[Keith Vetter] 2003-06-04 : here's an addictive little puzzle
game copied from an applet at [http://javaboutique.internet.com/GemGame/].
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'' [http://www.afunzone.com/Kewel/santaballs.htm],
''Santa Balls 2'' which uses a hexagonal board [http://www.afunzone.com/Kewel/santaballs2.htm], ''Flip the Mix''
which uses M&M pieces [http://www.afunzone.com/mm.htm] and ''Carnival Jackpot'' which is also played on a hexagonal
board [http://www.afunzone.com/Kewel/CarnJackpot.htm].
----
[uniquename] 2013aug01
Here is a non-miniaturized image of the game --- with the control buttons along the left side, instead of along the top.
[vetter_GemGame_screenshot_432x337.jpg]
----
[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 [http://mywebpages.comcast.net/jakeforce/iGem.tcl] (''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 [http://wiki.tcl.tk/_repo/wiki_images/iGems.tcl], where gems are smaller but well-looking.
MPJ: [http://mywebpages.comcast.net/jakeforce/iGem.jpg]
RS: [http://wiki.tcl.tk/_repo/wiki_images/iGems.jpg]
----
[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:
* Total time
* Total turns
* Turns/minute
* Total score
* Average score per turn
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.
1. Mute. Sometimes I have other applications generating sounds (e.g., music) and the sound effects are unnecessary and undesirable.
1. Pause. Sometimes the phone rings, and I don't want my timed games to time out on me, just because I'm busy. (If the game could detect that it's not on top and pause itself in those cases, that would be wonderful.)
[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.
----
[uniquename] 2013aug01
Here is a non-miniaturized image of the game --- with the control buttons along the left side, instead of along the top.
[vetter_GemGame_screenshot_432x337.jpg]
======
##+###############################################################
#
# 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 variable ::S(strlvl) w 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 variable ::S(strjew) w 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/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}
foreach snd {ok bad} {
regsub -all {\s} $s($snd) {} sdata ;# Bug in base64 package
sound snd_$snd
snd_$snd data [::base64::decode $sdata]
}
}
image create photo ::img::img(1) -data {
R0lGODdhHgAeALMAAAAAAAAAyAAAKAAA6EhI2FBQ/xAQSBgQSDAw////////////////////////
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xggohDFCGCOEEBDICUIIYowxQoBBEEJKIUSMQSCQE5wAQhhjhAADKISUQgg55EAgpzwQyEmrvTjr
zW8EADs=}
image create photo ::img::img(2) -data {
R0lGODdhHgAeAJEAAAAAABDgAGj/WP///ywAAAAAHgAeAAACzISPqcvtDyMi8YHkA8Un+EjxgeQD
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image create photo ::img::img(5) -data {
R0lGODdhHgAeAJEAAAAAAP//QOjwAODgACwAAAAAHgAeAAACxISPqctLgQg+pmYEQSL4mHoRFEiE
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l9ufkQIAOw==}
image create photo ::img::img(3) -data {
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yccUGIKPqQK7BQA7}
image create photo ::img::img(4) -data {
R0lGODlhHgAeALMAAAAAAFyI/5zO/xtX/3qn/zx1/16T/zF5/2+V/wAwzT9w/6b5/wAduAA75SBg
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image create photo ::img::img(6) -data {
R0lGODdhHgAeAJEAAAAAAIDw/xjo/1jo/ywAAAAAHgAeAAACv4SPqcvtD6OcjMTHI/iYIEDxMWAI
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ADs=}
image create photo ::img::img(7) -data {
R0lGODlhHgAeALMAAAAAANtNyeId0/8A/wAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAACH5BAAAAAAALAAAAAAeAB4AAwSWEMhJq703AMG7/8KGAUG5gegZWmWroty7Tm0tf/dc72Me
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uQARADs=}
image create photo ::img::img(8) -data {
R0lGODlhHgAeALMAAAQCBATO/GSazDRmnJzO/KyqrDRmzHcAAMjAyNGz71/tEwB3AHg6AQEAABMA
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proc Robot {{cnt -1}} {
global S
if {$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
======
------
* [ccbbaa] - 20170825-1 ; initial commit to wiki
* [ccbbaa] + 20170825-2 ; updated, fixed 2 small bugs which prevented operation when not in wifi/etc range
* [ccbbaa] + 20170827 ; updated, fixed several small bugs, better androwish operation, HELP WANTED<<br>>See in file header comments at SUGGESTED TESTING METHOD (HELP WANTED)
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:
* The same program runs on PC under wish and on Android under androwish, minimal differences.<<br>>Best viewed in kdiff3 etc compared with TkGems.tcl from above to see the differences.
* Saves a high score file on both pc and androwish
* Handles device's app closing / Back button and Menu keys on androwish
* Modified snack code to make sounds when load is high (snack threads are preempted apparently).
* Debug console using [tkconclient] on telnet port default 22222
* The current version is ALPHA for testing only, with special instrumentation to hunt library<<br>>and device bugs. Does not endanger your device or data in any (known) way.
======
#!/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 variable ::S(strlvl) w 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 variable ::S(strjew) w 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
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IB/gH9/fIB/gICBgH+Df4KAgIB9gHuBfYKAgoCAhICDgIN+gH+Af4CAgIGAg4CFgIOAgICAg
H9/f32AfoF/gn+BgICAf4B/gICAgICAgIKAgYCAgH+AfYB8f4CAgoGBgIKBgHt0cnqEi4yIh
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YF6gHmAfYCBgIR/h4CEf4B9fn98gHuEfYV/g4CAgn6Fe4R6gn1/gHuDe4V+g4CAgn8=}
set s(bad) {UklGRrEHAABXQVZFZm10IBAAAAABAAEAESsAABErAAABAAgAZGF0YY0HAAB/f39/
gICAgICAgICAf39/fn9/f4CAgICAf3+AgICBgYGBf359fX5/gIGChISEgX14dXZ6f4OFiIuM
iYB2bm52foSHio+Sk4x+bWBXY3mHjY2NlZqSg3NtcXp6eHd5goqLiY6Nf2tqeIKLnLGrhmJC
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d3uAhIaHhYJ+e3t+gIGChIOAfXp5eXt+gIOFhoOCg4F+fX19fXx8fX6AgYKDgX9/goOCgH58
e3l5fICDhYaFg4B9fn9+fXx8fH6AgoSFhYKAfnp6e35/gYKDgoB/f3+AgIGCgICAgIGBfnp4
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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} $s(bad) {}]]
snd_badok concatenate snd_ok
}
image create photo ::img::img(1) -data {
R0lGODdhHgAeALMAAAAAAAAAyAAAKAAA6EhI2FBQ/xAQSBgQSDAw////////////////////////
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image create photo ::img::img(2) -data {
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image create photo ::img::img(5) -data {
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image create photo ::img::img(3) -data {
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image create photo ::img::img(4) -data {
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image create photo ::img::img(6) -data {
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image create photo ::img::img(7) -data {
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image create photo ::img::img(8) -data {
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proc Robot {{cnt -1}} {
global S
if {$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}
}]
======
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