Keith Vetter 2003-06-04 : here's an addictive little puzzle game copied from an applet at [L1 ].
The object of the game is to swap neighboring gems to create rows or columns of three or more similar gems. When you do so, those gems explode and all the gems above slide down and new gems fill in the top. The more gems you explode in a turn the more points you get.
KPV 2003-06-24 : since writing this program I've come across several other (non-tcl) versions that go by such names as Santa Balls [L2 ], Santa Balls 2 which uses a hexagonal board [L3 ], Flip the Mix which uses M&M pieces [L4 ] and Carnival Jackpot which is also played on a hexagonal board [L5 ].
uniquename 2013aug01
Here is a non-miniaturized image of the game --- with the control buttons along the left side, instead of along the top.
Jeff Smith 2020-07-09 : Below is an online demo using CloudTk. This demo runs Gem Game in an Alpine Linux Docker Container. It is a 27.4MB image which is made up of Alpine Linux + tclkit + Gem-Game.kit + libx11 + libxft + fontconfig + ttf-linux-libertine. It is run under a user account in the Container. The Container is restrictive with permissions for "Other" removed for "execute" and "read" for certain directories.
TV Looks nice, when does the game end?
KPV When you can't move anymore. It may take a while--my max score is around 9000.
DKF 35301 :^p KPV yes, but I had a turn score 1024 points :)
KPV 170,725 in 9,805 turns. But I used a computer to do the playing. It uses the simple algorithm of selecting out of all possible moves the one nearest the top out. See below for more details.
phk just for the records, I made 26'034 by myself and 213'024 using the robot.
MS's son Guido is proud to have reached 28'274 points.
TV Wonderfull, now we're shuffing 'round gems with our computer powers..
DHB AWSOME!!! Very Nicely DONE!!!
MC Added catch around snd_ok and snd_bad. (I have Snack installed but don't have permissions to write to /dev/dsp & /dev/mixer.)
4/Jun/2003 - Joe Mistachkin -- With this minor change, you can move any piece by giving up 10% of your current score.
if {0} { # Keep reapable if {! $n} { ;# Did something explode??? # Joe's custom part... if {$::S(score) < 10} { snd_bad play ;# Nope, undo the move SwapCells $row1 $col1 $row $col } else { # decrease score by 10%... set ::S(score) [expr {int($::S(score) - ($::S(score) / 10))}] } } }
KPV 2003-06-05 - I like your idea but I changed the way you invoke it because I wanted to avoid having it happen if you accidentally click on the wrong cell. I've updated the code so that now if you click on any two adjacent pieces 3 times in a row, they will be swapped with a 10% penalty.
MPJ 2003-06-05 - I thought this game would look nice on the PocketPC. So with a couple lines of change I was able to get a 8x8 board with all the buttons. If you want the file then get it here [L6 ] (updated picture and code 06-12). It will also plays well on the desktop. - RS: About at the same time I also did the same :-) The above version does not look well in Keuchel's port, because images are distorted on rendering. By reducing their scale, I can offer as alternative a 12x12 PocketPC version at [L7 ], where gems are smaller but well-looking.
MPJ: RS:
KPV I wrote a little robot procedure to have the computer play by itself. I tried three different strategies for selecting which move to make. The best strategy was to select the move closest to the top. This routinely scores around 30,000 and the highest I've gotten was 170,725. The worst strategy was to select the move closest to the bottom; this averages a score of about 5,000. Selecting a move at random averages a score of about 15,000. The average score per turn, however, was about 17, 36, and 30 respectively.
I've updated the code below to include the Robot routine. You can only invoke it by pressing <F2> to bring up the console and typing the command in by hand.
escargo 7 Jun 2003 - I thought it might be interesting to have some game statistics displayed at the end of the game:
These might be displayed optionally (pressing a "statistics" button) or at the end of every game.
KPV Your wish is my command! I've update the code below to have a "statistics" button.
escargo 8 Jun 2003 - Thanks for making the changes. I used my wish-reaper to download the new code. I certainly burned through 45 minutes playing this game really easily. I'm going to have to ration myself.
MPJ I added the statistics page (S button) and robot mode (R button) to the PocketPC version above.
escargo 12 Jun 2003 - Is there any practical way to have shorter games? Some games go over an hour. Solitaire is nice because the games are short.
KPV -- the easiest way is to change the board dimensions--the number of rows, columns and jewels. I just updated the code to allow you to change the dimensions via the console (see below). You can then use the Robot to see how long a typical game lasts. You might want to try 9x9x7 or 10x10x8.
Alternatively, I'm thinking of adding a timer to the game like the original applet has.
escargo - I would be in favor of that.
KPV -- done, see below.
KPV 2003-06-12: added several features: 1) pressing the z toggles zoom mode where the board is twice as large; 2) pressing r or R will run the robot either 10 moves or until the end of the game respectively, pressing the key again will stop the robot; 3) added another jewel (but it's not used by default); 4) board dimensions are configurable (via console no GUI yet)--just set either S(rows), S(cols) or S(jewels) and then press New Game.
DGP ...but you removed the [package require Tk 8.4] requirement. Don't do that.
KPV sorry, actually I just now went and removed the 8.4 dependencies-- replaced -padx and -pady on a frame with ones on the pack and grid commands. The code should now run fine on 8.3 (and probably earlier but I can't test it).
DGP OK, [package require Tk 8.3] then.
KPV 2003-06-13: Added 5 levels of difficulty to the game. Level 1 is the current version. Levels 2-5 are all timed games--when a timer ticks down to zero the game is over--but each time you complete a move you get a small time bonus. The higher the level the less initial time you have and the smaller the time bonus.
escargo 23 Jun 2003 - After playing with the new version, there are two features that I would like to see added.
KPV 2003-06-24 : I'd been thinking about adding these two features and you convinced me to do so. Mute is activated via a checkbutton on the display; Pause is activated by pressing p. I tried to find a binding that would trigger when the window becomes inactive but couldn't find one that worked on my Win2k box--the page Windowing system events has some explanations why.
escargo - Did you forget to bump the version number? I already had a version 1.4, and the "About" button lists the new version as 1.4. KPV oops
MG May 31st 2005 - You can add automatic pausing, still, using the <FocusOut> binding. Just bind <FocusOut> to
bind . <FocusOut> "CheckPause %W"
and then add a CheckPause proc:
proc CheckPause {w} { if { [focus -displayof .] == "" && $w == "." && $::S(pause) =="0" } { Pause } }
it should work. (The [focus] check makes sure the window isn't active, the check of $w makes sure the binding only fires for '.', otherwise it runs for the canvas, too, and the last one makes sure the game isn't paused already, otherwise it auto-unpauses:)
Laurent Duperval 2003-06-27: One minor change that would be nice: stop the timer when the game is paused.
escargo - The timer pauses for me on version 1.5. (It even backs up a little, which I think is only fair.)
escargo 7 Oct 2003 - I think there might be a bug in the pause code. If I pause the game for a long time, the amount of time available to complete a level gets incremented by some amount of time (perhaps the length of time the pause was in effect). Short pauses don't seem to matter much, but I get stuck away from the game for several minutes, and then come back, my remaining time is far beyond what I ought to have available. I can watch the counter increment from where it was left to a new, unreasonable level.
MG Aug 31 2004 - Another great little program. Nicely done, Keith. :)
HJG 2005-05-27 - Really nice game :-) I just had to tinker a bit with it, adding a menu for that extra jewel ... and now all options in one popup-menu, you can also select the number of cols and rows.
MG June 2nd 2005 - Added the number of legal moves at the moment into the Stats menu (and bumped the version number to 1.5.7). Haven't added the auto-pause from above into the code, since that's a bigger change to how it plays and I don't want to take that liberty with Keith's code.
##+############################################################### # # GemGame -- based on a game by Derek Ramey and others # by Keith Vetter -- May 2003 # # Also known as Elf balls, Santa Balls and Santa Balls 2 # http://www.afunzone.com/Kewel/santaballs.htm # Flip the Mix w/ M&M's: http://www.afunzone.com/mm.htm # Carnival Jackpot (hex): http://www.afunzone.com/Kewel/CarnJackpot.htm # # See http://javaboutique.internet.com/GemGame/ # # 2003/06/12: zoom, robot on key, 8th jewel, resizable via console # 2003/06/13: timer levels # 2003/06/24: mute and pause # 2005-05-25: pause-button; Keys: "S": ShowStats, "H": Hint; Console-Message # 2005-05-26: Select number of jewels, re-arranged jewel-colors and buttons # 2005-05-28: System-Menu to set cols, rows, jewels # 2005-05-31: Options-Menu: set cols, rows, jewels, level, mute, stats # 2005-06-01: Center pause + gameover-messages on all playfield-sizes # # Bugs: # * Timer increments while paused # * Resize+Robot: while paused & after game-over # Todo: # * Support for Keyboard (Cursor-Keys) # * Highscore # * Profile: Save/Load Options # * Robot/Sortkey: calc. number of exploding gems for move --> optimize play # * Random seed --> Robot-Benchmark # * detect "triple play" in either direction # * "Last chance" - prompt for "triple play" before gameover package require Tk 8.3 array set S {title "Gem Game" version 1.5.7 cols 10 rows 10 cell 30 jewels 7} set S(w) [expr {$S(cell) * $S(cols) + 10}] set S(h) [expr {$S(cell) * $S(rows) + 10}] set S(delay) 10 set S(mute) 0 set S(lvl) 2 #set S(strlvl) "Level 2" #set S(strjew) "7 Jewels" # old - 2: Blue,Green 3:Yellow 4:Red 5:White 6:Cyan 7:Magenta 8:Grey # new - ... 3:Red 4:White 5:Yellow ... array set S {lvl,1 0 lvl,2 180 lvl,3 90 lvl,4 60 lvl,5 30} proc DoDisplay {} { wm title . $::S(title) CompressImages option add *Label.background black frame .ctrl -relief ridge -bd 2 -bg black canvas .c -relief ridge -bg black -height $::S(h) -width $::S(w) \ -highlightthickness 0 -bd 2 -relief raised label .score -text Score: -fg white .score configure -font "[font actual [.score cget -font]] -weight bold" option add *font [.score cget -font] label .vscore -textvariable S(score) -fg yellow label .vscore2 -textvariable S(score2) -fg yellow label .ltimer -text Time: -fg white label .timer -textvariable S(timer) -fg yellow button .new -text "New Game" -underline 0 -command NewGame # tk_optionMenu .optlvl S(strlvl) "Level 1" "Level 2" "Level 3" "Level 4" "Level 5" # .optlvl config -highlightthickness 0 # trace add variable ::S(strlvl) write Tracer button .opt -text "Options" -command {OptMenu .} # tk_optionMenu .optjew S(strjew) "3 Jewels" "4 Jewels" "5 Jewels" "6 Jewels" "7 Jewels" "8 Jewels" # .optjew config -highlightthickness 0 # trace add variable ::S(strjew) write Tracer button .hint -text "Hint" -underline 0 -command Hint bind .c <Button-3> {Hint 2} bind .c <h> Hint bind .c <H> Hint # button .bstat -text "Statistics" -underline 0 -command ShowStats button .pause -text "Pause" -underline 0 -command Pause button .about -text "About" -command About # checkbutton .mute -text "Mute" -variable S(mute) bind .c <M> Mute bind .c <m> Mute pack .ctrl -side left -fill y -ipady 5 -ipadx 5 pack .c -side top -fill both -expand 1 grid .score -in .ctrl -sticky ew -row 1 grid .vscore -in .ctrl -sticky ew grid .vscore2 -in .ctrl -sticky ew grid .ltimer -in .ctrl -sticky ew grid .timer -in .ctrl -sticky ew grid rowconfigure .ctrl 20 -minsize 10 grid .opt -in .ctrl -sticky ew -row 25 -pady 1 grid .new -in .ctrl -sticky ew -pady 1 ## grid .optlvl -in .ctrl -sticky ew -pady 1 # grid .optjew -in .ctrl -sticky ew -pady 1 ## grid .mute -in .ctrl -sticky ew -pady 1 ## grid .bstat -in .ctrl -sticky ew -pady 1 grid rowconfigure .ctrl 40 -weight 1 grid .pause -in .ctrl -sticky ew -row 45 -pady 1 grid .hint -in .ctrl -sticky ew -pady 1 grid rowconfigure .ctrl 60 -weight 4 grid .about -in .ctrl -row 100 -sticky ew -pady 5 bind all <F2> {console show; puts "GemGame-Console:"; \ puts -nonewline "set S(jewels) "; puts $S(jewels); \ puts -nonewline "set S(rows) "; puts $S(rows); \ puts -nonewline "set S(cols) "; puts $S(cols) } bind .c <R> Robot bind .c <r> {Robot 10} bind .c <x> {Robot 1} ;#debug bind .c <z> Resize bind .c <n> NewGame bind .c <N> NewGame bind .c <p> Pause bind .c <P> Pause bind .c <s> ShowStats bind .c <S> ShowStats focus .c } proc OptMenu w { destroy .m menu .m -tearoff 0 menu .m.cols -tearoff 0 menu .m.rows -tearoff 0 menu .m.jewels -tearoff 0 menu .m.level -tearoff 0 for {set i 6} {$i <= 16} {incr i} { .m.cols add radiobutton -label $i -value $i -variable S(cols) -command {NewGame} .m.rows add radiobutton -label $i -value $i -variable S(rows) -command {NewGame} } for {set i 3} {$i <= 8} {incr i} { .m.jewels add radiobutton -label $i -value $i -variable S(jewels) -command {NewGame} } for {set i 1} {$i <= 5} {incr i} { .m.level add radiobutton -label $i -value $i -variable S(lvl) -command {NewGame} } .m add cascade -label "Cols" -menu .m.cols .m add cascade -label "Rows" -menu .m.rows .m add cascade -label "Jewels" -menu .m.jewels .m add cascade -label "Level" -menu .m.level .m add separator .m add checkbutton -label "Mute" -underline 0 -variable S(mute) .m add command -label "Statistics" -underline 0 -command ShowStats tk_popup .m [winfo pointerx $w] [winfo pointery $w] ;# pos. of cursor # tk_popup .m [winfo rootx $w] [winfo rooty $w] ;# upper left corner } proc CompressImages {} { image create photo ::img::img(0) ;# Blank image foreach id {1 2 3 4 5 6 7 8} { foreach a {2 3 4} { ;# We need narrower images image create photo ::img::img($id,$a) if {$a == 4} continue ::img::img($id,$a) copy ::img::img($id) -subsample $a $a } } } #proc Tracer {var1 var2 op} { # if {$var2 == "strlvl"} { # scan $::S(strlvl) "Level %d" lvl # if {$lvl != $::S(lvl)} NewGame # return # } # if {$var2 == "strjew"} { # scan $::S(strjew) "%d Jewels" jew # if {$jew != $::S(jewels)} NewGame # return # } #} proc NewGame {} { Timer off # scan $::S(strlvl) "Level %d" ::S(lvl) # scan $::S(strjew) "%d Jewels" ::S(jewels) array set ::S { score 0 score2 "" busy 0 click {} click1 {} click2 {} pause 0 cnt 0 time 00:00 sturn 0 tmin 0 best 0 robot 0 tbonus 0 tpause 0 } set ::S(timer) $::S(lvl,$::S(lvl)) if {$::S(lvl) > 1} { .hint config -state disabled .ltimer config -fg white .timer config -fg yellow } else { .hint config -state normal .ltimer config -fg black .timer config -fg black } .c delete all for {set row -2} {$row < $::S(rows)+2} {incr row} { ;# Initialize the board for {set col -2} {$col < $::S(cols)+2} {incr col} { set ::B($row,$col) -1 if {$row < 0 || $row >= $::S(rows)} continue if {$col < 0 || $col >= $::S(cols)} continue set ::B($row,$col) [expr {1 + int(rand() * $::S(jewels))}] .c create image [GetXY $row $col] -tag "c$row,$col" .c bind "c$row,$col" <Button-1> [list DoClick $row $col] } } # Change all cells on initial board that would explode while {1} { set cells [FindExploders] if {$cells == {}} break foreach cell $cells { set ::B($cell) [expr {1 + int(rand() * $::S(jewels))}] } } DrawBoard 1 } proc DrawBoard {{resize 0}} { global S if {$resize} { set S(w) [expr {$S(cell) * $S(cols) + 10}] set S(h) [expr {$S(cell) * $S(rows) + 10}] .c config -height $S(h) -width $S(w) } .c delete box for {set row 0} {$row < $::S(rows)} {incr row} { for {set col 0} {$col < $::S(cols)} {incr col} { if {$resize} { .c coords "c$row,$col" [GetXY $row $col] } .c itemconfig "c$row,$col" -image ::img::img($::B($row,$col)) } } set ::S(legal) [llength [FindLegalMoves 0]] } proc GetXY {r c} { global S set x [expr {5 + $c * $S(cell) + $S(cell)/2}] set y [expr {5 + $r * $S(cell) + $S(cell)/2}] return [list $x $y] } proc DoClick {row col} { ;# Handles mouse clicks global S if {$S(busy)} return set S(busy) 1 .c delete box if {$S(click) == {}} { ;# 1st click, draw the box set xy [.c bbox "c$row,$col"] .c create rect $xy -tag box -outline white -width 2 set S(click) [list $row $col] set S(busy) 0 if {$::S(timer) <= 0 && $::S(lvl) > 1} { GameOver "Out of time" } return } foreach {row1 col1} $S(click) break ;# 2nd click, swap and explode set click [list [concat $S(click) $row $col]] set S(click) {} set dx [expr {abs($col - $col1)}] set dy [expr {abs($row - $row1)}] if {$dx <= 1 && $dy <= 1 && $dx != $dy} { ;# Valid neighbors SwapCells $row $col $row1 $col1 set n [Explode] if {$n} { ;# Something exploded set click {} ;# Clear for triple play incr S(cnt) incr S(tbonus) [expr {6 - $S(lvl)}] ;# Add to time bonus } else { ;# Nothing exploded # Check for triple click if {$click == $S(click1) && $click == $S(click2)} { # decrease score by 10%... set ten [expr {round($S(score) / -10.0)}] if {$ten > -100} { set ten -100} incr S(score) $ten set S(score2) "($ten)" set click {} if {! $S(mute)} {catch { snd_bad play; snd_ok play }} incr S(cnt) } else { if {! $S(mute)} {catch { snd_bad play }} ;# Nope, undo the move SwapCells $row1 $col1 $row $col } } set S(click2) $S(click1) set S(click1) $click if {! [Hint 1]} { ;# Is the game over??? GameOver } } set S(legal) [llength [FindLegalMoves 0]] set S(busy) 0 catch { set ::S(sturn) [format "%.1f" [expr {$::S(score) / double($::S(cnt))}]] } if {$::S(cnt) == 1} {Timer start} if {$::S(timer) <= 0 && $::S(lvl) > 1} { GameOver "Out of time" } } proc SlideCells {cells} { ;# Slides some cells down foreach {r c} $cells { .c itemconfig c$r,$c -image {} if {[info exists ::B($r,$c)] && $::B($r,$c) != -1} { set M($r,$c) $::B($r,$c) } else { set M($r,$c) [expr {1 + int(rand() * $::S(jewels))}] } .c create image [GetXY $r $c] -image ::img::img($M($r,$c)) -tag slider } set numSteps 8 set dy [expr {double($::S(cell)) / $numSteps}] for {set step 0} {$step < $numSteps} {incr step} { .c move slider 0 $dy update after $::S(delay) } foreach {r c} $cells { ;# Update board data set ::B([expr {$r+1}],$c) $M($r,$c) } DrawBoard .c delete slider } proc SwapCells {r1 c1 r2 c2} { global B .c itemconfig c$r1,$c1 -image {} .c itemconfig c$r2,$c2 -image {} foreach {x1 y1} [GetXY $r1 $c1] break foreach {x2 y2} [GetXY $r2 $c2] break .c create image $x1 $y1 -image ::img::img($B($r1,$c1)) -tag {slide1 slide} .c create image $x2 $y2 -image ::img::img($B($r2,$c2)) -tag {slide2 slide} set numSteps 8 set dx [expr {$x2 - $x1}] set dy [expr {$y2 - $y1}] set dx1 [expr {double($dx) / $numSteps}] set dy1 [expr {double($dy) / $numSteps}] set dx2 [expr {-1 * $dx1}] set dy2 [expr {-1 * $dy1}] for {set step 0} {$step < $numSteps} {incr step} { .c move slide1 $dx1 $dy1 .c move slide2 $dx2 $dy2 update after $::S(delay) } .c delete slide foreach [list B($r1,$c1) B($r2,$c2)] [list $B($r2,$c2) $B($r1,$c1)] break DrawBoard } proc Explode {} { set cnt 0 while {1} { set cells [FindExploders] ;# Find who should explode if {$cells == {}} break ;# Nobody, we're done incr cnt [llength $cells] if {! $::S(mute)} {catch { snd_ok play }} ExplodeCells $cells ;# Do the explosion affect CollapseCells ;# Move cells down } set n [expr {$cnt * $cnt}] incr ::S(score) $n set ::S(score2) "" ;# Show special scores if {$cnt > 3} {set ::S(score2) "([expr {$cnt*$cnt}])"} if {$n > $::S(best)} {set ::S(best) $n } return [expr {$cnt > 0 ? 1 : 0}] } proc CollapseCells {} { while {1} { ;# Stop nothing slides down set sliders {} for {set col 0} {$col < $::S(cols)} {incr col} { set collapse 0 for {set row [expr {$::S(rows)-1}]} {$row >= 0} {incr row -1} { if {$collapse || $::B($row,$col) == 0} { lappend sliders [expr {$row-1}] $col set collapse 1 } } } if {$sliders == {}} break SlideCells $sliders } } proc ExplodeCells {cells} { foreach stage {2 3 4} { foreach who $cells { .c itemconfig c$who -image ::img::img($::B($who),$stage) if {$stage == 4} {set ::B($who) 0} } update after [expr {10 * $::S(delay)}] } } proc FindExploders {} { ;# Find all triplets and up global S B array set explode {} for {set row 0} {$row < $S(rows)} {incr row} { for {set col 0} {$col < $S(cols)} {incr col} { set me $B($row,$col) if {$me == 0} continue foreach {dr dc} {-1 0 1 0 0 -1 0 1} { set who [list $row $col] for {set len 1} {1} {incr len} { set r [expr {$row + $len * $dr}] set c [expr {$col + $len * $dc}] if {$B($r,$c) != $me} break lappend who $r $c } if {$len < 3} continue foreach {r c} $who { set explode($r,$c) [list $r $c] } } } } return [array names explode] } # 0 => 1 hint, 1 => is game over, 2 => all hints proc Hint {{how 0}} { if {$how == 0} { if {$::S(pause) != 0} return incr ::S(score) -50 set ::S(score2) (-50) if {$::S(cnt) > 0} { set ::S(sturn) [format "%.1f" [expr {$::S(score)/double($::S(cnt))}]] } } .c delete box set S(click) {} set hints [FindLegalMoves $how] set len [llength $hints] if {$how == 1} {return [expr {$len > 0 ? 1 : 0}]} if {$how == 0} { ;# Highlight only 1 hint set hints [list [lindex $hints [expr {int(rand() * $len)}]]] } foreach hint $hints { ;# Highlight every hint foreach {r c} $hint { .c addtag hint withtag c$r,$c } .c create rect [.c bbox hint] -outline white -width 3 -tag box .c dtag hint } return $hints } proc FindLegalMoves {how} { global S B set h {0 1 -1 2 0 2 0 1 1 2 0 2 0 2 -1 1 0 1 0 2 1 1 0 1 0 1 -1 -1 0 -1 0 1 1 -1 0 -1 1 0 2 1 2 0 1 0 2 -1 2 0 2 0 1 -1 1 0 2 0 1 1 1 0 1 0 -1 -1 -1 0 1 0 -1 1 -1 0 0 1 0 3 0 2 0 1 0 -2 0 -1 1 0 3 0 2 0 1 0 -2 0 -1 0} set hints {} for {set row 0} {$row < $::S(rows)} {incr row} { ;# Test each cell for {set col 0} {$col < $::S(cols)} {incr col} { set me $B($row,$col) foreach {dr1 dc1 dr2 dc2 dr3 dc3} $h { ;# Check certain neighbors set r [expr {$row+$dr1}]; set c [expr {$col+$dc1}] if {$B($r,$c) != $me} continue set r [expr {$row+$dr2}]; set c [expr {$col+$dc2}] if {$B($r,$c) != $me} continue lappend hints [list $r $c [expr {$row+$dr3}] [expr {$col+$dc3}]] if {$how == 1} { return $hints } } } } return $hints } proc About {} { set msg "$::S(title) v$::S(version)\nby Keith Vetter, June 2003\n" append msg "Based on a program by Derek Ramey\n\n" append msg "Click on adjacent gems to swap them. If you get three or\n" append msg "more gems in a row or column, they will explode and those\n" append msg "above will drop down and new gems will fill in the top.\n" append msg "The game ends when you have no more moves.\n\n" append msg "The score for a move is the square of the number of cells\n" append msg "exploded. Asking for a hint costs 50 points.\n" append msg "If you are insistent and repeat an illegal move three times,\n" append msg "it will do it, but cost you 10% of your score.\n\n" append msg "Keyboard-shortcuts:\n" append msg "N: New Game\n" append msg "P: Pause\n" append msg "H: Hint\n" append msg "M: Mute: Sound on/off\n" append msg "S: Statistics on/off\n" append msg "z: Resize \n" tk_messageBox -message $msg -title "About" } proc GameOver {{txt "Game Over"}} { .c create rect 0 0 [winfo width .c] [winfo height .c] \ -fill white -stipple gray25 set x [expr {[winfo width .c] / 2}] set y [expr {[winfo height .c] / 2}] # .c create text [GetXY 4 5] -text $txt -font {Helvetica 28 bold} .c create text $x $y -text $txt -font {Helvetica 28 bold} \ -fill white -tag over .c delete box .hint config -state disabled .pause config -state disabled Timer off ShowStats 1 } proc DoSounds {} { proc snd_ok {play} {} ;# Stub proc snd_bad {play} {} ;# Stub if {[catch {package require base64}]} return if {[catch {package require snack}]} return set s(ok) {UklGRkACAABXQVZFZm10IBAAAAABAAEAESsAABErAAABAAgAZGF0YRwCAACAgId0Z HZbU5aMj7/MsIZ6UX6nWIiITWiIRUGUlZesvrGCiKiKTl96Fit3YF5emrGHqcqhlJuAdWxgW 01EbWSHubW1uJ2MkqGPYFVSamtvgHmEh5ybraWLkHp5Xm5oWGRvb3WSlYqMi4+JhY6Ac25xd Xp5jYR/hoODdIN8e356goCHgoqGgIV/g35/d3N2eHZ6gIOIgouHioaNioGAfHpycHp2dH2Hi ouNiYiKhIF9enZzd3l+dX2BgYKIjoaJhIJ/fX6AfHl8fICAgICEgISFhYF/gH+AfIJ/gH6Af X6AfICAfYB+gn2DfoGAgIOAgYB8e3x9gIKChYCDgIN/g32Afn+BgIF+gH+BgIOAgX2CfYGAg IB/gH9/fIB/gICBgH+Df4KAgIB9gHuBfYKAgoCAhICDgIN+gH+Af4CAgIGAg4CFgIOAgICAg H9/f32AfoF/gn+BgICAf4B/gICAgICAgIKAgYCAgH+AfYB8f4CAgoGBgIKBgHt0cnqEi4yIh oKHioOBeoF+gHRvbW10eYSHhoyMmI+PhIF5dm9tbW92fICJjpKRkY6JhHx5b2xlbnWAhYeOj pSQkIiAe3R1cnNzdnx/gomLj4yJhICAfHp3d3d6fYKDhoKGgIeAhX1/eXt9foCAg4GCg4CDf YF6gHmAfYCBgIR/h4CEf4B9fn98gHuEfYV/g4CAgn6Fe4R6gn1/gHuDe4V+g4CAgn8=} set s(bad) {UklGRrEHAABXQVZFZm10IBAAAAABAAEAESsAABErAAABAAgAZGF0YY0HAAB/f39/ gICAgICAgICAf39/fn9/f4CAgICAf3+AgICBgYGBf359fX5/gIGChISEgX14dXZ6f4OFiIuM iYB2bm52foSHio+Sk4x+bWBXY3mHjY2NlZqSg3NtcXp6eHd5goqLiY6Nf2tqeIKLnLGrhmJC OWF8h4+xvJJ3WTJTeX6Eja+/mH1qUE5lfoKIlsK6h3tbL2l/go28xIR9Qz15gIq9w31+Qjp2 f4a0y4yBbkM9b3mDls6zgnY3Q3d5goWSp8yxjoF4VRlVc3iHvdGGhVYlWnt6o9irf4NAKmh2 fpnYuYOLRytleX2w2KKGg0cpYnZ9sdaiiXc7Qmx0jsbAknUvT32Dw7uhhXo+NGF1g7LPpoqE Wj9GYXV+jK3gq4+FVihab3uJv9OWjXdEMmJxjqGsr4xqXm96iH1zflphcoqyv4xvaVNpiZSA f4qCgIiloJh+TFRja259nbiphnxnbGJfdpKXmaKPbl1fX26JnKOYe3BiaXqMinyHgn18fYeA e29xiot2fYiIi4h7dn+Fl6eMamNmcYGFg5Gbjn56cHVzdYWXnpB+bmhgdIibqqWHbFpUYnGH m6igjXlrX1hohJWkjnd2e397en1/b2NufYKSoqqUe2hbVVtte5KjpKKhgmFaZ3B3f5GclYp/ gnxyamdwgIyapaGOgXFdaHeBhYN9h5eMjImBfm1pfIJ/g46WiXx1cm92gYeKkZeNf3h7fGhb aHmAkamqnIt1X09Vb3+PoqSQhXFcYXGAhI+moYp2alZRbIKLm62tmHtkTk9hc4KVpKmehHBl Xmh4hI6TlpOMdmpnaHOBi5OUjoRwcG5tfIWLj5GPgXl8fXyChICDeWptd3qCiYyLjI2BfYJ9 d3d3fIB/h4h+enh+g4OHhoKAeXV5gIOCgoOAfHd7gYeNj4+LgXNsam12foOMjYqLhoB+eXqD hYeMhHVtam55h4yNjYd/fH18fH6AgYGCgoWJhnxxbnR8g4uQjIN7eXt5e36AgYGEh4N8eXp+ 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gYKCgX99fX1+gIGCgoGAfn18fX5/gYOEg4F+fHt7fX+Cg4OCgH58fHx+gIOEhIOBfnx7e31/ gYOEhIKAfXx8fn+AgYGAf35+f3+BgoKBgH99fX5/gIGBgYB/fn1+f4GDg4OAfnx8fH6AgoOD gX59fX5/gYGBgIB/f3+AgYGBgH9+fn5/f4CAgICAgH9+fX5+gIGCgoF/fn19fX+AgoKCgYB/ fn19foCBgoKAf359fn5/gIGBgIB/f39+fn5+f4CBgoKBgH9+fX1+gIGBgYGAgH9/fn9/f39/ f3+AgICAgICAgIB/f39/f4CAgICAgICAgYCAf35+f39/gIGAgH9+fn5/gIGCgoB/fn1+fn+A gYGAf39/f3+AgICAgIB/f39/f3+AgICAgICAgH9/fn5/f4CAgIB/f39/gICAgIB/f35+fn9/ gIGBgIB/f39/f39/f39/f39/f4CBgYGBgH9+fX1+gIGCgoGAfn5+fn+AgYGAf35+fn5/gIGB gYB/f35+f3+AgICAf39/f3+AgICAgH9/f39/gICAf39/f3+AgICAgICAf39/f3+AgICAgICA f39/f39/gICAgIB/f4CAgH9/f39/f3+AgICAgICAf39/f4CAgICA} foreach snd {ok bad} { regsub -all {\s} $s($snd) {} sdata ;# Bug in base64 package sound snd_$snd snd_$snd data [::base64::decode $sdata] } } image create photo ::img::img(1) -data { R0lGODdhHgAeALMAAAAAAAAAyAAAKAAA6EhI2FBQ/xAQSBgQSDAw//////////////////////// /////ywAAAAAHgAeAAAE/xDISau9OOvN+4RBhBDCCCEIQggshRAiAgRyyhCCCWGMEWAQhJRSCBEh 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R0lGODlhHgAeALMAAAQCBATO/GSazDRmnJzO/KyqrDRmzHcAAMjAyNGz71/tEwB3AHg6AQEAABMA AAAAACH5BAEAAAAALAAAAAAeAB4AAwR5EMhJq704640L/1NBeOAmnmV2jmNqrbAbsl7s2gD+2YGk a7xAL0fjBIXDX+WITBYvzKYTtXxKr74npSDgkq5I36Aw7nS7ErCYTDJ708112XT+CuVt+huQHM9B Xmh4MoE1fnkphYcyW10GbIxLXX+RIZSVIZiam5wbEQA7} proc Robot {{cnt -1}} { global S if {$S(robot)} { ;# Already going set S(robot) 0 return } set S(robot) 1 .pause config -state disabled if {$cnt == -1} { foreach {delay S(delay)} [list $S(delay) 0] break foreach snd {ok bad} { ;# Disable sound rename snd_$snd org.snd_$snd proc snd_$snd {play} {} } } for {} {$cnt != 0} {incr cnt -1} { if {! $S(robot)} break set moves [FindLegalMoves 2] if {$moves == {}} break # Massage data by adding a sorting key set all {} foreach m $moves { foreach {r1 c1 r2 c2} $m break # Top most set mm [concat [expr {$r1 < $r2 ? $r1 : $r2}] $m] # Random #set mm [concat [expr {rand() * 10000}] $m] # Bottom most #set mm [concat [expr {$r1 > $r2 ? -$r1 : -$r2}] $m] lappend all $mm } set all [lsort -index 0 -integer $all] set move [lindex $all 0] foreach {. r1 c1 r2 c2} $move break DoClick $r1 $c1 DoClick $r2 $c2 } set S(robot) 0 if {$cnt < 0} { set S(delay) $delay foreach snd {ok bad} { ;# Re-Enable sound rename snd_$snd {} rename org.snd_$snd snd_$snd } } .pause config -state normal } proc Timer {{how go}} { global S foreach a [after info] { after cancel $a } if {$how == "off"} return if {$how == "start"} { set S(tstart) [clock seconds] } set sec [expr {[clock seconds] - $S(tstart)}] set pause 0 if {$S(pause) != 0} { set pause [expr {[clock seconds] - $S(pause)}] } set sec [expr {$sec - $pause - $S(tpause)}] if {$sec < 3600} { set S(time) [clock format $sec -gmt 1 -format %M:%S] } else { set S(time) [clock format $sec -gmt 1 -format %H:%M:%S] } if {$sec > 0} { set S(tmin) [format "%.1f" [expr {60.0 * $S(cnt) / $sec}]] } set S(timer) [expr {$S(lvl,$S(lvl))-$sec+$S(tbonus)+$S(tpause)}] if {$S(timer) < 0} {set S(timer) 0} if {! $S(busy) && $S(timer) <= 0 && $S(lvl) > 1} { GameOver "Out of time" return } after 1000 Timer } proc Mute {} { global S if {$S(mute) == 0} { set S(mute) 1 } else { set S(mute) 0 } } proc Pause {} { global S if {$S(pause) == 0} { ;# Pause on if {$S(cnt) == 0} return ;# Not started yet set S(pause) [clock seconds] .c create rect 0 0 [winfo width .c] [winfo height .c] \ -fill black -tag pause set x [expr {[winfo width .c] / 2}] set y [expr {[winfo height .c] / 2}] # .c create text [GetXY 4 5] -font {Helvetica 28 bold} .c create text $x [expr {$y - 15}] -font {Helvetica 28 bold} \ -fill white -tag pause -text "PAUSED" -justify center # .c create text [GetXY 6 5] -font {Helvetica 12 bold} .c create text $x [expr {$y + 15}] -font {Helvetica 12 bold} \ -fill white -tag pause -text "Press p to continue" -justify center .c delete box } else { ;# Pause off incr S(tpause) [expr {[clock seconds] - $S(pause)}] set S(pause) 0 .c delete pause } } proc ShowStats {{on 0}} { set w .stats if {[winfo exists $w]} { if {! $on} {destroy $w} return } toplevel $w -bg black wm title $w "$::S(title)" wm geom $w "+[expr {[winfo x .] + [winfo width .] + 10}]+[winfo y .]" label $w.title -text "$::S(title) Statistics" -fg white -relief ridge label $w.lscore -text Score: -fg white label $w.vscore -textvariable S(score) -fg yellow label $w.lturn -text "Turns:" -fg white label $w.vturn -textvariable S(cnt) -fg yellow label $w.lsturn -text "Score/turn:" -fg white label $w.vsturn -textvariable S(sturn) -fg yellow label $w.lbest -text "Best:" -fg white label $w.vbest -textvariable S(best) -fg yellow label $w.ltime -text "Time:" -fg white label $w.vtime -textvariable S(time) -fg yellow label $w.ltmin -text "Turns/minute:" -fg white label $w.vtmin -textvariable S(tmin) -fg yellow label $w.lgood -text "Legal Moves:" -fg white label $w.vgood -textvariable S(legal) -fg yellow grid $w.title - grid $w.lscore $w.vscore grid $w.lturn $w.vturn grid $w.lsturn $w.vsturn grid $w.lbest $w.vbest grid $w.ltime $w.vtime grid $w.ltmin $w.vtmin grid $w.lgood $w.vgood } proc Resize {} { if {[lsearch [image names] ::img::img(1).org] == -1} { foreach id {1 2 3 4 5 6 7 8} { image create photo ::img::img($id).org ::img::img($id).org copy ::img::img($id) } } set zoom [expr {$::S(cell) == 30 ? 2 : 1}] foreach id {1 2 3 4 5 6 7 8} { image delete ::img::img($id) ;# For easier resizing image create photo ::img::img($id) ::img::img($id) copy ::img::img($id).org -zoom $zoom } CompressImages set ::S(cell) [image width ::img::img(1)] DrawBoard 1 } DoDisplay DoSounds NewGame
I made a new version of TkGems called TkGems2.tcl which is ported to androwish. And alpha tested by a few people (at least others read the source). New features:
#!/bin/sh # the next line restarts using wish \ exec wish "$0" "$@" ################################################################# # # GemGame -- based on a game by Derek Ramey and others # by Keith Vetter -- May 2003 # # mods for androwish # v0.2 - plp / abc 2017 # note: save this file as TkGems2.tcl # # Also known as Elf balls, Santa Balls and Santa Balls 2 # http://www.afunzone.com/Kewel/santaballs.htm # Flip the Mix w/ M&M's: http://www.afunzone.com/mm.htm # Carnival Jackpot (hex): http://www.afunzone.com/Kewel/CarnJackpot.htm # # See http://javaboutique.internet.com/GemGame/ # # 2003/06/12: zoom, robot on key, 8th jewel, resizable via console # 2003/06/13: timer levels # 2003/06/24: mute and pause # 2005-05-25: pause-button; Keys: "S": ShowStats, "H": Hint; Console-Message # 2005-05-26: Select number of jewels, re-arranged jewel-colors and buttons # 2005-05-28: System-Menu to set cols, rows, jewels # 2005-05-31: Options-Menu: set cols, rows, jewels, level, mute, stats # 2005-06-01: Center pause + gameover-messages on all playfield-sizes # # Bugs: # * Timer increments while paused # * Resize+Robot: while paused & after game-over # Todo: # * Support for Keyboard (Cursor-Keys) # * Highscore # * Profile: Save/Load Options # * Robot/Sortkey: calc. number of exploding gems for move --> optimize play # * Random seed --> Robot-Benchmark # * detect "triple play" in either direction # * "Last chance" - prompt for "triple play" before gameover # # * v2 _abc_ new bugs and features: androwish: 22-08-2017 # - the game works on both android and normal pc devices without changes # - a telnet debug console is opened at port 22222, where tcl commands can be # issued. # - in androwish mode, all panels are toplevels. These are the main game, the # About and the Statistics panels. Fonts are scaled using a hack for small # devices with small screens, other UI tweaks to make the game fit. # - Sounds were modified because snack threads may be preempted in the bg when # display updates occur. The sound is delayed using after idle. # - A high score file is saved in $env(HOME)/.TkGems2.cfg # - Android lifecycle signals are implemented, also some but not all usual menu # actions are implemented using androwish specific buttons (Menu Back). # - fix old bug: Pause remains disabled after timeout/game over, re-enable # - console commands guarded with catch since the command is not present on unix # # TBD: # - adjust #jewels #cols #rows to match available screen size, save these in # highscore file to allow users to compare scores fairly :) # # BUGS: # - backgrounding app while in portrait mode breaks resume, graphics are not # redrawn. Problems with resume from backgrounded app in androwish, wrong # screen size in sdltk root 0 0; trying to fix it using ScreenHack. It # mostly fixes it in an ugly way. See below at Suspected reason. # SUGGESTED TESTING METHOD (HELP WANTED): # - Save this file as TkGems2.tcl, note the game forces landscape mode. # - Start the program on a device (Android) using androwish (your version choice) # - Try the following: (it's not relevant if you play or not): # # Start device | Orient. when | Orient. when restarting | Outcome # orientation | when press. Back | using Android app manager| OK/NG # ====================================================================== # Portrait | Portrait | Portrait | 1 # --------------+------------------+--------------------------+--------- # Portrait | Port. | Landscape | 2 # --------------+------------------+--------------------------+--------- # Portrait | Land. | Port. | 3 # --------------+------------------+--------------------------+--------- # Portrait | Land. | Land. | 4 # --------------+------------------+--------------------------+--------- # Land. | Port. | Port. | 5 # --------------+------------------+--------------------------+--------- # Land. | Port. | Land. | 6 # --------------+------------------+--------------------------+--------- # Land. | Land. | Port. | 7 # --------------+------------------+--------------------------+--------- # Land. | Land. | Land. | 8 # --------------+------------------+--------------------------+--------- # # Expected OK outcome: game screen restores and you can continue playing # Unexpected NG outcome: game screen is not full screen and or broken/rotated # play may be possible or not, with "misplaced" buttons (sensitive areas). # telnet $device_ip 22222 followed by commands like sdltk root etc does not # fix it. Backgrounding and restarting from bg again does sometimes fix it # after 2-3 tries (!). All situations where the 1st column above is 'Portrait' # are suspect. I.e. cases 1 2 3 4, also cases where restore is commanded in # Portrait mode, i.e. additionally 5 and 7. # # Suspected reason: Android internals prevent the data source(s) of sdltk root # sdltk viewport and borg screenorientation from being in sync when the app # starts under certain (higher load?) conditions. This results in conflicting # internal data in sdltk and borg and or android which cannot be fixed other # by backgrounding the app and repeating the whole process hopefully with a # better outcome. Is this true? Has anyone else seen this problem? ScreenHack # mimics the actions which are suspected to cause the problem, with delays, to # allow the updates to occur. It almost works most of the time. It will go away. # - ccbbaa # # Yes, I hope someone has the patience to try this. I did :) It's in the # interest of progress. You can also report the output of: # - set fd [open /assets/VERSION r]; puts [read $fd]; close $fd # - my output [ccbbaa]: The Wow! Signal (2016-08-15) # package require Tk 8.3 catch {console hide} set ::wfnt systemfont set ::A 1 ;# assume; note we can use [sdltk android] to check we're on android if {[catch {package require borg} err]} { set ::A 0 proc borg {cmd msg {long 0}} { ;# put a message on the canvas, in non borg wish update update idletasks catch {.c delete top_msg} .c create text \ [expr {[.c cget -width]/2}] [expr {[.c cget -height]/2}] \ -justify center -text $msg -tags top_msg \ -disabledfill #ffffff .c itemconfigure top_msg -state disabled catch {.c raise top_msg} ;# also in NewGame if {![info exists ::borg_tmr] } { set ::borg_tmr 0 ;# dummy } } } set ::TelnetWishPort 22222 ;# telnet debug port on android set ::CheckWishIp 192.168.3.106 ;# check ip, only this one gives shell set ::S(highscore) 0 ;# saved to file set ::ConfigFile ".TkGems2.cfg" ;# in env(HOME) array set S {title "Gem Game" version 1.5.7 cols 10 rows 10 cell 30 jewels 7 abcversion "0.2" over 0} set targetDpi 100 ;# tbd: on borg dpi is known later, adjust? set S(w) [expr {$S(cell) * $S(cols) + 10}] ;# tbd: scale canvas objects? set S(h) [expr {$S(cell) * $S(rows) + 10}] set S(delay) 10 set S(mute) 0 set S(lvl) 2 #set S(strlvl) "Level 2" #set S(strjew) "7 Jewels" # old - 2: Blue,Green 3:Yellow 4:Red 5:White 6:Cyan 7:Magenta 8:Grey # new - ... 3:Red 4:White 5:Yellow ... array set S {lvl,1 0 lvl,2 180 lvl,3 90 lvl,4 60 lvl,5 30} # need to really redraw screen, backing store + etc do not keep the old screen proc DoRedisplay {} { wm state . withdrawn wm state . normal DoDisplay 1 } proc ScreenHack {} { ;# try to cause screen to re-display itself right, on bugy devices? borg screenorientation portrait update idletasks; after 100 sdltk root 0 0 update idletasks ; after 100 borg screenorientation landscape update idletasks ; after 100 sdltk root 0 0 update idletasks ; after 100 } array set ::bdm {} ;# create set ::doDisplayOnce 1 proc DoDisplay {{redraw 0}} { ;# display or redisplay - redisplay needs saved canvas contents and restore if {$::A} { # bm keys: density densitydpi width height xdpi xdpi scaleddensity rotation <- == 90 from above # note 'our' height is the width etc because of 90 deg rotation in landscape mode wm state . withdrawn ScreenHack array set ::bdm [borg displaymetrics] wm attributes . -fullscreen 1 wm state . normal wm resizable . 0 0 } wm title . $::S(title) CompressImages if {$::doDisplayOnce} { set ::doDisplayOnce 0; catch { option add *Label.background black ;# tbd, skin if {$::A} { frame .ctrl -relief ridge -bd 2 -bg black -height $::bdm(height) ;# forced height } else { frame .ctrl -relief ridge -bd 2 -bg black } canvas .c -relief ridge -bg black -height $::S(h) -width $::S(w) \ -highlightthickness 0 -bd 2 -relief raised label .hiscore -text "Highscore:" -fg white .hiscore configure -font "[font actual [.hiscore cget -font]] -weight bold" if {$::A && (($::bdm(height) <= 320) || ($::bdm(width) <= 320))} { ;# small device hack set ::wfnt "[font actual [.hiscore cget -font]] -weight bold -size 5" option add *font $::wfnt destroy .hiscore label .hiscore -text "Highscore:" -fg white } else { set ::wfnt [.hiscore cget -font] option add *font $::wfnt } label .vhiscore -textvariable S(highscore) -fg red -font $::wfnt label .score -text "Score" -fg yellow -font $::wfnt label .vscore -textvariable S(score) -fg yellow -font $::wfnt label .vscore2 -textvariable S(score2) -fg yellow -font $::wfnt label .ltimer -text "Time:" -fg white -font $::wfnt label .timer -textvariable S(timer) -fg yellow -font $::wfnt button .new -text "New Game" -underline 0 -command NewGame -font $::wfnt # tk_optionMenu .optlvl S(strlvl) "Level 1" "Level 2" "Level 3" "Level 4" "Level 5" # .optlvl config -highlightthickness 0 # trace add variable ::S(strlvl) write Tracer button .opt -text "Options" -command {OptMenu .} -font $::wfnt if {$::A} { ;# android Menu key bind . <App> {OptMenu . [winfo rootx .opt] [winfo rooty .opt]} } # tk_optionMenu .optjew S(strjew) "3 Jewels" "4 Jewels" "5 Jewels" "6 Jewels" "7 Jewels" "8 Jewels" # .optjew config -highlightthickness 0 # trace add variable ::S(strjew) write Tracer button .hint -text "Hint" -underline 0 -command Hint -font $::wfnt bind .c <Button-3> {Hint 2} bind .c <h> Hint bind .c <H> Hint # button .bstat -text "Statistics" -underline 0 -command ShowStats button .pause -text "Pause" -underline 0 -command Pause -font $::wfnt button .about -text "About" -command {Pause 1; About} -font $::wfnt # checkbutton .mute -text "Mute" -variable S(mute) bind .c <M> Mute bind .c <m> Mute bind all <F2> {catch {console show}; puts "GemGame-Console:"; \ puts -nonewline "set S(jewels) "; puts $S(jewels); \ puts -nonewline "set S(rows) "; puts $S(rows); \ puts -nonewline "set S(cols) "; puts $S(cols) } bind .c <R> Robot bind .c <r> {Robot 10} bind .c <x> {Robot 1} ;#debug bind .c <z> Resize bind .c <n> NewGame bind .c <N> NewGame bind .c <p> Pause bind .c <P> Pause bind .c <s> ShowStats bind .c <S> ShowStats wm protocol . WM_DELETE_WINDOW { CheckWriteHighscore; exit 0 } if {$::A} { set ::aPauseBusy 0 proc APause {} { ;# should save all state if {$::aPauseBusy} {return} set ::aPauseBusy 1 Pause 1 CheckWriteHighscore ;# do NOT lose high score update idletasks after idle borg withdraw set ::aPauseBusy 0 } bind . <Break> APause bind . <<WillEnterBackground>> APause bind . <<Terminating>> CheckWriteHighscore bind . <<LowMemory>> CheckWriteHighscore bind . <<WillEnterForeground>> {Pause 1} bind . <<DidEnterForeground>> DoRedisplay bind . <<ViewportUpdate>> {} } ;# if $::A } } ;# catch, do once if {$redraw} { foreach w [grid slaves .] { catch {grid forget $w} } foreach w [pack slaves .] { catch {pack forget $w} } } pack .ctrl -side left -fill y -ipady 5 -ipadx 5 pack .c -side top -fill both -expand 1 grid .hiscore -in .ctrl -sticky ew -row 1 grid .vhiscore -in .ctrl -sticky ew grid .score -in .ctrl -sticky ew grid .vscore -in .ctrl -sticky ew grid .vscore2 -in .ctrl -sticky ew grid .ltimer -in .ctrl -sticky ew grid .timer -in .ctrl -sticky ew grid rowconfigure .ctrl 20 -minsize 1 grid .opt -in .ctrl -sticky ew -row 25 -pady 1 grid .new -in .ctrl -sticky ew -pady 1 ## grid .optlvl -in .ctrl -sticky ew -pady 1 # grid .optjew -in .ctrl -sticky ew -pady 1 ## grid .mute -in .ctrl -sticky ew -pady 1 ## grid .bstat -in .ctrl -sticky ew -pady 1 grid rowconfigure .ctrl 40 -weight 1 grid .pause -in .ctrl -sticky ew -row 45 -pady 1 grid .hint -in .ctrl -sticky ew -pady 1 grid rowconfigure .ctrl 60 -weight 4 grid .about -in .ctrl -row 100 -sticky ew -pady 1 focus .c } proc OptMenu {w {x1 ""} {y1 ""}} { destroy .m menu .m -tearoff 0 menu .m.cols -tearoff 0 menu .m.rows -tearoff 0 menu .m.jewels -tearoff 0 menu .m.level -tearoff 0 for {set i 6} {$i <= 16} {incr i} { .m.cols add radiobutton -label $i -value $i -variable S(cols) -command {NewGame} -font $::wfnt .m.rows add radiobutton -label $i -value $i -variable S(rows) -command {NewGame} -font $::wfnt } for {set i 3} {$i <= 8} {incr i} { .m.jewels add radiobutton -label $i -value $i -variable S(jewels) -command {NewGame} -font $::wfnt } for {set i 1} {$i <= 5} {incr i} { .m.level add radiobutton -label $i -value $i -variable S(lvl) -command {NewGame} -font $::wfnt } .m add cascade -label "Cols" -menu .m.cols -font $::wfnt .m add cascade -label "Rows" -menu .m.rows -font $::wfnt .m add cascade -label "Jewels" -menu .m.jewels -font $::wfnt .m add cascade -label "Level" -menu .m.level -font $::wfnt .m add separator .m add checkbutton -label "Mute" -underline 0 -variable S(mute) -font $::wfnt .m add command -label "Statistics" -underline 0 -command ShowStats -font $::wfnt if {$x1 == ""} { ;# androwish Menu key trigger passes in non pointer coords set x1 [winfo pointerx $w] set y1 [winfo pointery $w] } tk_popup .m $x1 $y1 # tk_popup .m [winfo rootx $w] [winfo rooty $w] ;# upper left corner } set ::didCompressImages 0 ;# repeated redraws: do not recompress proc CompressImages {{force 0}} { ;# force: allow Resize to compress if {!$force && $::didCompressImages} {return} set ::didCompressImages 1 image create photo ::img::img(0) ;# Blank image foreach id {1 2 3 4 5 6 7 8} { foreach a {2 3 4} { ;# We need narrower images image create photo ::img::img($id,$a) if {$a == 4} continue ::img::img($id,$a) copy ::img::img($id) -subsample $a $a } } } #proc Tracer {var1 var2 op} { # if {$var2 == "strlvl"} { # scan $::S(strlvl) "Level %d" lvl # if {$lvl != $::S(lvl)} NewGame # return # } # if {$var2 == "strjew"} { # scan $::S(strjew) "%d Jewels" jew # if {$jew != $::S(jewels)} NewGame # return # } #} set ::newGame1st 1 proc NewGame {} { Timer off CheckWriteHighscore # scan $::S(strlvl) "Level %d" ::S(lvl) # scan $::S(strjew) "%d Jewels" ::S(jewels) array set ::S { score 0 score2 "" busy 0 click {} click1 {} click2 {} pause 0 cnt 0 time 00:00 sturn 0 tmin 0 best 0 robot 0 tbonus 0 tpause 0 over 0 } set ::S(timer) $::S(lvl,$::S(lvl)) if {$::S(lvl) > 1} { .hint config -state disabled .ltimer config -fg white .timer config -fg yellow } else { .hint config -state normal .ltimer config -fg black .timer config -fg black } if {$::newGame1st} { ;# leave message on 1st time, if there .c delete [.c find withtag !top_msg] set ::newGame1st 0 } else { .c delete all } for {set row -2} {$row < $::S(rows)+2} {incr row} { ;# Initialize the board for {set col -2} {$col < $::S(cols)+2} {incr col} { set ::B($row,$col) -1 if {$row < 0 || $row >= $::S(rows)} continue if {$col < 0 || $col >= $::S(cols)} continue set ::B($row,$col) [expr {1 + int(rand() * $::S(jewels))}] .c create image [GetXY $row $col] -tag "c$row,$col" .c bind "c$row,$col" <Button-1> [list DoClick $row $col] } } # Change all cells on initial board that would explode while {1} { set cells [FindExploders] if {$cells == {}} break foreach cell $cells { set ::B($cell) [expr {1 + int(rand() * $::S(jewels))}] } } DrawBoard 1 .pause config -state normal ;# v2: re-enable pause at new game time catch {.c raise top_msg} ;# also in startup @config read } proc DrawBoard {{resize 0}} { global S if {$resize} { ;# tbd: contstrain H and W in borg mode set S(w) [expr {$S(cell) * $S(cols) + 10}] set S(h) [expr {$S(cell) * $S(rows) + 10}] .c config -height $S(h) -width $S(w) } .c delete box for {set row 0} {$row < $::S(rows)} {incr row} { for {set col 0} {$col < $::S(cols)} {incr col} { if {$resize} { .c coords "c$row,$col" [GetXY $row $col] } .c itemconfig "c$row,$col" -image ::img::img($::B($row,$col)) } } set ::S(legal) [llength [FindLegalMoves 0]] } proc GetXY {r c} { global S set x [expr {5 + $c * $S(cell) + $S(cell)/2}] set y [expr {5 + $r * $S(cell) + $S(cell)/2}] return [list $x $y] } proc DoClick {row col} { ;# Handles mouse clicks global S if {$S(busy)} return set S(busy) 1 .c delete box if {$S(click) == {}} { ;# 1st click, draw the box set xy [.c bbox "c$row,$col"] .c create rect $xy -tag box -outline white -width 2 set S(click) [list $row $col] set S(busy) 0 if {$::S(timer) <= 0 && $::S(lvl) > 1} { GameOver "Out of time" CheckWriteHighscore } return } foreach {row1 col1} $S(click) break ;# 2nd click, swap and explode set click [list [concat $S(click) $row $col]] set S(click) {} set dx [expr {abs($col - $col1)}] set dy [expr {abs($row - $row1)}] if {$dx <= 1 && $dy <= 1 && $dx != $dy} { ;# Valid neighbors SwapCells $row $col $row1 $col1 set n [Explode] if {$n} { ;# Something exploded set click {} ;# Clear for triple play incr S(cnt) incr S(tbonus) [expr {6 - $S(lvl)}] ;# Add to time bonus if {! $S(mute)} {after idle {catch { snd_ok play }}} ;# moved here } else { ;# Nothing exploded # Check for triple click if {$click == $S(click1) && $click == $S(click2)} { # decrease score by 10%... set ten [expr {round($S(score) / -10.0)}] if {$ten > -100} { set ten -100} incr S(score) $ten set S(score2) "($ten)" set click {} if {! $S(mute)} {catch { snd_badok play }} incr S(cnt) } else { if {! $S(mute)} {catch { snd_bad play }} ;# Nope, undo the move SwapCells $row1 $col1 $row $col } } set S(click2) $S(click1) set S(click1) $click if {! [Hint 1]} { ;# Is the game over??? GameOver } } set S(legal) [llength [FindLegalMoves 0]] set S(busy) 0 catch { set ::S(sturn) [format "%.1f" [expr {$::S(score) / double($::S(cnt))}]] } if {$::S(cnt) == 1} {Timer start; snd_ok play -blocking 0} if {$::S(timer) <= 0 && $::S(lvl) > 1} { GameOver "Out of time" } } proc SlideCells {cells} { ;# Slides some cells down foreach {r c} $cells { .c itemconfig c$r,$c -image {} if {[info exists ::B($r,$c)] && $::B($r,$c) != -1} { set M($r,$c) $::B($r,$c) } else { set M($r,$c) [expr {1 + int(rand() * $::S(jewels))}] } .c create image [GetXY $r $c] -image ::img::img($M($r,$c)) -tag slider } set numSteps 8 set dy [expr {double($::S(cell)) / $numSteps}] for {set step 0} {$step < $numSteps} {incr step} { .c move slider 0 $dy update after $::S(delay) } foreach {r c} $cells { ;# Update board data set ::B([expr {$r+1}],$c) $M($r,$c) } DrawBoard .c delete slider } proc SwapCells {r1 c1 r2 c2} { global B .c itemconfig c$r1,$c1 -image {} .c itemconfig c$r2,$c2 -image {} foreach {x1 y1} [GetXY $r1 $c1] break foreach {x2 y2} [GetXY $r2 $c2] break .c create image $x1 $y1 -image ::img::img($B($r1,$c1)) -tag {slide1 slide} .c create image $x2 $y2 -image ::img::img($B($r2,$c2)) -tag {slide2 slide} set numSteps 8 set dx [expr {$x2 - $x1}] set dy [expr {$y2 - $y1}] set dx1 [expr {double($dx) / $numSteps}] set dy1 [expr {double($dy) / $numSteps}] set dx2 [expr {-1 * $dx1}] set dy2 [expr {-1 * $dy1}] for {set step 0} {$step < $numSteps} {incr step} { .c move slide1 $dx1 $dy1 .c move slide2 $dx2 $dy2 update after $::S(delay) } .c delete slide foreach [list B($r1,$c1) B($r2,$c2)] [list $B($r2,$c2) $B($r1,$c1)] break DrawBoard } proc Explode {} { set cnt 0 while {1} { set cells [FindExploders] ;# Find who should explode if {$cells == {}} break ;# Nobody, we're done incr cnt [llength $cells] #if {! $::S(mute)} {catch { snd_ok play }} ExplodeCells $cells ;# Do the explosion affect CollapseCells ;# Move cells down } set n [expr {$cnt * $cnt}] incr ::S(score) $n set ::S(score2) "" ;# Show special scores if {$cnt > 3} {set ::S(score2) "([expr {$cnt*$cnt}])"} if {$n > $::S(best)} { set ::S(best) $n } return [expr {$cnt > 0 ? 1 : 0}] } proc CollapseCells {} { while {1} { ;# Stop nothing slides down set sliders {} for {set col 0} {$col < $::S(cols)} {incr col} { set collapse 0 for {set row [expr {$::S(rows)-1}]} {$row >= 0} {incr row -1} { if {$collapse || $::B($row,$col) == 0} { lappend sliders [expr {$row-1}] $col set collapse 1 } } } if {$sliders == {}} break SlideCells $sliders } } proc ExplodeCells {cells} { foreach stage {2 3 4} { foreach who $cells { .c itemconfig c$who -image ::img::img($::B($who),$stage) if {$stage == 4} {set ::B($who) 0} } update after [expr {10 * $::S(delay)}] } } proc FindExploders {} { ;# Find all triplets and up global S B array set explode {} for {set row 0} {$row < $S(rows)} {incr row} { for {set col 0} {$col < $S(cols)} {incr col} { set me $B($row,$col) if {$me == 0} continue foreach {dr dc} {-1 0 1 0 0 -1 0 1} { set who [list $row $col] for {set len 1} {1} {incr len} { set r [expr {$row + $len * $dr}] set c [expr {$col + $len * $dc}] if {$B($r,$c) != $me} break lappend who $r $c } if {$len < 3} continue foreach {r c} $who { set explode($r,$c) [list $r $c] } } } } return [array names explode] } # 0 => 1 hint, 1 => is game over, 2 => all hints proc Hint {{how 0}} { if {$how == 0} { if {$::S(pause) != 0} return incr ::S(score) -50 set ::S(score2) (-50) if {$::S(cnt) > 0} { set ::S(sturn) [format "%.1f" [expr {$::S(score)/double($::S(cnt))}]] } } .c delete box set S(click) {} set hints [FindLegalMoves $how] set len [llength $hints] if {$how == 1} {return [expr {$len > 0 ? 1 : 0}]} if {$how == 0} { ;# Highlight only 1 hint set hints [list [lindex $hints [expr {int(rand() * $len)}]]] } foreach hint $hints { ;# Highlight every hint foreach {r c} $hint { .c addtag hint withtag c$r,$c } .c create rect [.c bbox hint] -outline white -width 3 -tag box .c dtag hint } return $hints } proc FindLegalMoves {how} { global S B set h {0 1 -1 2 0 2 0 1 1 2 0 2 0 2 -1 1 0 1 0 2 1 1 0 1 0 1 -1 -1 0 -1 0 1 1 -1 0 -1 1 0 2 1 2 0 1 0 2 -1 2 0 2 0 1 -1 1 0 2 0 1 1 1 0 1 0 -1 -1 -1 0 1 0 -1 1 -1 0 0 1 0 3 0 2 0 1 0 -2 0 -1 1 0 3 0 2 0 1 0 -2 0 -1 0} set hints {} for {set row 0} {$row < $::S(rows)} {incr row} { ;# Test each cell for {set col 0} {$col < $::S(cols)} {incr col} { set me $B($row,$col) foreach {dr1 dc1 dr2 dc2 dr3 dc3} $h { ;# Check certain neighbors set r [expr {$row+$dr1}]; set c [expr {$col+$dc1}] if {$B($r,$c) != $me} continue set r [expr {$row+$dr2}]; set c [expr {$col+$dc2}] if {$B($r,$c) != $me} continue lappend hints [list $r $c [expr {$row+$dr3}] [expr {$col+$dc3}]] if {$how == 1} { return $hints } } } } return $hints } proc About {} { # andro mods: \r\r becomes \n\n for non andro display set msg "$::S(title) v$::S(version)\nby Keith Vetter, June 2003\n" append msg "Based on a program by Derek Ramey, small androwish\n" append msg "mods by plp / abc 2017 - modded version $::S(abcversion)\r\r" append msg "Click on adjacent gems to swap them. If you get three or\n" append msg "more gems in a row or column, they will explode and those\n" append msg "above will drop down and new gems will fill in the top.\n" append msg "The game ends when you have no more moves.\r\r" append msg "The score for a move is the square of the number of cells\n" append msg "exploded. Asking for a hint costs 50 points.\n" append msg "If you are insistent and repeat an illegal move three times,\n" append msg "it will do it, but cost you 10% of your score.\r\r" append msg "Keyboard-shortcuts:\r" append msg "N: New Game\r" append msg "P: Pause\r" append msg "H: Hint\r" append msg "M: Mute: Sound on/off\r" append msg "S: Statistics on/off\r" append msg "z: Resize \r" if {!$::A} { set msg [regsub -all {\r} $msg "\n"] tk_messageBox -message "$msg" -title "About" } else { catch {destroy .msg} toplevel .msg label .msg.l -text "About" -font $::wfnt frame .msg.tf ;# for scrollbars text .msg.tf.t -wrap word -state disabled -font $::wfnt;# for message grid .msg.tf.t -in .msg.tf -row 0 -column 0 -sticky nsew # scrollbar to scroll text widget can be here if needed, borg scrolls by swipe button .msg.bx -text "OK" -command {destroy .msg; wm attributes . -topmost 1} -font $::wfnt grid .msg.bx -in .msg.tf -row 1 -column 0 -sticky nsew grid columnconfigure .msg.tf 0 -weight 1 grid columnconfigure .msg.tf 1 -weight 0 grid rowconfigure .msg.tf 0 -weight 1 grid rowconfigure .msg.tf 1 -weight 0 ;# button pack .msg.l -in .msg -side top -expand 1 -fill x pack .msg.tf -in .msg -side top -expand 1 -fill both set msg [regsub -all {\n} $msg { }] set msg [regsub -all {\r} $msg "\n"] .msg.tf.t configure -state normal .msg.tf.t insert 0.0 $msg ;# tbd: reformat message to auto fit on width .msg.tf.t configure -state disabled wm attributes .msg -fullscreen 1 wm attributes . -topmost 0 wm attributes .msg -topmost 1 } } proc GameOver {{txt "Game Over"}} { set ::S(over) 1 .c create rect 0 0 [winfo width .c] [winfo height .c] \ -fill white -stipple gray25 set x [expr {[winfo width .c] / 2}] set y [expr {[winfo height .c] / 2}] # .c create text [GetXY 4 5] -text $txt -font {Helvetica 28 bold} .c create text $x $y -text $txt -font {Helvetica 28 bold} \ -fill white -tag over -font $::wfnt .c delete box .hint config -state disabled .pause config -state disabled Timer off ShowStats 1 } proc DoSounds {} { proc snd_ok {play} {} ;# Stub proc snd_bad {play} {} ;# Stub proc snd_badok {play} {} if {[catch {package require base64}]} return if {[catch {package require snack}]} return set s(ok) {UklGRkACAABXQVZFZm10IBAAAAABAAEAESsAABErAAABAAgAZGF0YRwCAACAgId0Z HZbU5aMj7/MsIZ6UX6nWIiITWiIRUGUlZesvrGCiKiKTl96Fit3YF5emrGHqcqhlJuAdWxgW 01EbWSHubW1uJ2MkqGPYFVSamtvgHmEh5ybraWLkHp5Xm5oWGRvb3WSlYqMi4+JhY6Ac25xd Xp5jYR/hoODdIN8e356goCHgoqGgIV/g35/d3N2eHZ6gIOIgouHioaNioGAfHpycHp2dH2Hi ouNiYiKhIF9enZzd3l+dX2BgYKIjoaJhIJ/fX6AfHl8fICAgICEgISFhYF/gH+AfIJ/gH6Af X6AfICAfYB+gn2DfoGAgIOAgYB8e3x9gIKChYCDgIN/g32Afn+BgIF+gH+BgIOAgX2CfYGAg IB/gH9/fIB/gICBgH+Df4KAgIB9gHuBfYKAgoCAhICDgIN+gH+Af4CAgIGAg4CFgIOAgICAg H9/f32AfoF/gn+BgICAf4B/gICAgICAgIKAgYCAgH+AfYB8f4CAgoGBgIKBgHt0cnqEi4yIh oKHioOBeoF+gHRvbW10eYSHhoyMmI+PhIF5dm9tbW92fICJjpKRkY6JhHx5b2xlbnWAhYeOj pSQkIiAe3R1cnNzdnx/gomLj4yJhICAfHp3d3d6fYKDhoKGgIeAhX1/eXt9foCAg4GCg4CDf YF6gHmAfYCBgIR/h4CEf4B9fn98gHuEfYV/g4CAgn6Fe4R6gn1/gHuDe4V+g4CAgn8=} set s(bad) {UklGRrEHAABXQVZFZm10IBAAAAABAAEAESsAABErAAABAAgAZGF0YY0HAAB/f39/ gICAgICAgICAf39/fn9/f4CAgICAf3+AgICBgYGBf359fX5/gIGChISEgX14dXZ6f4OFiIuM iYB2bm52foSHio+Sk4x+bWBXY3mHjY2NlZqSg3NtcXp6eHd5goqLiY6Nf2tqeIKLnLGrhmJC OWF8h4+xvJJ3WTJTeX6Eja+/mH1qUE5lfoKIlsK6h3tbL2l/go28xIR9Qz15gIq9w31+Qjp2 f4a0y4yBbkM9b3mDls6zgnY3Q3d5goWSp8yxjoF4VRlVc3iHvdGGhVYlWnt6o9irf4NAKmh2 fpnYuYOLRytleX2w2KKGg0cpYnZ9sdaiiXc7Qmx0jsbAknUvT32Dw7uhhXo+NGF1g7LPpoqE Wj9GYXV+jK3gq4+FVihab3uJv9OWjXdEMmJxjqGsr4xqXm96iH1zflphcoqyv4xvaVNpiZSA f4qCgIiloJh+TFRja259nbiphnxnbGJfdpKXmaKPbl1fX26JnKOYe3BiaXqMinyHgn18fYeA e29xiot2fYiIi4h7dn+Fl6eMamNmcYGFg5Gbjn56cHVzdYWXnpB+bmhgdIibqqWHbFpUYnGH m6igjXlrX1hohJWkjnd2e397en1/b2NufYKSoqqUe2hbVVtte5KjpKKhgmFaZ3B3f5GclYp/ gnxyamdwgIyapaGOgXFdaHeBhYN9h5eMjImBfm1pfIJ/g46WiXx1cm92gYeKkZeNf3h7fGhb aHmAkamqnIt1X09Vb3+PoqSQhXFcYXGAhI+moYp2alZRbIKLm62tmHtkTk9hc4KVpKmehHBl Xmh4hI6TlpOMdmpnaHOBi5OUjoRwcG5tfIWLj5GPgXl8fXyChICDeWptd3qCiYyLjI2BfYJ9 d3d3fIB/h4h+enh+g4OHhoKAeXV5gIOCgoOAfHd7gYeNj4+LgXNsam12foOMjYqLhoB+eXqD hYeMhHVtam55h4yNjYd/fH18fH6AgYGCgoWJhnxxbnR8g4uQjIN7eXt5e36AgYGEh4N8eXp+ goSEg358e3l7gIGEh4WDgHl3eHqAhYeIhoJ7dnV3fYKEhoWDgHt8gYSGhX95dXV3fYSJiYWD fXl6e31+gYSEg4SCfXp4d3Z5gYmNjIh+c3F0e4OHiYuKhX56eHh5fYGDg4F/fn1/hYaDgX16 eHl9gIOFh4mGgHx6d3Z6gYaJiIWCfXl4eXyBhIOBfn+Cg4SFg396dHJ0eoOLjouFgH57e36A gH58enp7fYCFioiFgX17ent9fH+Cg4F/fn+Af3+AgYODg4OBfnt4d3l8foGFiYmGg4F/e3h2 d3uAhIaHhYJ+e3t+gIGChIOAfXp5eXt+gIOFhoOCg4F+fX19fXx8fX6AgYKDgX9/goOCgH58 e3l5fICDhYaFg4B9fn9+fXx8fH6AgoSFhYKAfnp6e35/gYKDgoB/f3+AgIGCgICAgIGBfnp4 eHyAhouNi4V8c29xeYGIjY2Gfnh1eHyBg4ODg4F+fX5+fXt7fYCEiImGgXx2dHd9g4eIh4WB fXp5e36ChoaDf3p4eXx+gYWGhYKAfXp7fH6Ag4SDf318fH1+gYSEgoB9fH1/goODgYB9e3t8 gISIiIaAenZ2eX2Ch4qIhYB6d3h6foGFh4aDgH17ent9f4GCg4OCgX9+fX19fXx9gIKEhYSB fnt6enx/g4SDgYB/fn59fX1+gIGBgoOCf3x7fH1/gYODgH9/f39/gYGAf318e31/goOEhIJ/ fHp6fYCDhYWDf3x6e32Ag4WFhIF+fHt8fX+AgYOEhIF/fHp6fYGEhYWDf3t6e32Ag4aGg397 enp7foCCg4OCgH9+fn5+f4CBgYGAf359fX5+foGDhIWFgn57eHh6foKFhoSAfHp6fICEh4eD fnp4eHt/goSFhIF+fHx9gIKDgoF/fXx8fn+BgoKCgYCAf359foCAgYB/fn9/f4CBgYB+fn+A gYKCgX99fX1+gIGCgoGAfn18fX5/gYOEg4F+fHt7fX+Cg4OCgH58fHx+gIOEhIOBfnx7e31/ gYOEhIKAfXx8fn+AgYGAf35+f3+BgoKBgH99fX5/gIGBgYB/fn1+f4GDg4OAfnx8fH6AgoOD gX59fX5/gYGBgIB/f3+AgYGBgH9+fn5/f4CAgICAgH9+fX5+gIGCgoF/fn19fX+AgoKCgYB/ fn19foCBgoKAf359fn5/gIGBgIB/f39+fn5+f4CBgoKBgH9+fX1+gIGBgYGAgH9/fn9/f39/ f3+AgICAgICAgIB/f39/f4CAgICAgICAgYCAf35+f39/gIGAgH9+fn5/gIGCgoB/fn1+fn+A gYGAf39/f3+AgICAgIB/f39/f3+AgICAgICAgH9/fn5/f4CAgIB/f39/gICAgIB/f35+fn9/ gIGBgIB/f39/f39/f39/f39/f4CBgYGBgH9+fX1+gIGCgoGAfn5+fn+AgYGAf35+fn5/gIGB gYB/f35+f3+AgICAf39/f3+AgICAgH9/f39/gICAf39/f3+AgICAgICAf39/f3+AgICAgICA f39/f39/gICAgIB/f4CAgH9/f39/f3+AgICAgICAf39/f4CAgICA} foreach snd {ok bad} { regsub -all {\s} $s($snd) {} sdata ;# Bug in base64 package sound snd_$snd snd_$snd data [::base64::decode $sdata] } sound snd_badok snd_badok data [::base64::decode [regsub -all {\s} $s(bad) {}]] snd_badok concatenate snd_ok } image create photo ::img::img(1) -data { R0lGODdhHgAeALMAAAAAAAAAyAAAKAAA6EhI2FBQ/xAQSBgQSDAw//////////////////////// /////ywAAAAAHgAeAAAE/xDISau9OOvN+4RBhBDCCCEIQggshRAiAgRyyhCCCWGMEWAQhJRSCBEh BAjkBMLAI+cxUkAjpxBCQCBnCOHAImchIEAkpxSEQCBlGOHAIqc0EMk5DSEQSBlGOAQWOYuBSM5p SIFAyjDCgUXOQg5Eck5TCgRShhEOLHIWciCScxpSIJAyjHBgkVMeiOSchhQIpAwjHFjklAYiOach BAIpwwgHFjkLORDJOQ0hEEgZQjiwyEkIgEhOGQQhEEhpjDnHnHOMgUIaKaUUEMhJCDEBIjmDgEHO KSQEUpJCDERyShHgkHMEEQIEUpJCDERyShHgkHMEEwIEUpJCBERyShHgkIJzBBECBFKSQgxEckoR 4JBzBBECBFKSQgxEckoT4JBzBBECBFKSQgxEckoR4JBzBBMCBFISQkSASM4gYJBzCgmBnMYIIYwR xggohDFCGCOEEBDICUIIYowxQoBBEEJKIUSMQSCQE5wAQhhjhAADKISUQgg55EAgpzwQyEmrvTjr zW8EADs=} image create photo ::img::img(2) -data { R0lGODdhHgAeAJEAAAAAABDgAGj/WP///ywAAAAAHgAeAAACzISPqcvtDyMi8YHkA8Un+EjxgeQD xSf4R/EDSD5Q/CD4QPEDSL4BxQ+CT/EDSL4BxQ+Cj6nLQPGB5BtQ/CD4QPGB5BtQ/CD4RvGB5APF D4J/FB9IPlD8IPhIsYHkA8Un+GgREQTKB4pN8PEoNpBsoNgEHzEigiCJAMUm+JgQEQRJBCKCQviY 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R0lGODlhHgAeALMAAAAAAFyI/5zO/xtX/3qn/zx1/16T/zF5/2+V/wAwzT9w/6b5/wAduAA75SBg /424/yH5BAEAAAAALAAAAAAeAB4AAwT/EMhJq704601ZcyBYOAzDWYNYHGx7NKfUDEqxujjJJU5d BECD0HAgtkwZnmIJDAwJUILwiGHQFIFfAGFAEB4PgeAhZTkwg6sW4SWIF/CFoPyyfJbYLfsriMfn RkgTDXhMbF5vfnAPgR2FQAh6YYpxZEaOhVh7bn2UgAdnEwyPkGxglHCfB5h4pV5hnX+MRAWsTKVQ sLJQl6KZeYe5YmJgUrS2t3qvX8zGZhVXpMptUVwGAXUUhL+uwdZABwWCEqPcwIfo4AMX5ZkBCpGQ W00jVdGPeU1ANgowGff4gGCp0Y8DwF94HCSIkQBhIQcDxnHwALBHA38xKpTYWCKjx48gAytEAAA7} image create photo ::img::img(6) -data { R0lGODdhHgAeAJEAAAAAAIDw/xjo/1jo/ywAAAAAHgAeAAACv4SPqcvtD6OcjMTHI/iYIEDxMWAI PqKIAMU/mBmCj0ayCf7RbIKPJBto/gEOwTeSDTQfB5Lgk2yg+XiQAARQNtB8TEgAAiQCNB/T4IAA BAjQfEyEARoAEUDzMRUMCEgAzcdUMCAgIEDzMRECaACAiADNxzSIoAAAJBtoPiZQbAAAkg00Hw8o NsEn2UDzcYBiE3wj2UDzDyg2wUeSTfCPYhN8NBEBkn8QEQQfUYDko0AQfEwg+XgEH1OX2x9GORsp ADs=} image create photo ::img::img(7) -data { R0lGODlhHgAeALMAAAAAANtNyeId0/8A/wAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAACH5BAAAAAAALAAAAAAeAB4AAwSWEMhJq703AMG7/8KGAUG5gegZWmWroty7Tm0tf/dc72Me SzvTYEgs5iYhXnFJlJEkMRdzOlCRNFYNlSpyvQDb7dX0DXNtZTNzjPWA1Us2tPOGN9FuuxFP19+9 eX5VfDGCg4B9gnJZdXBdZFFCjnSQbFpmTliWklwpQEFkGDA6QZs2njQ2oDw4LCarpXQYGrCgIj24 uQARADs=} image create photo ::img::img(8) -data { R0lGODlhHgAeALMAAAQCBATO/GSazDRmnJzO/KyqrDRmzHcAAMjAyNGz71/tEwB3AHg6AQEAABMA AAAAACH5BAEAAAAALAAAAAAeAB4AAwR5EMhJq704640L/1NBeOAmnmV2jmNqrbAbsl7s2gD+2YGk a7xAL0fjBIXDX+WITBYvzKYTtXxKr74npSDgkq5I36Aw7nS7ErCYTDJ708112XT+CuVt+huQHM9B Xmh4MoE1fnkphYcyW10GbIxLXX+RIZSVIZiam5wbEQA7} proc Robot {{cnt -1}} { global S if {$S(robot)} { ;# Already going set S(robot) 0 return } set S(robot) 1 .pause config -state disabled if {$cnt == -1} { foreach {delay S(delay)} [list $S(delay) 0] break foreach snd {ok bad} { ;# Disable sound rename snd_$snd org.snd_$snd proc snd_$snd {play} {} } } for {} {$cnt != 0} {incr cnt -1} { if {! $S(robot)} break set moves [FindLegalMoves 2] if {$moves == {}} break # Massage data by adding a sorting key set all {} foreach m $moves { foreach {r1 c1 r2 c2} $m break # Top most set mm [concat [expr {$r1 < $r2 ? $r1 : $r2}] $m] # Random #set mm [concat [expr {rand() * 10000}] $m] # Bottom most #set mm [concat [expr {$r1 > $r2 ? -$r1 : -$r2}] $m] lappend all $mm } set all [lsort -index 0 -integer $all] set move [lindex $all 0] foreach {. r1 c1 r2 c2} $move break DoClick $r1 $c1 DoClick $r2 $c2 } set S(robot) 0 if {$cnt < 0} { set S(delay) $delay foreach snd {ok bad} { ;# Re-Enable sound rename snd_$snd {} rename org.snd_$snd snd_$snd } } .pause config -state normal } proc Timer {{how go}} { global S foreach a [after info] { after cancel $a } if {$how == "off"} return if {$how == "start"} { set S(tstart) [clock seconds] } set sec [expr {[clock seconds] - $S(tstart)}] set pause 0 if {$S(pause) != 0} { set pause [expr {[clock seconds] - $S(pause)}] } set sec [expr {$sec - $pause - $S(tpause)}] if {$sec < 3600} { set S(time) [clock format $sec -gmt 1 -format %M:%S] } else { set S(time) [clock format $sec -gmt 1 -format %H:%M:%S] } if {$sec > 0} { set S(tmin) [format "%.1f" [expr {60.0 * $S(cnt) / $sec}]] } set S(timer) [expr {$S(lvl,$S(lvl))-$sec+$S(tbonus)+$S(tpause)}] if {$S(timer) < 0} {set S(timer) 0} if {! $S(busy) && $S(timer) <= 0 && $S(lvl) > 1} { GameOver "Out of time" return } after 1000 Timer } proc Mute {} { global S if {$S(mute) == 0} { set S(mute) 1 } else { set S(mute) 0 } } proc Pause {{force 0}} { ;# force for borg global S if {$force || ($S(pause) == 0)} { ;# Pause on if {$S(cnt) == 0} return ;# Not started yet if {$S(over)} return ;# game over set S(pause) [clock seconds] .c create rect 0 0 [winfo width .c] [winfo height .c] \ -fill black -tag pause set x [expr {[winfo width .c] / 2}] set y [expr {[winfo height .c] / 2}] # .c create text [GetXY 4 5] -font {Helvetica 28 bold} .c create text $x [expr {$y - 15}] -font {Helvetica 28 bold} \ -fill white -tag pause -text "PAUSED" -justify center # .c create text [GetXY 6 5] -font {Helvetica 12 bold} .c create text $x [expr {$y + 15}] -font {Helvetica 12 bold} \ -fill white -tag pause -text "Press p to continue" -justify center .c delete box } else { ;# Pause off incr S(tpause) [expr {[clock seconds] - $S(pause)}] set S(pause) 0 .c delete pause } } proc ShowStats {{on 0}} { set w .stats if {[winfo exists $w]} { if {! $on} {destroy $w} return } toplevel $w -bg black wm title $w "$::S(title)" if {!$::A} { wm geom $w "+[expr {[winfo x .] + [winfo width .] + 10}]+[winfo y .]" } else { wm attributes $w -fullscreen 1 wm attributes . -topmost 0 wm attributes $w -topmost 1 } label $w.title -text "$::S(title) Statistics" -fg white -relief ridge label $w.lhscore -text "Highscore:" -fg white label $w.vhscore -textvariable S(highscore) -fg yellow label $w.lscore -text "Score:" -fg white label $w.vscore -textvariable S(score) -fg yellow label $w.lturn -text "Turns:" -fg white label $w.vturn -textvariable S(cnt) -fg yellow label $w.lsturn -text "Score/turn:" -fg white label $w.vsturn -textvariable S(sturn) -fg yellow label $w.lbest -text "Best:" -fg white label $w.vbest -textvariable S(best) -fg yellow label $w.ltime -text "Time:" -fg white label $w.vtime -textvariable S(time) -fg yellow label $w.ltmin -text "Turns/minute:" -fg white label $w.vtmin -textvariable S(tmin) -fg yellow label $w.lgood -text "Legal Moves:" -fg white label $w.vgood -textvariable S(legal) -fg yellow grid $w.title - grid $w.lhscore $w.vhscore grid $w.lscore $w.vscore grid $w.lturn $w.vturn grid $w.lsturn $w.vsturn grid $w.lbest $w.vbest grid $w.ltime $w.vtime grid $w.ltmin $w.vtmin grid $w.lgood $w.vgood button $w.brbest -text "RESET HIGH SCORE" -command { set ::S(highscore) 0 WriteHighscore } grid $w.brbest -columnspan 2 -sticky ew if {$::A} { button $w.bx -text "OK" -command { destroy .stats ; wm attributes . -topmost 1 } grid $w.bx -columnspan 2 -sticky ew } } proc Resize {} { if {[lsearch [image names] ::img::img(1).org] == -1} { foreach id {1 2 3 4 5 6 7 8} { image create photo ::img::img($id).org ::img::img($id).org copy ::img::img($id) } } set zoom [expr {$::S(cell) == 30 ? 2 : 1}] foreach id {1 2 3 4 5 6 7 8} { image delete ::img::img($id) ;# For easier resizing image create photo ::img::img($id) ::img::img($id) copy ::img::img($id).org -zoom $zoom } CompressImages 1 set ::S(cell) [image width ::img::img(1)] DrawBoard 1 } DoDisplay DoRedisplay ;# hack to cause proper sizing on some devices DoSounds # NewGame moved from here, need the display mapped to measure things next if {$::A} { ;# borg stuff, remote debug, etc set ip "" if {[info exists ::TelnetWishPort]} { catch {set ip [exec ifconfig wlan0]} err ;# should get wlan if name from props if {$ip != ""} { set ip [lindex $ip 2] ;# wlan0: ip 1.2.3.4 ... } if {[info exists ::CheckWishIp] && ($::CheckWishIp != $ip)} {set ip ""} if {$ip != ""} { catch { package require tkconclient tkconclient::start $::TelnetWishPort } } } } else { if {1} { catch { package require tkconclient tkconclient::start $::TelnetWishPort } } } # find the location of the highscore file using borg/unix related env set is $env(HOME) ;# use INTERNAL_STORAGE here? same? if {[file isdirectory $is]} { ;# verify path exists set ::cff $is/$::ConfigFile } else { ;# does not exist, do something about it later? set ::cff "" ;# mark inexistant, no writes will occur if {$::A} {borg toast "ERROR: Can't create Highscore Log (2)" 1} } # config file functions proc WriteHighscore {{toast 0}} { puts "* WriteHighscore cff=$::cff" if {$::cff == ""} {return} if {[catch { set fd [open $::cff w] puts $fd "# TkGems2.cfg" ;# config file format puts $fd "version $::S(abcversion)" puts $fd $::S(highscore) close $fd } err]} { ;# err is unused for now if {$toast} {borg toast "ERROR: Can't create Highscore Log (1)" 1} return 0 } if {$toast} {borg toast "Created Highscore Log" 1} return 1 } proc CheckWriteHighscore {} { puts "* CheckWriteHighscore" if {($::S(score)!="") && ($::S(score) > $::S(highscore))} { set ::S(highscore) $::S(score) WriteHighscore } } proc ReadHighscore {{toast 0}} { puts "* ReadHighscore" if {$::cff == ""} {return} if {[catch { set fd [open $::cff r] set d [read -nonewline $fd] close $fd } err]} { if {$toast} {borg toast "ERROR: Can't read Highscore Log (3)" 1} return 0 } set score 0; set i 0; set highscore "" foreach l [split $d "\n"] { switch $i { 0 {if {[regexp {^# +TkGems2\.cfg} $l]} {set score [expr {$score | 1}]}} 1 {if { "$l" == "version $::S(abcversion)" } {set score [expr {$score | 2}]}} 2 {if {[regexp {^ *([0-9]+)} $l dummy highscore]} {set score [expr {$score | 4}]}} } incr i } if {($score == 7) && ($highscore != "")} { set ::S(highscore) $highscore if {$toast} {borg toast "Read Highscore Log" 1} return 1 } return 0 } # startup: load or create highscore # outcome: 00 - failed; 1x - success read; 01 - success write set t [ReadHighscore]; if {($t != "") && !$t} { set t1 [WriteHighscore 1] } if {($t != "")&&($t == 1)} { borg toast "Read Highscore Log" 1 } ### at end NewGame set ::borg_tmr [after 2000 { catch {.c delete top_msg} catch {unset ::borg_tmr} }]