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examples/2048: new end screens with alpha, better touch support (#6482)

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spaceface777 2020-09-26 08:54:04 +02:00 committed by GitHub
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commit faca9e2f06
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@ -1,5 +1,6 @@
import gg
import gx
import math
import os
import rand
import sokol.sapp
@ -13,7 +14,7 @@ mut:
theme &Theme = themes[0]
theme_idx int
board Board
undo []Board
undo []Undo
atickers [4][4]int
state GameState = .play
tile_format TileFormat = .normal
@ -24,6 +25,7 @@ mut:
struct Ui {
mut:
dpi_scale f32
tile_size int
border_size int
padding_size int
@ -141,6 +143,11 @@ mut:
shifts int
}
struct Undo {
board Board
state GameState
}
struct TileLine {
ypos int
mut:
@ -151,7 +158,14 @@ mut:
struct TouchInfo {
mut:
start_pos Pos
start Touch
end Touch
}
struct Touch {
mut:
pos Pos
time time.Time
}
enum TileFormat {
@ -167,6 +181,7 @@ enum GameState {
play
over
victory
freeplay
}
enum LabelKind {
@ -185,7 +200,7 @@ enum Direction {
right
}
// Utility functions, to avoid importing `math`
// Utility functions
[inline]
fn min(a, b int) int {
if a < b { return a } else { return b }
@ -201,6 +216,11 @@ fn abs(a int) int {
if a < 0 { return -a } else { return a }
}
[inline]
fn avg(a, b int) int {
return (a + b) / 2
}
fn (b Board) transpose() Board {
mut res := b
for y in 0..4 {
@ -343,27 +363,29 @@ fn (mut app App) new_game() {
}
}
app.state = .play
app.undo = []Board{cap:4096}
app.undo = []Undo{cap:4096}
app.moves = 0
app.new_random_tile()
app.new_random_tile()
}
[inline]
fn (mut app App) check_for_victory() {
for y in 0..4 {
for x in 0..4 {
fidx := app.board.field[y][x]
if fidx == 11 {
app.victory()
app.state = .victory
return
}
}
}
}
[inline]
fn (mut app App) check_for_game_over() {
if app.board.is_game_over() {
app.game_over()
app.state = .over
}
}
@ -403,23 +425,15 @@ fn (mut app App) new_random_tile() {
if random_value > 0 {
app.atickers[empty_pos.y][empty_pos.x] = animation_length
}
app.check_for_victory()
if app.state != .freeplay { app.check_for_victory() }
app.check_for_game_over()
}
fn (mut app App) victory() {
app.state = .victory
}
fn (mut app App) game_over() {
app.state = .over
}
fn (mut app App) apply_new_board(new Board) {
old := app.board
app.moves++
app.board = new
app.undo << old
app.undo << Undo{ old, app.state }
app.new_random_tile()
}
@ -439,11 +453,11 @@ mut:
}
fn (p Prediction) str() string {
return 'Prediction{move: ${p.move:5} | mpoints: ${p.mpoints:6.2f} | mcmoves: ${p.mcmoves:6.2f}}'
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 nboard := app.board
mut is_valid := false
think_watch := time.new_stopwatch({})
for move in possible_moves {
@ -452,60 +466,50 @@ fn (mut app App) ai_move() {
mut mpoints := 0
mut mshifts := 0
mut mcmoves := 0
for i := 0; i < predictions_per_move; i++ {
for _ in 0..predictions_per_move {
mut cboard := app.board
cboard, is_valid = cboard.move(move)
if !is_valid {
continue
}
if cboard.is_game_over() {
continue
}
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)]
nboard, is_valid = cboard.move(nmove)
if !is_valid {
continue
}
cboard = nboard
cboard, is_valid = cboard.move(nmove)
if !is_valid { continue }
cboard.place_random_tile()
cmoves++
if cmoves > prediction_depth {
break
}
if cmoves > prediction_depth { break }
}
mpoints += cboard.points
mshifts += cboard.shifts
mcmoves += cmoves
}
predictions[move_idx].mpoints = f64(mpoints)/predictions_per_move
predictions[move_idx].mcmoves = f64(mcmoves)/predictions_per_move
predictions[move_idx].mpoints = f64(mpoints) / predictions_per_move
predictions[move_idx].mcmoves = f64(mcmoves) / predictions_per_move
}
think_time := think_watch.elapsed().microseconds()
think_time := think_watch.elapsed().milliseconds()
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:6}µs | best $bestprediction')
app.move( bestprediction.move )
eprintln('Simulation time: ${think_time:4}ms | best $bestprediction')
app.move(bestprediction.move)
}
fn (app &App) label_format(kind LabelKind) gx.TextCfg {
match kind {
.points {
return {
color: app.theme.text_color
color: if app.state in [.over, .victory] { gx.white } else { app.theme.text_color }
align: .left
size: app.ui.font_size / 2
}
} .moves {
return {
color: app.theme.text_color
color: if app.state in [.over, .victory] { gx.white } else { app.theme.text_color }
align: .right
size: app.ui.font_size / 2
}
@ -532,15 +536,16 @@ fn (app &App) label_format(kind LabelKind) gx.TextCfg {
}
} .score_end {
return {
color: app.theme.padding_color
color: gx.white
align: .center
vertical_align: .middle
size: app.ui.font_size
size: app.ui.font_size * 3 / 4
}
}
}
}
[inline]
fn (mut app App) set_theme(idx int) {
theme := themes[idx]
app.theme_idx = idx
@ -549,11 +554,13 @@ fn (mut app App) set_theme(idx int) {
}
fn (mut app App) resize() {
mut s := if sapp.dpi_scale() == 0 { 1 } else { sapp.dpi_scale() }
mut s := sapp.dpi_scale()
if s == 0.0 { s = 1.0 }
w := int(sapp.width() / s)
h := int(sapp.height() / s)
m := f32(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)
@ -574,26 +581,38 @@ fn (mut app App) resize() {
}
fn (app &App) draw() {
xpad, ypad := app.ui.x_padding, app.ui.y_padding
ww := app.ui.window_width
wh := app.ui.window_height
labelx := app.ui.x_padding + app.ui.border_size
labely := app.ui.y_padding + app.ui.border_size / 2
m := min(ww, wh)
labelx := xpad + app.ui.border_size
labely := ypad + app.ui.border_size / 2
app.draw_tiles()
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))
// TODO: Make transparency work in `gg`
if app.state == .over {
app.gg.draw_rect(0, 0, ww, wh, gx.rgba(15, 0, 0, 44))
app.gg.draw_text(ww / 2, wh / 3, 'Game Over', app.label_format(.game_over))
app.gg.draw_text(ww / 2, wh * 2 / 3, 'Score: $app.board.points', app.label_format(.score_end))
app.gg.draw_rect(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' }
app.gg.draw_text(ww / 2, (m * 6 / 10) + ypad, msg, { f | color: gx.white, size: f.size * 3 / 4 })
}
if app.state == .victory {
app.gg.draw_rect(0, 0, ww, wh, gx.rgba(0, 15, 0, 44))
app.gg.draw_text(ww / 2, wh / 3, 'Victory!', app.label_format(.victory))
app.gg.draw_text(ww / 2, wh * 2 / 3, 'Score: $app.board.points', app.label_format(.score_end))
app.gg.draw_rect(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() {
@ -649,14 +668,62 @@ fn (app &App) draw_tiles() {
}
}
fn (mut app App) handle_swipe(start, end Pos) {
min_swipe_distance := min(app.ui.window_width, app.ui.window_height) / 10
dx := end.x - start.x
dy := end.y - start.y
adx := abs(dx)
ady := abs(dy)
dmax := max(adx, ady)
dmin := min(adx, ady)
fn (mut app App) handle_touches() {
s, e := app.touch.start, app.touch.end
adx, ady := abs(e.pos.x - s.pos.x), abs(e.pos.y - s.pos.y)
if 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 := 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 < 200 && h - avgy < 200 { app.next_theme() }
// bottom right -> change tile format
if w - avgx < 200 && h - avgy < 200 { 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() {
// Currently, swipes are only used to move the tiles.
// If the user's not playing, exit early to avoid all the unnecessary calculations
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 := abs(dx), abs(dy)
dmin := if min(adx, ady) > 0 { min(adx, ady) } else { 1 }
dmax := if max(adx, ady) > 0 { 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(min(w, h) * tdiff / 60)) + 20
if dmax < min_swipe_distance { return } // Swipe was too short
if dmax / dmin < 2 { return } // Swiped diagonally
@ -668,6 +735,30 @@ fn (mut app App) handle_swipe(start, end Pos) {
}
}
[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 = 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 sapp.KeyCode) {
// these keys are independent from the game state:
match key {
@ -675,28 +766,20 @@ fn (mut app App) on_key_down(key sapp.KeyCode) {
app.is_ai_mode = !app.is_ai_mode
} .escape {
exit(0)
} .n {
} .n, .r {
app.new_game()
} .backspace {
if app.undo.len > 0 {
app.state = .play
app.board = app.undo.pop()
app.moves--
return
}
app.undo()
} .enter {
app.tile_format = int(app.tile_format) + 1
if app.tile_format == .end_ {
app.tile_format = .normal
}
app.next_tile_format()
} .j {
app.game_over()
app.state = .over
} .t {
app.set_theme(if app.theme_idx == themes.len - 1 { 0 } else { app.theme_idx + 1 })
app.next_theme()
} else {}
}
if app.state in [.play, .victory] {
if app.state in [.play, .freeplay] {
match key {
.w, .up { app.move(.up) }
.a, .left { app.move(.left) }
@ -705,6 +788,10 @@ fn (mut app App) on_key_down(key sapp.KeyCode) {
else {}
}
}
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'