h) * tdiff / 100)) + 20
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if dmax < min_swipe_distance {
return
}
// Swipe was too short
if dmax / dmin < 2 {
return
}
// Swiped diagonally
if adx > ady {
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if dx < 0 {
app.move(.left)
} else {
app.move(.right)
}
} else {
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if dy < 0 {
app.move(.up)
} else {
app.move(.down)
}
}
}
[inline]
fn (mut app App) next_theme() {
app.set_theme(if app.theme_idx == themes.len - 1 { 0 } else { app.theme_idx + 1 })
}
[inline]
fn (mut app App) next_tile_format() {
app.tile_format = TileFormat(int(app.tile_format) + 1)
if app.tile_format == .end_ {
app.tile_format = .normal
}
}
[inline]
fn (mut app App) undo() {
if app.undo.len > 0 {
undo := app.undo.pop()
app.board = undo.board
app.state = undo.state
app.moves--
}
}
fn (mut app App) on_key_down(key gg.KeyCode) {
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// these keys are independent from the game state:
match key {
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.c { app.is_ai_mode = !app.is_ai_mode }
.escape { app.gg.quit() }
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.n, .r { app.new_game() }
.backspace { app.undo() }
.enter { app.next_tile_format() }
.j { app.state = .over }
.t { app.next_theme() }
else {}
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}
if app.state in [.play, .freeplay] {
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if !app.is_ai_mode {
match key {
.w, .up { app.move(.up) }
.a, .left { app.move(.left) }
.s, .down { app.move(.down) }
.d, .right { app.move(.right) }
else {}
}
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}
}
if app.state == .victory {
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if key == .space {
app.state = .freeplay
}
}
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}
fn on_event(e &gg.Event, mut app App) {
match e.typ {
.key_down {
app.on_key_down(e.key_code)
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}
.resized, .restored, .resumed {
app.resize()
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}
.touches_began {
if e.num_touches > 0 {
t := e.touches[0]
app.touch.start = Touch{
pos: Pos{
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x: int(t.pos_x / app.ui.dpi_scale)
y: int(t.pos_y / app.ui.dpi_scale)
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}
time: time.now()
}
}
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}
.touches_ended {
if e.num_touches > 0 {
t := e.touches[0]
app.touch.end = Touch{
pos: Pos{
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x: int(t.pos_x / app.ui.dpi_scale)
y: int(t.pos_y / app.ui.dpi_scale)
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}
time: time.now()
}
app.handle_touches()
}
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}
.mouse_down {
app.touch.start = Touch{
pos: Pos{
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x: int(e.mouse_x / app.ui.dpi_scale)
y: int(e.mouse_y / app.ui.dpi_scale)
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}
time: time.now()
}
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}
.mouse_up {
app.touch.end = Touch{
pos: Pos{
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x: int(e.mouse_x / app.ui.dpi_scale)
y: int(e.mouse_y / app.ui.dpi_scale)
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}
time: time.now()
}
app.handle_touches()
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}
else {}
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}
}
fn frame(mut app App) {
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$if showfps ? {
app.perf.frame_sw.restart()
}
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app.gg.begin()
app.update_tickers()
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app.draw()
app.perf.frame++
if app.is_ai_mode && app.state in [.play, .freeplay] && app.perf.frame % frames_per_ai_move == 0 {
app.ai_move()
}
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$if showfps ? {
app.showfps()
}
app.gg.end()
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}
fn init(mut app App) {
app.resize()
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$if showfps ? {
app.perf.frame_sw.restart()
app.perf.second_sw.restart()
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}
}
fn (mut app App) showfps() {
println(app.perf.frame_sw.elapsed().microseconds())
f := app.perf.frame
if (f & 127) == 0 {
last_frame_us := app.perf.frame_sw.elapsed().microseconds()
ticks := f64(app.perf.second_sw.elapsed().milliseconds())
fps := f64(app.perf.frame - app.perf.frame_old) * ticks / 1000 / 4.5
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last_fps := 128000.0 / ticks
eprintln('frame ${f:-5} | avg. fps: ${fps:-5.1f} | avg. last 128 fps: ${last_fps:-5.1f} | last frame time: ${last_frame_us:-4}µs')
app.perf.second_sw.restart()
app.perf.frame_old = f
}
}
$if emscripten ? {
#flag --embed-file ./examples/assets/fonts/RobotoMono-Regular.ttf@/assets/fonts/RobotoMono-Regular.ttf
}
fn main() {
mut app := &App{}
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app.new_game()
mut font_path := os.resource_abs_path(os.join_path('..', 'assets', 'fonts', 'RobotoMono-Regular.ttf'))
$if android {
font_path = 'fonts/RobotoMono-Regular.ttf'
}
mut window_title_ := 'V 2048'
// TODO: Make emcc a real platform ifdef
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$if emscripten ? {
// in emscripten, sokol uses `window_title` as the selector to the canvas it'll render to,
// and since `document.querySelector('V 2048')` isn't valid JS, we use `canvas` instead
window_title_ = 'canvas'
}
app.perf = &Perf{}
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app.gg = gg.new_context(
bg_color: app.theme.bg_color
width: default_window_width
height: default_window_height
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sample_count: 4 // higher quality curves
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create_window: true
window_title: window_title_
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frame_fn: frame
event_fn: on_event
init_fn: init
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user_data: app
font_path: font_path
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)
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app.gg.run()
}