commit
cb2593337d
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@ -3,3 +3,4 @@
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0.03: Implement mode and level selection screens.
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0.04: Bring back old controls as "swipe" in menu, exit with button press
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0.10: Major overhaul: added score, levels, bugfixes and misc, inspired by NES tetris
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0.11: Save/Restore game state
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@ -1,7 +1,7 @@
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{ "id": "tetris",
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"name": "Tetris",
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"shortName":"Tetris",
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"version":"0.10",
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"version":"0.11",
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"description": "Tetris",
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"icon": "tetris.png",
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"readme": "README.md",
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@ -12,5 +12,8 @@
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"storage": [
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{"name":"tetris.app.js","url":"tetris.app.js"},
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{"name":"tetris.img","url":"app-icon.js","evaluate":true}
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],
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"data": [
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{"name":"tetris.json"}
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]
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}
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@ -36,26 +36,45 @@ const tiles = [
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const ox = 176/2 - 5*8;
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const oy = 8;
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const FILE = "tetris.json";
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const settings = Object.assign({
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/* 0 .. simulated arrows
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1 .. drag piece
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2 .. accelerometer. 12 lines record.
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3 .. altimeter
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*/
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var control = 0, level = 0, lines = 0, score = 0;
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control: 0,
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level: 0,
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initialLevel: 0,
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lines: 0,
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score: 0,
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pf: undefined,
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ctn: Math.floor(Math.random()*7), // current tile number
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ntn: Math.floor(Math.random()*7), // next tile number
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ntr: Math.floor(Math.random()*4), // next tile rotation
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dropInterval: undefined,
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}, require('Storage').readJSON(FILE, true) || {});
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var alt_start = -9999; /* For altimeter control */
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/* 0 .. menu
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1 .. game
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2 .. game over */
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var state = 0;
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var pf;
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var px=4, py=0;
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function writeSettings() {
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require('Storage').writeJSON(FILE, settings);
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}
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function initGame() {
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pf = Array(23).fill().map(()=>Array(12).fill(0)); // field is really 10x20, but adding a border for collision checks
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pf[20].fill(1);
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pf[21].fill(1);
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pf[22].fill(1);
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pf.forEach((x,i) => { pf[i][0] = 1; pf[i][11] = 1; });
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settings.pf = Array(23).fill().map(()=>Array(12).fill(0)); // field is really 10x20, but adding a border for collision checks
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settings.pf[20].fill(1);
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settings.pf[21].fill(1);
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settings.pf[22].fill(1);
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settings.pf.forEach((x,i) => { settings.pf[i][0] = 1; settings.pf[i][11] = 1; });
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}
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function rotateTile(t, r) {
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@ -71,6 +90,9 @@ function rotateTile(t, r) {
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return nt;
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}
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var time = Date.now();
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var ct = rotateTile(tiles[settings.ctn], Math.floor(Math.random()*4)); // current tile (rotated)
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function drawBoundingBox() {
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g.setBgColor(0, 0, 0).clear().setColor(1, 1, 1);
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g.theme.bg = 0;
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@ -92,31 +114,23 @@ function drawTile(tile, n, x, y, qClear) {
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function showNext(n, r) {
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var nt = rotateTile(tiles[n], r);
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g.setColor(0).fillRect(176-33, 40, 176-33+33, 82);
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drawTile(nt, ntn, 176-33, 40);
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drawTile(nt, settings.ntn, 176-33, 40);
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}
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var time = Date.now();
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var px=4, py=0;
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var ctn = Math.floor(Math.random()*7); // current tile number
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var ntn = Math.floor(Math.random()*7); // next tile number
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var ntr = Math.floor(Math.random()*4); // next tile rotation
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var ct = rotateTile(tiles[ctn], Math.floor(Math.random()*4)); // current tile (rotated)
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var dropInterval;
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function calculateSpeed() {
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let step = 500;
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if (level <= 6) // 200-500ms
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step = step - 50*level;
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else if (level <= 13) { // 25-175ms
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if (settings.level <= 6) // 200-500ms
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step = step - 50*settings.level;
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else if (settings.level <= 13) { // 25-175ms
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step = 200;
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step = step - 25*(level - 6);
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step = step - 25*(settings.level - 6);
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}
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else {
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step = 20; // usually limited by the hardware
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// levels 15+ are programmed to go faster by skipping lines
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}
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print(`level ${level}: drop interval ${step}ms`);
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if (control == 3)
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print(`level ${settings.level}: drop interval ${step}ms`);
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if (settings.control == 3)
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step = step*2;
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dropInterval = step;
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}
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@ -124,7 +138,7 @@ function calculateSpeed() {
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function redrawPF(ly) {
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for (y=0; y<=ly; ++y)
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for (x=1; x<11; ++x) {
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c = pf[y][x];
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c = settings.pf[y][x];
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if (c>0) g.setColor(tcols[c-1].r, tcols[c-1].g, tcols[c-1].b).drawImage(block, ox+(x-1)*8, oy+y*8);
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else g.setColor(0, 0, 0).fillRect(ox+(x-1)*8, oy+y*8, ox+x*8-1, oy+(y+1)*8-1);
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}
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@ -135,19 +149,20 @@ function gameOver() {
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g.setColor(1, 1, 1).setFontAlign(0, 1, 0).setFont("Vector",22)
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.drawString("Game Over", 176/2, 76);
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// this cannot allow changing game controls because it would set up duplicate events
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E.showAlert("Game Over").then(startGame, print);
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lines = 0;
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score = 0;
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E.showAlert("Game Over").then(newGame, print);
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settings.lines = 0;
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settings.score = 0;
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settings.level = settings.initialLevel;
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}
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function redrawStats(onlyScore) {
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g.setColor(0).fillRect(5, 30, 41, 60)
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.setColor(1, 1, 1).drawString(score.toString(), 22, 50);
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.setColor(1, 1, 1).drawString(settings.score.toString(), 22, 50);
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if (!onlyScore) {
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g.setColor(0).fillRect(5, 80, 41, 110)
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.setColor(1, 1, 1).drawString(level.toString(), 22, 100)
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.setColor(1, 1, 1).drawString(settings.level.toString(), 22, 100)
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.setColor(0).fillRect(5, 130, 41, 160)
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.setColor(1, 1, 1).drawString(lines.toString(), 22, 150);
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.setColor(1, 1, 1).drawString(settings.lines.toString(), 22, 150);
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}
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}
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@ -155,41 +170,41 @@ function insertAndCheck() {
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// stop pieces from falling into each other
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for (let y=0; y<ct.length; ++y)
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for (let x=0; x<ct[y].length; ++x)
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if (ct[y][x]>0) pf[py+y][px+x+1] = ctn+1;
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if (ct[y][x]>0) settings.pf[py+y][px+x+1] = settings.ctn+1;
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let clearCount = 0;
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let linesToClear = [];
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let yReal = 19; // the y for display purposes
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// check for full lines
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for (let y=19; y>0; y--) {
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var qFull = true;
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for (let x=1; x<11; ++x) qFull &= pf[y][x]>0;
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for (let x=1; x<11; ++x) qFull &= settings.pf[y][x]>0;
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if (qFull) {
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clearCount++;
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linesToClear.push([y, yReal]);
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print(`linesToClear.push(${y})`);
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// clear the line, but do not display it yet
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for (ny=y; ny>0; ny--) pf[ny] = JSON.parse(JSON.stringify(pf[ny-1]));
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for (ny=y; ny>0; ny--) settings.pf[ny] = JSON.parse(JSON.stringify(settings.pf[ny-1]));
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y++;
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}
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yReal--;
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}
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if (clearCount) {
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lines += clearCount;
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let effectiveLevel = Math.max(level, 1);
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settings.lines += clearCount;
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let effectiveLevel = Math.max(settings.level, 1);
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if (clearCount == 1) { // single
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score += 100 * effectiveLevel;
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settings.score += 100 * effectiveLevel;
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Bangle.buzz(80, 0.5);
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}
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else if (clearCount == 2) { // double
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score += 300 * effectiveLevel;
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settings.score += 300 * effectiveLevel;
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Bangle.buzz(80);
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}
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else if (clearCount == 3) { // triple
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score += 500 * effectiveLevel;
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settings.score += 500 * effectiveLevel;
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Bangle.buzz(200);
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}
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else if (clearCount >= 4) { // tetris
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score += 800 * effectiveLevel;
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settings.score += 800 * effectiveLevel;
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Bangle.buzz(500);
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}
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// the score will not be shown yet because redrawStats was not called
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@ -213,19 +228,19 @@ function insertAndCheck() {
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for (let line of linesToClear) {
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redrawPF(line[0]);
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}
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if (lines != 0 && lines % 10 == 0) {
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level++;
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if (settings.lines != 0 && settings.lines % 10 == 0) {
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settings.level++;
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calculateSpeed();
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}
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redrawStats();
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}
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// spawn new tile
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px = 4; py = 0;
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ctn = ntn;
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ntn = Math.floor(Math.random()*7);
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ct = rotateTile(tiles[ctn], ntr);
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ntr = Math.floor(Math.random()*4);
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showNext(ntn, ntr);
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settings.ctn = settings.ntn;
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settings.ntn = Math.floor(Math.random()*7);
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ct = rotateTile(tiles[settings.ctn], settings.ntr);
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settings.ntr = Math.floor(Math.random()*4);
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showNext(settings.ntn, settings.ntr);
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if (!moveOk(ct, 0, 0)) {
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gameOver();
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}
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@ -235,18 +250,29 @@ function moveOk(t, dx, dy) {
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var ok = true;
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for (y=0; y<t.length; ++y)
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for (x=0; x<t[y].length; ++x)
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if (t[y][x]*pf[py+dy+y][px+dx+x+1] > 0) ok = false;
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if (t[y][x]*settings.pf[py+dy+y][px+dx+x+1] > 0) ok = false;
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return ok;
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}
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function pauseGame() {
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print("Paused");
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//print("Paused");
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state = 3;
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E.showMenu({
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"" : { "title" : /*LANG*/"Pause menu" },
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"< Back" : () => resumeGame(),
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/*LANG*/"Exit" : () => {
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writeSettings();
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load();
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},
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/*LANG*/"New game": () => newGame(),
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});
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}
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function resumeGame() {
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print("Resumed");
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//print("Resumed");
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state = 1;
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drawGame();
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redrawPF(19);
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}
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function gameStep() {
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@ -254,38 +280,38 @@ function gameStep() {
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return;
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if (Date.now()-time > dropInterval) { // drop one step
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time = Date.now();
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if (level >= 15 && moveOk(ct, 0, 2)) {
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if (settings.level >= 15 && moveOk(ct, 0, 2)) {
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// at level 15, pieces drop twile as quickly
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drawTile(ct, ctn, ox+px*8, oy+py*8, true);
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drawTile(ct, settings.ctn, ox+px*8, oy+py*8, true);
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py += 2;
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}
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else if (moveOk(ct, 0, 1)) {
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drawTile(ct, ctn, ox+px*8, oy+py*8, true);
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drawTile(ct, settings.ctn, ox+px*8, oy+py*8, true);
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py++;
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}
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else { // reached the bottom
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insertAndCheck(ct, ctn, px, py);
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insertAndCheck(ct, settings.ctn, px, py);
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}
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drawTile(ct, ctn, ox+px*8, oy+py*8, false);
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drawTile(ct, settings.ctn, ox+px*8, oy+py*8, false);
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}
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}
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function rotate() {
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t = rotateTile(ct, 3);
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if (moveOk(t, 0, 0)) {
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drawTile(ct, ctn, ox+px*8, oy+py*8, true);
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drawTile(ct, settings.ctn, ox+px*8, oy+py*8, true);
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ct = t;
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drawTile(ct, ctn, ox+px*8, oy+py*8, false);
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drawTile(ct, settings.ctn, ox+px*8, oy+py*8, false);
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}
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}
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function move(x, y) {
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r = moveOk(ct, x, y);
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if (r) {
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drawTile(ct, ctn, ox+px*8, oy+py*8, true);
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drawTile(ct, settings.ctn, ox+px*8, oy+py*8, true);
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px += x;
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py += y;
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drawTile(ct, ctn, ox+px*8, oy+py*8, false);
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drawTile(ct, settings.ctn, ox+px*8, oy+py*8, false);
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}
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return r;
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}
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@ -299,42 +325,40 @@ function linear(x) {
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move(1, 0);
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}
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function newGame() {
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E.showMenu();
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Bangle.setUI({mode : "custom", btn: () => load()});
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if (control == 4) { // Swipe
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function setupControls() {
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if (settings.control == 4) { // Swipe
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Bangle.on("touch", (e) => {
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t = rotateTile(ct, 3);
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if (moveOk(t, 0, 0)) {
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drawTile(ct, ctn, ox+px*8, oy+py*8, true);
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drawTile(ct, settings.ctn, ox+px*8, oy+py*8, true);
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ct = t;
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drawTile(ct, ctn, ox+px*8, oy+py*8, false);
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drawTile(ct, settings.ctn, ox+px*8, oy+py*8, false);
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}
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});
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Bangle.on("swipe", (x,y) => {
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if (y<0) y = 0;
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if (moveOk(ct, x, y)) {
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drawTile(ct, ctn, ox+px*8, oy+py*8, true);
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drawTile(ct, settings.ctn, ox+px*8, oy+py*8, true);
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px += x;
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py += y;
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drawTile(ct, ctn, ox+px*8, oy+py*8, false);
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drawTile(ct, settings.ctn, ox+px*8, oy+py*8, false);
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}
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});
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} else { // control != 4
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if (control == 2) { // Tilt
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if (settings.control == 2) { // Tilt
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Bangle.on("accel", (e) => {
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if (state != 1) return;
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if (control != 2) return;
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if (settings.control != 2) return;
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print(e.x);
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linear((0.2-e.x) * 2.5);
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});
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}
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if (control == 3) { // Pressure
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if (settings.control == 3) { // Pressure
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Bangle.setBarometerPower(true);
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Bangle.on("pressure", (e) => {
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if (state != 1) return;
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if (control != 3) return;
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if (settings.control != 3) return;
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let a = e.altitude;
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if (alt_start == -9999)
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alt_start = a;
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@ -358,15 +382,15 @@ function newGame() {
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rotate();
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else {
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while (move(0, 1)) {
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score++;
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settings.score++;
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g.flip();
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}
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redrawStats(true);
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}
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} else {
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if (control == 1)
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if (settings.control == 1)
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linear((e.x - 20) / 156);
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if (control != 0)
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if (settings.control != 0)
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return;
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if (e.x < h)
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move(-1, 0);
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|
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@ -375,17 +399,17 @@ function newGame() {
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}
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});
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}
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setWatch(() => {
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if (state == 1)
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pauseGame();
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else if (state == 3)
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resumeGame();
|
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}, BTN1, {repeat: true});
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}
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function newGame() {
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settings.lines = 0;
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settings.score = 0;
|
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settings.level = settings.initialLevel;
|
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initGame();
|
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startGame();
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}
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|
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function startGame() {
|
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initGame();
|
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calculateSpeed();
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state = 1;
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drawGame();
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|
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@ -393,6 +417,11 @@ function startGame() {
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}
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|
||||
function drawGame() {
|
||||
Bangle.setUI({mode : "custom", btn: () => {
|
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if (state == 1) {
|
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pauseGame();
|
||||
}
|
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}});
|
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drawBoundingBox();
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g.setColor(1, 1, 1).setFontAlign(0, 1, 0)
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.setFont("6x15", 1).drawString("Score", 22, 30)
|
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|
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@ -400,26 +429,45 @@ function drawGame() {
|
|||
.drawString("Lines", 22, 130)
|
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.drawString("Next", 176-22, 30);
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redrawStats();
|
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showNext(ntn, ntr);
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showNext(settings.ntn, settings.ntr);
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}
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||||
|
||||
function selectGame() {
|
||||
state = 0;
|
||||
print("Game selection menu");
|
||||
//print("Game selection menu");
|
||||
|
||||
var menu = {};
|
||||
menu["Normal"] = () => { control = 0; newGame(); };
|
||||
menu["Drag"] = () => { control = 1; newGame(); };
|
||||
menu["Tilt"] = () => { control = 2; newGame(); };
|
||||
menu["Pressure"] = () => { control = 3; newGame(); };
|
||||
menu["Swipe"] = () => { control = 4; newGame(); };
|
||||
level = 1;
|
||||
menu["Level"] = {
|
||||
menu[/*LANG*/"New game"] = () => {
|
||||
setupControls();
|
||||
newGame();
|
||||
resumeGame();
|
||||
};
|
||||
if (settings.pf !== undefined) {
|
||||
menu[/*LANG*/"Resume game"] = () => {
|
||||
setupControls();
|
||||
startGame();
|
||||
resumeGame();
|
||||
};
|
||||
}
|
||||
menu[/*LANG*/"Controls"] = {
|
||||
value: settings.control,
|
||||
min: 0, max: 4,
|
||||
format: v => [/*LANG*/"Normal", /*LANG*/"Drag", /*LANG*/"Tilt", /*LANG*/"Pressure", /*LANG*/"Swipe"][v],
|
||||
onchange: v => {
|
||||
settings.control = v;
|
||||
writeSettings();
|
||||
}
|
||||
};
|
||||
menu[/*LANG*/"Level"] = {
|
||||
value : 1,
|
||||
min : 0,
|
||||
max : 10,
|
||||
wrap : true,
|
||||
onchange : (l) => { level = l; }
|
||||
onchange : (l) => {
|
||||
settings.initialLevel = l;
|
||||
writeSettings();
|
||||
}
|
||||
};
|
||||
E.showMenu(menu);
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue