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|
' Hardwire
'
' Copyright 2005 Ian Cowburn
'
' $Id$
'
Strict
Import "types.bmx"
Import "particle.bmx"
Import "sounds.bmx"
Type Pit
Const WIDTH=10
Const HEIGHT=14
Function X:Int(p:Int)
Return 230+p*32
End Function
Function Y:Int(p:Int)
Return 96+p*32
End Function
End Type
Type TWire
Const CROSS:Int=0
Const LEFT_RIGHT:Int=1
Const TOP_BOTTOM:Int=2
Const TOP_LEFT:Int=3
Const TOP_RIGHT:Int=4
Const BOTTOM_LEFT:Int=5
Const BOTTOM_RIGHT:Int=6
Const DIR_NONE:Int=0
Const DIR_UP:Int=1
Const DIR_RIGHT:Int=2
Const DIR_DOWN:Int=3
Const DIR_LEFT:Int=4
Global rotright:Int[]
Global rotleft:Int[]
Global img:TImage[]
Global dir:Int[][]
Global dx:Int[]
Global dy:Int[]
Global dirname:String[]
Global typename:String[]
Field t:Int
Function Init()
rotright=[0,2,1,4,6,3,5]
rotleft=[0,2,1,5,3,6,4]
img=[GameGFX.cross,GameGFX.left_right,GameGFX.top_bottom,GameGFX.top_left,GameGFX.top_right,GameGFX.bottom_left,GameGFX.bottom_right]
' CROSS LEFT_RIGHT TOP_BOTTOM TOP_LEFT TOP_RIGHT BOTTOM_LEFT BOTTOM_RIGHT
dir=[[DIR_UP,DIR_RIGHT,DIR_DOWN,DIR_LEFT], [DIR_NONE,DIR_RIGHT,DIR_NONE,DIR_LEFT], [DIR_UP,DIR_NONE,DIR_DOWN,DIR_NONE], [DIR_NONE,DIR_UP,DIR_LEFT,DIR_NONE], [DIR_NONE,DIR_NONE,DIR_RIGHT,DIR_UP], [DIR_LEFT,DIR_DOWN,DIR_NONE,DIR_NONE], [DIR_RIGHT,DIR_NONE,DIR_NONE,DIR_DOWN]]
dx=[0,0,1,0,-1]
dy=[0,-1,0,1,0]
dirname=["NONE","UP","RIGHT","DOWN","LEFT"]
typename=["CROSS","LEFT_RIGHT","TOP_BOTTOM","TOP_LEFT","TOP_RIGHT","BOTTOM_LEFT","BOTTOM_RIGHT"]
End Function
Method New()
t=Rand(0,6)
End Method
Function Create:TWire(t:Int)
Local o:TWire=New TWire
o.t=t
Return o
End Function
Method Image:TImage()
Return img[t]
End Method
Method RotateLeft()
t=rotleft[t]
End Method
Method RotateRight()
t=rotright[t]
End Method
Method Traverse:Int(d:Int)
If d=DIR_NONE
Return DIR_NONE
EndIf
Return dir[t][d-1]
End Method
Function DirX:Int(d:Int)
Return dx[d]
End Function
Function DirY:Int(d:Int)
Return dy[d]
End Function
End Type
Type TFallingBlock
Field w:TWire
Field x:Int
Field y:Double
Field yi:Double
Function Create:TFallingBlock(x:Int, y:Double)
Local o:TFallingBlock=New TFallingBlock
o.w=New TWire
o.x=x
o.y=y
o.yi=0
Return o
End Function
Method Update()
y:+yi
yi=Max(4.0,yi+0.1)
End Method
Method Draw()
SetColor(255,255,255)
DrawImage(GameGFX.tile,Pit.X(x),y)
SetColor(128,128,128)
DrawImage(w.Image(),Pit.X(x),y)
End Method
End Type
Type TWireListEnt
Field w:TWire
Field x:Int
Field y:Int
Function Create:TWireListEnt(x:Int, y:Int, w:TWire)
Local o:TWireListEnt=New TWireListEnt
o.x=x
o.y=y
o.w=w
Return o
End Function
End Type
Type TWireList
Field list:TList
Field col:Int
Method New()
list=CreateList()
col=128
End Method
Method Add(x:Int, y:Int, w:TWire)
list.AddLast(TWireListEnt.Create(x,y,w))
End Method
Method Draw:Int()
col=Max(255,col+5)
SetColor(col,col,col)
For Local e:TWireListEnt=EachIn list
DrawImage(e.w.Image(),Pit.X(e.x),Pit.Y(e.y))
Next
If col<255
Return True
Else
For Local e:TWireListEnt=EachIn list
Particles.AddImage(e.w.Image(),Pit.X(e.x),Pit.Y(e.y))
Next
Return False
EndIf
End Method
End Type
Type TGameMap
Field map:TWire[Pit.WIDTH,Pit.HEIGHT]
Field trode_col:Int
Field trode_coli:Int
Field overflow:Int
Field top:Int[Pit.WIDTH]
Field drop:TList
Field cx:Int
Field cy:Int
Field path:TList
Method New()
trode_col=0
trode_coli=1
overflow=False
drop=CreateList()
path=CreateList()
CalcTop()
cx=0
cy=Pit.HEIGHT-2
End Method
Method CalcTop()
For Local x:Int=0 Until Pit.WIDTH
top[x]=-1
For Local y:Int=Pit.Height-1 To 0 Step -1
If Not map[x,y]
top[x]=y
Exit
EndIf
Next
Next
End Method
Method AddRow(y:Int=-32)
If BlockInteract() Then Return
For Local x:Int=0 Until Pit.WIDTH
drop.AddLast(TFallingBlock.Create(x,y))
Next
End Method
Method BlockInteract:Int()
Return overflow Or path.Count()
End Method
Method FindPath:Int(l:TWireList, x:Int, y:Int, dir:Int)
If y<0
Return False
EndIf
If x<0 Or x=Pit.WIDTH Or y=Pit.HEIGHT
Return True
EndIf
Local w:TWire=map[x,y]
If Not w
Return False
EndIf
dir=w.Traverse(dir)
If dir=TWire.DIR_NONE
Return False
EndIf
l.Add(x,y,w)
Return FindPath(l,x+TWire.DirX(dir),y+TWire.DirY(dir),dir)
End Method
Method FindLoop:Int(l:TWireList, ox:Int, oy:Int, x:Int, y:Int, dir:Int)
If y<0 Or x<0 Or x=Pit.WIDTH Or y=Pit.HEIGHT
Return False
EndIf
Local w:TWire=map[x,y]
If Not w
Return False
EndIf
dir=w.Traverse(dir)
If dir=TWire.DIR_NONE
Return False
EndIf
l.Add(x,y,w)
x:+TWire.DirX(dir)
y:+TWire.DirY(dir)
If x=ox And y=oy
Return True
EndIf
Return FindLoop(l,ox,oy,x,y,dir)
End Method
Method CheckWires()
For Local y:Int=0 Until Pit.HEIGHT
Local l:TWireList=New TWireList
If FindPath(l,0,y,TWire.DIR_RIGHT)
path.AddLast(l)
EndIf
l=New TWireList
If FindPath(l,Pit.WIDTH-1,y,TWire.DIR_LEFT)
path.AddLast(l)
EndIf
Next
For Local x:Int=0 Until Pit.WIDTH
Local l:TWireList=New TWireList
If FindPath(l,x,Pit.HEIGHT-1,TWire.DIR_UP)
path.AddLast(l)
EndIf
Next
For Local x:Int=0 Until Pit.WIDTH
For Local y:Int=0 Until Pit.HEIGHT
If map[x,y]
Local l:TWireList=New TWireList
Select map[x,y].t
Case TWire.CROSS, TWire.LEFT_RIGHT, TWire.TOP_LEFT, TWire.BOTTOM_LEFT
If FindLoop(l,x,y,x,y,TWire.DIR_LEFT)
path.AddLast(l)
EndIf
End Select
EndIf
Next
Next
End Method
Method CursorLeft()
If BlockInteract() Then Return
cx=Max(0,cx-1)
End Method
Method CursorRight()
If BlockInteract() Then Return
cx=Min(Pit.WIDTH-2,cx+1)
End Method
Method CursorUp()
If BlockInteract() Then Return
cy=Max(0,cy-1)
End Method
Method CursorDown()
If BlockInteract() Then Return
cy=Min(Pit.HEIGHT-2,cy+1)
End Method
Method Rotate()
If BlockInteract() Then Return
Local done:Int=False
For Local x:Int=0 To 1
For Local y:Int=0 To 1
If map[cx+x,cy+y]
map[cx+x,cy+y].RotateRight()
done=True
EndIf
Next
Next
If done
Sound.Click()
EndIf
CheckWires()
End Method
Method Draw:Int()
Local score:Int=0
SetColor(255,255,255)
DrawImage(GameGFX.pit_bottomleft,Pit.X(-1),Pit.Y(Pit.HEIGHT))
DrawImage(GameGFX.pit_bottomright,Pit.X(Pit.WIDTH),Pit.Y(Pit.HEIGHT))
DrawImage(GameGFX.pit_top,Pit.X(-1),Pit.Y(0))
DrawImage(GameGFX.pit_top,Pit.X(Pit.WIDTH),Pit.Y(0))
SetColor(trode_col,trode_col,0)
DrawImage(GameGFX.trode_left,Pit.X(-1),Pit.Y(0))
DrawImage(GameGFX.trode_right,Pit.X(Pit.WIDTH),Pit.Y(0))
For Local f:Int=0 Until Pit.WIDTH
SetColor(255,255,255)
DrawImage(GameGFX.pit_bottom,Pit.X(f),Pit.Y(Pit.HEIGHT))
SetColor(trode_col,trode_col,0)
DrawImage(GameGFX.trode_bottom,Pit.X(f),Pit.Y(Pit.HEIGHT))
Next
For Local f:Int=1 Until Pit.HEIGHT
SetColor(255,255,255)
DrawImage(GameGFX.pit_side,Pit.X(-1),Pit.Y(f))
DrawImage(GameGFX.pit_side,Pit.X(Pit.WIDTH),Pit.Y(f))
SetColor(trode_col,trode_col,0)
DrawImage(GameGFX.trode_left,Pit.X(-1),Pit.Y(f))
DrawImage(GameGFX.trode_right,Pit.X(Pit.WIDTH),Pit.Y(f))
Next
For Local x:Int=0 Until Pit.WIDTH
For Local y:Int=0 Until Pit.HEIGHT
If map[x,y]
SetColor(255,255,255)
DrawImage(GameGFX.tile,Pit.X(x),Pit.Y(y))
SetColor(128,128,128)
DrawImage(map[x,y].Image(),Pit.X(x),Pit.Y(y))
EndIf
Next
Next
If BlockInteract()
For Local b:TFallingBlock=EachIn drop
b.Draw()
Next
Local l:TEasyLink=TEasyLink.Create(path)
Local check:Int=False
While l.Value()
Local b:TWireList=TWireList(l.Value())
If b.Draw()
l.MoveNext()
Else
If Not overflow
score:+b.list.Count()
For Local e:TWireListEnt=EachIn b.list
For Local y:Int=e.y To 1 Step -1
map[e.x,y]=map[e.x,y-1]
Next
map[e.x,0]=Null
Particles.AddDust(Pit.X(e.x)+16,Pit.Y(e.y)+32)
check=True
Next
EndIf
l.Remove()
EndIf
Wend
If check
Sound.Path()
CalcTop()
CheckWires()
EndIf
Else
Local hit:Int=False
Local l:TEasyLink=TEasyLink.Create(drop)
While l.Value()
Local b:TFallingBlock=TFallingBlock(l.Value())
Local t:Int=Pit.Y(top[b.x])'-ImageHeight(GameGFX.tile)
b.Update()
If b.y>t
If top[b.x]=-1
overflow=True
b.y=t
l.MoveNext()
Else
hit=True
map[b.x,top[b.x]]=b.w
Particles.AddDust(Pit.X(b.x)+16,Pit.Y(top[b.x])+32)
l.Remove()
EndIf
Else
b.Draw()
l.MoveNext()
EndIf
Wend
If hit And Not overflow
Sound.Click()
CheckWires()
CalcTop()
EndIf
EndIf
SetColor(trode_col,trode_col,0)
DrawImage(GameGFX.cursor,Pit.X(cx),Pit.Y(cy))
trode_col:+trode_coli
If (trode_col=255 And trode_coli>0) Or (trode_col=200 And trode_coli<0)
trode_coli=-trode_coli
EndIf
Return score
End Method
End Type
|