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515 | -- Leaves_main: GNOGA application with a "match-3"-style game.
-- All pictures are taken by the author with a Nokia 301 phone, some are reworked with GIMP.
-- Legal licensing note:
-- Copyright (c) 2017 Gautier de Montmollin
-- Permission is hereby granted, free of charge, to any person obtaining a copy
-- of this software and associated documentation files (the "Software"), to deal
-- in the Software without restriction, including without limitation the rights
-- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-- copies of the Software, and to permit persons to whom the Software is
-- furnished to do so, subject to the following conditions:
-- The above copyright notice and this permission notice shall be included in
-- all copies or substantial portions of the Software.
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-- THE SOFTWARE.
-- NB: this is the MIT License, as found 12-Sep-2007 on the site
-- http://www.opensource.org/licenses/mit-license.php
with Match_3;
with Gnoga.Application.Multi_Connect;
with Gnoga.Gui.Window;
with Gnoga.Gui.Base;
with Gnoga.Gui.Element;
-- with Gnoga.Gui.Element.Common;
with Gnoga.Gui.Element.Canvas;
with Gnoga.Gui.Plugin.Pixi;
with Gnoga.Gui.Plugin.Pixi.Graphics;
with Gnoga.Gui.Plugin.Pixi.Sprite;
with Gnoga.Gui.View;
with Gnoga.Types;
with Ada.Numerics.Float_Random;
with UXStrings.Conversions;
procedure Leaves_main is
use Match_3;
use Gnoga;
use Gnoga.Types;
use Gnoga.Gui;
use Gnoga.Gui.Element;
use Gnoga.Gui.Element.Canvas;
use Gnoga.Gui.Plugin.Pixi;
use Gnoga.Gui.Plugin.Pixi.Sprite;
use Gnoga.Gui.View;
use all type Gnoga.String;
function Bitmap
(c : Cell)
return Gnoga.String
is
begin
case c is
when empty =>
return "";
when tile_1 =>
return "d_0536.png";
when tile_2 =>
return "d_0537.png";
when tile_3 =>
return "d_0544.png";
when tile_4 =>
return "d_0541.png";
when tile_5 =>
return "d_0540.png";
when tile_6 =>
return "d_0542.png";
when tile_7 =>
return "d_0543.png";
when tile_8 =>
return "d_0539.png";
when tile_9 =>
return "d_0545.png";
when tile_10 =>
return "d_0546.png";
end case;
end Bitmap;
type Board_Sprite is array (Positive range <>, Positive range <>) of Sprite_Type;
type Game_App_Data (columns, rows : Positive) is new Connection_Data_Type with record
Main_Window : Window.Pointer_To_Window_Class;
Background : View_Type;
My_Canvas : aliased Canvas.Canvas_Type;
A : Plugin.Pixi.Application_Type;
C : Plugin.Pixi.Container_Type;
R : Plugin.Pixi.Renderer_Type;
My_Board : Match_3.Board (1 .. columns, 1 .. rows);
Sprite : Board_Sprite (1 .. columns, 1 .. rows);
Bkg_pic : Sprite_Type; -- Background image
Tile_choice : Sprite_Type; -- Highlighting the chosen tile
Btn_Down_pix_x : Natural;
Btn_Down_pix_y : Natural;
Btn_Down_pos : Cell_pos;
Btn_Up_pos : Cell_pos;
Click_1_pos : Cell_pos;
Click_2_pos : Cell_pos;
end record;
type App_Access is access all Game_App_Data;
procedure Unclick (App : in out Game_App_Data) is
begin
App.Click_2_pos := null_cell_pos;
App.Btn_Down_pos := null_cell_pos;
end Unclick;
cell_size : constant := 68;
cell_padding : constant := 1;
grid_width : constant := 2;
cell_size_padded : constant := cell_size + cell_padding * 2 + grid_width;
function Pix_hor_pos
(cp : Cell_pos)
return Integer
is
begin
return grid_width + (cp.x - 1) * cell_size_padded;
end Pix_hor_pos;
function Pix_ver_pos
(cp : Cell_pos)
return Integer
is
begin
return grid_width + (cp.y - 1) * cell_size_padded;
end Pix_ver_pos;
procedure Create_tile_sprite
(App : in out Game_App_Data;
cp : Cell_pos)
is
cl : constant Cell := App.My_Board (cp.x, cp.y);
begin
if cl = empty then
return;
end if;
App.Sprite (cp.x, cp.y).Create (App.C, "img/" & Bitmap (cl), Column => Pix_hor_pos (cp), Row => Pix_ver_pos (cp));
end Create_tile_sprite;
trace : constant Boolean := True;
procedure Game_log (s : Gnoga.String) is
begin
if trace then
Gnoga.Log (s);
end if;
end Game_log;
procedure Swap_tiles
(App : in out Game_App_Data;
c1, c2 : Cell_pos)
is
swap_time : constant := 0.2;
dx : constant Integer := cell_size_padded * (c2.x - c1.x);
dy : constant Integer := cell_size_padded * (c2.y - c1.y);
vx : constant Velocity_Type := Velocity_Type (dx) / swap_time;
vy : constant Velocity_Type := Velocity_Type (dy) / swap_time;
ox1, oy1, ox2, oy2 : Integer;
aux : Cell;
begin
Game_log ("Swapping: (" & Image (c1.x) & Image (c1.y) & ") and (" & Image (c2.x) & Image (c2.y) & ")");
Unclick (App);
App.Sprite (c1.x, c1.y).Position (ox1, oy1);
App.Sprite (c2.x, c2.y).Position (ox2, oy2);
App.Sprite (c1.x, c1.y).Motion (Column_Velocity => +vx, Row_Velocity => +vy);
App.Sprite (c2.x, c2.y).Motion (Column_Velocity => -vx, Row_Velocity => -vy);
delay swap_time;
-- Stop movement
App.Sprite (c1.x, c1.y).Motion (0.0, 0.0);
App.Sprite (c2.x, c2.y).Motion (0.0, 0.0);
-- Set new exact position (sometimes the animation's displacement doesn't match time * speed)
App.Sprite (c1.x, c1.y).Locate (ox2, oy2);
App.Sprite (c2.x, c2.y).Locate (ox1, oy1);
-- Swap the board's contents
aux := App.My_Board (c1.x, c1.y);
App.My_Board (c1.x, c1.y) := App.My_Board (c2.x, c2.y);
App.My_Board (c2.x, c2.y) := aux;
-- Swap the sprites themselves (Delete & Re-Create)
App.Sprite (c1.x, c1.y).Finalize;
App.Sprite (c2.x, c2.y).Finalize;
Create_tile_sprite (App, (c1.x, c1.y));
Create_tile_sprite (App, (c2.x, c2.y));
end Swap_tiles;
level_probs : constant Tile_prob := (tile_1 .. tile_6 => 1.0 / 6.0, others => 0.0);
-- Process_matches: show matches, empty the cells, count points, let new tiles down
procedure Process_matches (App : in out Game_App_Data) is
ma : constant Match_list := Matches (App.My_Board);
use Ada.Numerics.Float_Random;
gen : Generator;
animation_slowdown : constant := 1;
--
procedure Show_matches is
fx : array (ma'Range) of Sprite_Type;
function Image is new UXStrings.Conversions.Scalar_Image (Match_kind);
begin
for tch in ma'Range loop
fx (tch).Create
(App.C, "img/" & To_Lower (Image (ma (tch).kind)) & ".png", Column => Pix_hor_pos (ma (tch).pos),
Row => Pix_ver_pos (ma (tch).pos), Column_Velocity => 6.0 * (Random (gen) - 0.5),
Row_Velocity => Random (gen) - 4.0);
end loop;
Game_log ("[--Delay--] Show matches");
delay 0.41;
for tch in ma'Range loop
fx (tch).Finalize;
end loop;
end Show_matches;
--
procedure Delete_matches is
begin
Empty_matching_cells (App.My_Board, ma);
for x in 1 .. App.columns loop
for y in 1 .. App.rows loop
if App.My_Board (x, y) = empty then
App.Sprite (x, y).Finalize;
end if;
end loop;
end loop;
delay 0.11 * animation_slowdown;
end Delete_matches;
--
procedure New_tiles is
no_more_move : Boolean;
procedure Visual_gravity_step is
gl : constant Gravity_list := Gravity_step (App.My_Board, level_probs);
dx, dy, dst, dmax, nx, ny : Float;
vx, vy : Velocity_Type;
fall_time_one_cell : constant := 0.19 * animation_slowdown;
stopped : Natural := 0;
begin
no_more_move := gl'Length = 0;
if no_more_move then
return;
end if;
Apply_gravity_moves (App.My_Board, gl);
-- App.R.Auto_Rendering (App.C, False);
dmax := 0.0;
for g of gl loop
if g.from.y > 0 then -- On the board
App.Sprite (g.from.x, g.from.y).Finalize;
end if;
Create_tile_sprite (App, (g.to.x, g.to.y));
App.Sprite (g.to.x, g.to.y).Locate (Row => Pix_ver_pos (g.from), Column => Pix_hor_pos (g.from));
dx := Float (Pix_hor_pos (g.to) - Pix_hor_pos (g.from));
dy := Float (Pix_ver_pos (g.to) - Pix_ver_pos (g.from));
dst := Float'Max (abs dx, abs dy); -- Actually always = dy
dmax := Float'Max (dmax, dst);
if dst < 1.0 then
nx := 0.0;
ny := 0.0;
else
nx := dx * Float (cell_size_padded) / dst;
ny := dy * Float (cell_size_padded) / dst;
end if;
vx := nx / fall_time_one_cell;
vy := ny / fall_time_one_cell;
App.Sprite (g.to.x, g.to.y).Motion (Column_Velocity => vx, Row_Velocity => vy);
end loop;
-- App.R.Auto_Rendering (App.C, True);
Game_log ("[--Delays--] Falling tiles");
multi_tile :
for tile_step in 1 .. App.My_Board'Length (2) loop
delay fall_time_one_cell;
for g of gl loop
if g.to.y - g.from.y = tile_step then
-- Stop movement
App.Sprite (g.to.x, g.to.y).Motion (0.0, 0.0);
-- Set new exact position (sometimes the animation's displacement unaccuracy)
App.Sprite (g.to.x, g.to.y).Locate (Row => Pix_ver_pos (g.to), Column => Pix_hor_pos (g.to));
stopped := stopped + 1;
exit multi_tile when stopped = gl'Length;
end if;
end loop;
end loop multi_tile;
end Visual_gravity_step;
begin
loop
Visual_gravity_step;
exit when no_more_move;
end loop;
end New_tiles;
begin
Reset (gen);
Show_matches;
Delete_matches;
New_tiles;
end Process_matches;
procedure Mouse_Down
(Object : in out Gnoga.Gui.Base.Base_Type'Class;
Mouse_Event : in Gnoga.Gui.Base.Mouse_Event_Record);
procedure Check_match
(App : in out Game_App_Data;
swap_1, swap_2 : Cell_pos)
is
begin
App.My_Canvas.On_Mouse_Down_Handler (null);
-- Un-display choice highlighter
App.Tile_choice.Finalize;
Game_log
("Trying to swap: (" & Image (swap_1.x) & Image (swap_1.y) & ") and (" & Image (swap_2.x) & Image (swap_2.y) &
")");
if swap_1.x in App.My_Board'Range (1) and then swap_1.y in App.My_Board'Range (2)
and then swap_2.x in App.My_Board'Range (1) and then swap_2.y in App.My_Board'Range (2)
and then App.My_Board (swap_1.x, swap_1.y) in Movable_tile
and then App.My_Board (swap_2.x, swap_2.y) in Movable_tile
and then
((abs (swap_1.x - swap_2.x) = 1 and swap_1.y = swap_2.y) or
(abs (swap_1.y - swap_2.y) = 1 and swap_1.x = swap_2.x))
then
Swap_tiles (App, swap_1, swap_2);
if Find_any_match (App.My_Board) then
-- Possible chain reaction: when gaps left from previous matches
-- are filled, other matches may occur. Hence the following loop.
loop
Process_matches (App);
exit when not Find_any_match (App.My_Board);
end loop;
else
Swap_tiles (App, swap_1, swap_2); -- No match, swap the tiles back.
end if;
end if;
App.My_Canvas.On_Mouse_Down_Handler (Mouse_Down'Unrestricted_Access);
end Check_match;
procedure On_Connect
(Main_Window : in out Gnoga.Gui.Window.Window_Type'Class;
Connection : access Gnoga.Application.Multi_Connect.Connection_Holder_Type);
procedure Mouse_Move
(Object : in out Gnoga.Gui.Base.Base_Type'Class;
Mouse_Event : in Gnoga.Gui.Base.Mouse_Event_Record);
procedure Mouse_Up
(Object : in out Gnoga.Gui.Base.Base_Type'Class;
Mouse_Event : in Gnoga.Gui.Base.Mouse_Event_Record);
procedure On_Connect
(Main_Window : in out Gnoga.Gui.Window.Window_Type'Class;
Connection : access Gnoga.Application.Multi_Connect.Connection_Holder_Type)
is
pragma Unreferenced (Connection);
App : constant App_Access := new Game_App_Data (13, 7);
G : Plugin.Pixi.Graphics.Graphics_Type;
begin
Main_Window.Connection_Data (App);
App.Main_Window := Main_Window'Unchecked_Access;
-- App.Background.Create (Main_Window);
-- App.Background.Background_Color ("orange");
Plugin.Pixi.Load_PIXI (Main_Window);
App.My_Canvas.Create
(App.Main_Window.all, grid_width + App.My_Board'Length (1) * cell_size_padded,
grid_width + App.My_Board'Length (2) * cell_size_padded);
App.My_Canvas.Border;
App.My_Canvas.Place_Inside_Bottom_Of (App.Main_Window.Document.Body_Element.all);
App.My_Canvas.On_Mouse_Down_Handler (Mouse_Down'Unrestricted_Access);
Fill (App.My_Board, level_probs);
Unclick (App.all);
App.A.Create
(App.My_Canvas, grid_width + App.My_Board'Length (1) * cell_size_padded,
grid_width + App.My_Board'Length (2) * cell_size_padded);
App.R.Create (App.A);
App.C.Create (App.A);
G.Create (App.C);
-- G.Fill_Color ("yellow");
-- G.Fill_Rectangle ((0, 0, App.My_Canvas.Width, App.My_Canvas.Height));
-- R.Render (App.C);
-- C.Font (Height => "40px");
-- G.Stroke_Text (R, "Hello World!", 100, 100);
App.Bkg_pic.Create (App.C, "img/board_bkg_1.jpg", 0, 0);
for x in App.My_Board'Range (1) loop
for y in App.My_Board'Range (2) loop
Create_tile_sprite (App.all, (x, y));
end loop;
end loop;
App.R.Auto_Rendering (App.C, True);
-- loop
-- delay 1.0;
-- end loop;
-- XX on loop exit XX Gnoga.Gui.Plugin.Pixi.Sprite.Delete_All (App.C);
-- XX on loop exit XX App.R.Auto_Rendering (App.C, False);
-- XX on loop exit XX Connection.Hold;
end On_Connect;
function Locate_cell
(mx, my : Natural)
return Cell_pos
is
begin
return (1 + mx / cell_size_padded, 1 + my / cell_size_padded);
end Locate_cell;
procedure Mouse_Down
(Object : in out Gnoga.Gui.Base.Base_Type'Class;
Mouse_Event : in Gnoga.Gui.Base.Mouse_Event_Record)
is
App : constant App_Access := App_Access (Object.Connection_Data);
begin
App.Btn_Down_pix_x := Mouse_Event.X;
App.Btn_Down_pix_y := Mouse_Event.Y;
App.Btn_Down_pos := Locate_cell (App.Btn_Down_pix_x, App.Btn_Down_pix_y);
-- Un-display previous choice highlighter
App.Tile_choice.Finalize;
-- Highlight new choice
if App.Btn_Down_pos.x in App.My_Board'Range (1) and then App.Btn_Down_pos.y in App.My_Board'Range (2) then
App.Tile_choice.Create
(App.C, "img/select.png", Column => Pix_hor_pos (App.Btn_Down_pos) - 2,
Row => Pix_ver_pos (App.Btn_Down_pos) - 2);
else
App.Btn_Down_pos := null_cell_pos;
end if;
Game_log ("Mouse Down; Down pos =" & Image (App.Btn_Down_pix_x) & Image (App.Btn_Down_pix_y));
App.My_Canvas.On_Mouse_Move_Handler (Mouse_Move'Unrestricted_Access);
App.My_Canvas.On_Mouse_Up_Handler (Mouse_Up'Unrestricted_Access);
end Mouse_Down;
procedure Mouse_Move
(Object : in out Gnoga.Gui.Base.Base_Type'Class;
Mouse_Event : in Gnoga.Gui.Base.Mouse_Event_Record)
is
App : constant App_Access := App_Access (Object.Connection_Data);
dx, dy : Integer;
target_cell : Cell_pos := Locate_cell (Mouse_Event.X, Mouse_Event.Y);
slide : Boolean := False;
begin
Game_log ("Mouse Move" & Image (Mouse_Event.X) & Image (Mouse_Event.Y));
if App.Btn_Down_pos = null_cell_pos then
return;
end if;
dx := Mouse_Event.X - App.Btn_Down_pix_x;
dy := Mouse_Event.Y - App.Btn_Down_pix_y;
if abs dx > cell_size / 2 then
Game_log ("Hor. Slide, delta= " & Image (dx));
slide := True;
if dx < 0 then
target_cell := (Integer'Max (1, App.Btn_Down_pos.x - 1), App.Btn_Down_pos.y);
else
target_cell := (Integer'Min (App.columns, App.Btn_Down_pos.x + 1), App.Btn_Down_pos.y);
end if;
elsif abs dy > cell_size / 2 then
Game_log ("Ver. Slide, delta= " & Image (dy));
slide := True;
if dy < 0 then
target_cell := (App.Btn_Down_pos.x, Integer'Max (1, App.Btn_Down_pos.y - 1));
else
target_cell := (App.Btn_Down_pos.x, Integer'Min (App.rows, App.Btn_Down_pos.y + 1));
end if;
end if;
if slide then
App.My_Canvas.On_Mouse_Move_Handler (null);
Check_match (App.all, App.Btn_Down_pos, target_cell);
end if;
end Mouse_Move;
procedure Mouse_Up
(Object : in out Gnoga.Gui.Base.Base_Type'Class;
Mouse_Event : in Gnoga.Gui.Base.Mouse_Event_Record)
is
App : constant App_Access := App_Access (Object.Connection_Data);
begin
Game_log ("Mouse Up" & Image (Mouse_Event.X) & Image (Mouse_Event.Y));
App.My_Canvas.On_Mouse_Move_Handler (null);
App.My_Canvas.On_Mouse_Up_Handler (null);
App.Btn_Up_pos := Locate_cell (Mouse_Event.X, Mouse_Event.Y);
if App.Btn_Down_pos = App.Btn_Up_pos then
-- It's a click (down then up in the same cell),
-- even a slow click or with some movement between down and up.
Game_log ("Click");
App.Click_1_pos := App.Click_2_pos;
App.Click_2_pos := App.Btn_Up_pos;
if not (App.Click_2_pos.x in App.My_Board'Range (1) and then App.Click_2_pos.y in App.My_Board'Range (2)) then
App.Click_2_pos := null_cell_pos;
end if;
if App.Click_1_pos = App.Click_2_pos then
-- Two clicks in the same cell: do nothing
null;
elsif App.Click_1_pos /= null_cell_pos then
Check_match (App.all, App.Click_1_pos, App.Click_2_pos);
end if;
end if;
end Mouse_Up;
begin
Application.Multi_Connect.Initialize (Event => On_Connect'Unrestricted_Access, Boot => "debug.html");
Application.Title ("Plant mania");
Application.HTML_On_Close ("<b>Connection to Application has been terminated</b>");
Application.Multi_Connect.Message_Loop;
end Leaves_main;
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