kolibrios/programs/games/codemaster/kolibri_puzzle.asm

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; KOLIBRI PUZZLE CHALLENGE
TILE.W=64
TILE.H=64
MAP.X=TILE.W
MAP.Y=TILE.H
MAP.W=8
MAP.H=8
PUZZLE.W=MAP.W*TILE.W
PUZZLE.H=MAP.H*TILE.H
WINDOW.W=PUZZLE.W+(TILE.W*2)
WINDOW.H=PUZZLE.H+(TILE.H*2)
include 'a.inc'
text title(64)='Kolibri Puzzle Challenge'
align
integer scene
numeric SCENE.*, TITLE, PLAY, SOLVED
integer solved, select.x, select.y
puzzle: db (MAP.W*MAP.H*4) dup(0)
numeric NORMAL, ROTATE.R, INVERT.XY, ROTATE.L
IMAGE piece.i
piece.pixels: db (TILE.W*TILE.H*4) dup(0)
BOX my.box, puzzle.box
integer grid.color=WHITE
IMAGE kolibri.i='kolibri', logo.i='logo2',\
wood1.i='wood1', wood2.i='wood2',\
close.i='x', solved.i='solved'
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
get.random equ random.x ROTATE.R, ROTATE.L
function erase.puzzle
memory.zero piece.pixels, (TILE.W*TILE.H*4)
endf
function randomize.puzzle
locals q, n
alias p=r0, x=r1
. q=puzzle, n=(MAP.W*MAP.H)
loop n
get x=get.random
. p=q, (u32) *p=x, q+4
endl
endf
function reset.game
randomize.puzzle
endf
function on.create
erase.puzzle
. scene=SCENE.TITLE
set.box puzzle.box,\
MAP.X, MAP.Y, PUZZLE.W, PUZZLE.H
endf
function is.solved
locals n
alias p=r0, x=r1
. p=puzzle, n=(MAP.W*MAP.H)
loop n, (u32) x=*p++
if x<>NORMAL, return 0, end
endl
endf 1
function get.piece, x, y
. r0=y, r0*MAP.W, r0+x, r0*4, r0+puzzle
endf
function get.piece.rotate, x, y
get.piece x, y
. (u32) r0=*r0
endf
function set.piece.rotate, x, y, r
if r>ROTATE.L, r=0, end
get.piece x, y
. r1=r, (u32) *r0=r1
is.solved
if true
. scene=SCENE.SOLVED
end
endf
function copy.piece, x, y
locals w, h, pw
alias p=r0, s=r1, n=r2
. p=piece.pixels, piece.i.p=p
. piece.i.w=TILE.W, piece.i.h=TILE.H
. n=PUZZLE.W, n*4, pw=n
. n=y, n*pw, n*TILE.W
. s=x, s*TILE.W, s*4, n+s
. s=kolibri.i.p, s+n
. h=TILE.H
loop h, w=TILE.W
loop w, (u32) *p++=*s++
endl
. n=TILE.W, n*4, s-n, s+pw
endl
endf
function draw.piece, px, py, x, y
locals z
get z=get.piece.rotate px, py
copy.piece px, py
if z=NORMAL
draw.image piece.i, x, y
else.if z=ROTATE.R
draw.image.rr piece.i, x, y
else.if z=INVERT.XY
. r0=y, r0+TILE.H
draw.image.ixy piece.i, x, r0
else.if z=ROTATE.L
draw.image.rl piece.i, x, y
end
endf
function draw.puzzle
locals x, y
. y=0
while y<8, x=0
while x<8
. r0=x, r0*TILE.W, r0+MAP.X
. r1=y, r1*TILE.H, r1+MAP.Y
draw.piece x, y, r0, r1
. x++
endw
. y++
endw
endf
function draw.grid
locals x, y
. y=0
while y<8, x=0
while x<8
. r0=x, r0*TILE.W, r0+MAP.X
. r1=y, r1*TILE.H, r1+MAP.Y
draw.outline r0, r1,\
TILE.W, TILE.H, grid.color
. x++
endw
. y++
endw
endf
function draw.wood.frame
draw.image wood1.i, 0, 0
draw.image wood1.i, 0, WINDOW.H-TILE.H
draw.image wood2.i, 0, TILE.H
draw.image wood2.i, WINDOW.W-TILE.W, TILE.H
draw.image close.i, WINDOW.W-40, 8
endf
function on.draw
draw.wood.frame
draw.puzzle
if scene=SCENE.TITLE
draw.box.o puzzle.box, grid.color
end
if scene=SCENE.PLAY
draw.grid
end
if scene=SCENE.SOLVED
draw.image.v solved.i, 132, 13, WHITE
else
draw.image.v logo.i, 180, 13, WHITE
end
endf
function on.key
; ...
endf
function get.select.xy
. r0=mouse.x, r0-MAP.X, r0-WINDOW.X
. r1=TILE.W, r0/r1, select.x=r0
. r0=mouse.y, r0-MAP.Y, r0-WINDOW.Y
. r1=TILE.H, r0/r1, select.y=r0
endf
function on.mouse
locals r
if mouse.event='c'
. r0=&close.i.x
if.select r0
exit
end
if scene=SCENE.TITLE
reset.game
. scene=SCENE.PLAY
go .draw
end
if scene=SCENE.PLAY
if.select puzzle.box
get.select.xy
get r=get.piece.rotate \
select.x, select.y
. r++
set.piece.rotate \
select.x, select.y, r
go .draw
end
end
if scene=SCENE.SOLVED
reset.game
. scene=SCENE.TITLE
go .draw
end
.draw:
render
end
endf
function on.timer
; ...
endf
function on.exit
; ...
endf