shoes 4.0.0.pre11 → 4.0.0.pre12
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- checksums.yaml +4 -4
- data/bin/shoes-stub +8 -0
- data/lib/shoes/samples.rb +8 -0
- data/samples/README +122 -0
- data/samples/avatar.png +0 -0
- data/samples/blue-box.png +0 -0
- data/samples/class-book.yaml +387 -0
- data/samples/class_book.rb +46 -0
- data/samples/cy.png +0 -0
- data/samples/expert_definr.rb +24 -0
- data/samples/expert_funnies.rb +60 -0
- data/samples/expert_game_of_life.rb +224 -0
- data/samples/expert_irb.rb +109 -0
- data/samples/expert_minesweeper.rb +272 -0
- data/samples/expert_othello.rb +323 -0
- data/samples/expert_pong.rb +69 -0
- data/samples/expert_snake.rb +88 -0
- data/samples/expert_tankspank.rb +425 -0
- data/samples/expert_tetris.rb +322 -0
- data/samples/good_arc.rb +51 -0
- data/samples/good_bounce.rb +34 -0
- data/samples/good_clock.rb +55 -0
- data/samples/good_displace.rb +99 -0
- data/samples/good_follow.rb +27 -0
- data/samples/good_image_dl.rb +13 -0
- data/samples/good_potato_chopping.rb +23 -0
- data/samples/good_psychidelic_circles.rb +73 -0
- data/samples/good_reminder.rb +163 -0
- data/samples/good_vjot.rb +65 -0
- data/samples/lib/require_me.rb +6 -0
- data/samples/loogink.png +0 -0
- data/samples/menu-corner1.png +0 -0
- data/samples/menu-corner2.png +0 -0
- data/samples/menu-gray.png +0 -0
- data/samples/menu-left.png +0 -0
- data/samples/menu-right.png +0 -0
- data/samples/menu-top.png +0 -0
- data/samples/nks_booklist.rb +25 -0
- data/samples/nks_breadsticks.rb +8 -0
- data/samples/nks_dancing_circle.rb +14 -0
- data/samples/nks_dictionary.rb +24 -0
- data/samples/nks_edit_box.rb +5 -0
- data/samples/nks_edit_line.rb +7 -0
- data/samples/nks_notes.rb +16 -0
- data/samples/nks_poem.rb +23 -0
- data/samples/nks_self.rb +7 -0
- data/samples/nks_text_sizes.rb +11 -0
- data/samples/nks_trurl.rb +6 -0
- data/samples/potato_chopping/1258_s001.gif +0 -0
- data/samples/potato_chopping/1258_s002.gif +0 -0
- data/samples/potato_chopping/1258_s003.gif +0 -0
- data/samples/potato_chopping/1258_s004.gif +0 -0
- data/samples/potato_chopping/1258_s005.gif +0 -0
- data/samples/potato_chopping/1258_s006.gif +0 -0
- data/samples/potato_chopping/1258_s007.gif +0 -0
- data/samples/potato_chopping/1258_s008.gif +0 -0
- data/samples/potato_chopping/1258_s009.gif +0 -0
- data/samples/potato_chopping/1258_s010.gif +0 -0
- data/samples/potato_chopping/1258_s011.gif +0 -0
- data/samples/potato_chopping/1258_s012.gif +0 -0
- data/samples/potato_chopping/1258_s013.gif +0 -0
- data/samples/potato_chopping/1258_s014.gif +0 -0
- data/samples/potato_chopping/1258_s015.gif +0 -0
- data/samples/potato_chopping/1258_s016.gif +0 -0
- data/samples/potato_chopping/1258_s017.gif +0 -0
- data/samples/potato_chopping/1258_s018.gif +0 -0
- data/samples/potato_chopping/1258_s019.gif +0 -0
- data/samples/potato_chopping/1258_s020.gif +0 -0
- data/samples/potato_chopping/1258_s021.gif +0 -0
- data/samples/potato_chopping/1258_s022.gif +0 -0
- data/samples/potato_chopping/1258_s023.gif +0 -0
- data/samples/potato_chopping/1258_s024.gif +0 -0
- data/samples/potato_chopping/1258_s025.gif +0 -0
- data/samples/potato_chopping/1258_s026.gif +0 -0
- data/samples/potato_chopping/1258_s027.gif +0 -0
- data/samples/potato_chopping/1258_s028.gif +0 -0
- data/samples/potato_chopping/1258_s029.gif +0 -0
- data/samples/potato_chopping/1258_s030.gif +0 -0
- data/samples/potato_chopping/1258_s031.gif +0 -0
- data/samples/potato_chopping/1258_s032.gif +0 -0
- data/samples/potato_chopping/1258_s033.gif +0 -0
- data/samples/potato_chopping/1258_s034.gif +0 -0
- data/samples/potato_chopping/1258_s035.gif +0 -0
- data/samples/potato_chopping/1258_s036.gif +0 -0
- data/samples/potato_chopping/1258_s037.gif +0 -0
- data/samples/potato_chopping/1258_s038.gif +0 -0
- data/samples/potato_chopping/1258_s039.gif +0 -0
- data/samples/potato_chopping/1258_s040.gif +0 -0
- data/samples/potato_chopping/1258_s041.gif +0 -0
- data/samples/potato_chopping/1258_s042.gif +0 -0
- data/samples/potato_chopping/1258_s043.gif +0 -0
- data/samples/potato_chopping/1258_s044.gif +0 -0
- data/samples/potato_chopping/1258_s045.gif +0 -0
- data/samples/potato_chopping/1258_s046.gif +0 -0
- data/samples/potato_chopping/1258_s047.gif +0 -0
- data/samples/potato_chopping/1258_s048.gif +0 -0
- data/samples/potato_chopping/1258_s049.gif +0 -0
- data/samples/potato_chopping/1258_s050.gif +0 -0
- data/samples/potato_chopping/1258_s051.gif +0 -0
- data/samples/potato_chopping/1258_s052.gif +0 -0
- data/samples/potato_chopping/1258_s053.gif +0 -0
- data/samples/potato_chopping/1258_s054.gif +0 -0
- data/samples/potato_chopping/1258_s055.gif +0 -0
- data/samples/potato_chopping/1258_s056.gif +0 -0
- data/samples/potato_chopping/1258_s057.gif +0 -0
- data/samples/potato_chopping/1258_s058.gif +0 -0
- data/samples/potato_chopping/1258_s059.gif +0 -0
- data/samples/red-box.png +0 -0
- data/samples/shape_arc_to.rb +10 -0
- data/samples/simple-form.shy +0 -0
- data/samples/simple_accordion.rb +98 -0
- data/samples/simple_alert.rb +10 -0
- data/samples/simple_altered_para.rb +11 -0
- data/samples/simple_anim_shapes.rb +18 -0
- data/samples/simple_anim_text.rb +14 -0
- data/samples/simple_animate.rb +12 -0
- data/samples/simple_arc.rb +25 -0
- data/samples/simple_attach.rb +26 -0
- data/samples/simple_border_image.rb +9 -0
- data/samples/simple_borderless.rb +4 -0
- data/samples/simple_bounce.rb +27 -0
- data/samples/simple_breadsticks.rb +11 -0
- data/samples/simple_breadsticks2.rb +11 -0
- data/samples/simple_brightness_transitions.rb +16 -0
- data/samples/simple_button_animate.rb +17 -0
- data/samples/simple_buttons.rb +4 -0
- data/samples/simple_calc.rb +67 -0
- data/samples/simple_calc_2.rb +49 -0
- data/samples/simple_clipboard.rb +17 -0
- data/samples/simple_color_selector.rb +11 -0
- data/samples/simple_color_transitions.rb +12 -0
- data/samples/simple_concentric_circles.rb +9 -0
- data/samples/simple_console.rb +12 -0
- data/samples/simple_control_sizes.rb +25 -0
- data/samples/simple_count_and_draw.rb +19 -0
- data/samples/simple_curve.rb +34 -0
- data/samples/simple_dialogs.rb +33 -0
- data/samples/simple_dialogs_outside.rb +17 -0
- data/samples/simple_displace.rb +16 -0
- data/samples/simple_downloader.rb +29 -0
- data/samples/simple_draw.rb +16 -0
- data/samples/simple_editor.rb +30 -0
- data/samples/simple_face.rb +15 -0
- data/samples/simple_flashing.rb +22 -0
- data/samples/simple_flow_wrap.rb +12 -0
- data/samples/simple_font.rb +18 -0
- data/samples/simple_form.rb +30 -0
- data/samples/simple_fullscreen.rb +5 -0
- data/samples/simple_gradient_shapes.rb +23 -0
- data/samples/simple_guess_game.rb +30 -0
- data/samples/simple_image_as_stroke.rb +22 -0
- data/samples/simple_image_fill.rb +13 -0
- data/samples/simple_image_stroke.rb +13 -0
- data/samples/simple_info.rb +10 -0
- data/samples/simple_iterated_content.rb +8 -0
- data/samples/simple_keypress.rb +15 -0
- data/samples/simple_logo_display.rb +15 -0
- data/samples/simple_loogink_cy.rb +33 -0
- data/samples/simple_lorem_ipsum.rb +19 -0
- data/samples/simple_manual.rb +5 -0
- data/samples/simple_menu.rb +42 -0
- data/samples/simple_mouse_follow.rb +9 -0
- data/samples/simple_oval.rb +6 -0
- data/samples/simple_polygon_line.rb +19 -0
- data/samples/simple_position_as_we_go.rb +10 -0
- data/samples/simple_progress_bar.rb +15 -0
- data/samples/simple_random_bubbles.rb +15 -0
- data/samples/simple_require.rb +9 -0
- data/samples/simple_sample_executor.rb +7 -0
- data/samples/simple_sample_executor_all.rb +14 -0
- data/samples/simple_sesame_street_shoes.rb +6 -0
- data/samples/simple_shoes_intro.rb +22 -0
- data/samples/simple_slide.rb +57 -0
- data/samples/simple_stack_flow_buttons.rb +16 -0
- data/samples/simple_stripes.rb +9 -0
- data/samples/simple_system_background.rb +5 -0
- data/samples/simple_text_movement.rb +8 -0
- data/samples/simple_tictactoe.rb +224 -0
- data/samples/simple_timer.rb +16 -0
- data/samples/simple_translate.rb +10 -0
- data/samples/simple_visibility.rb +20 -0
- metadata +186 -7
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# frozen_string_literal: true
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#
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# Shoes Minesweeper by que/varyform
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#
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LEVELS = { beginner: [9, 9, 10], intermediate: [16, 16, 40], expert: [30, 16, 99] }.freeze
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class Field
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CELL_SIZE = 20
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COLORS = %w(#00A #0A0 #A00 #004 #040 #400 #000).freeze
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class Cell
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attr_accessor :flag
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def initialize(aflag = false)
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@flag = aflag
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end
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end
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class Bomb < Cell
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attr_accessor :exploded
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def initialize(exploded = false)
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@exploded = exploded
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end
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end
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class OpenCell < Cell
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attr_accessor :number
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def initialize(bombs_around = 0)
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@number = bombs_around
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end
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end
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class EmptyCell < Cell; end
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attr_reader :cell_size, :offset
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def initialize(app, level = :beginner)
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@app = app
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@field = []
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@w = LEVELS[level][0]
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@h = LEVELS[level][1]
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@bombs = LEVELS[level][2]
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@h.times { @field << Array.new(@w) { EmptyCell.new } }
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@game_over = false
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@width = @w * CELL_SIZE
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@height = @h * CELL_SIZE
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@cell_size = CELL_SIZE
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@offset = [(@app.width - @width.to_i) / 2, (@app.height - @height.to_i) / 2]
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plant_bombs
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@start_time = Time.now
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end
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def total_time
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@latest_time = Time.now - @start_time unless game_over? || all_found?
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@latest_time
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end
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def click!(x, y)
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return unless cell_exists?(x, y)
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return if flagged?(x, y)
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return die!(x, y) if bomb?(x, y)
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open(x, y)
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discover(x, y) if bombs_around(x, y).zero?
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end
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def flag!(x, y)
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return unless cell_exists?(x, y)
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self[x, y].flag = !self[x, y].flag unless self[x, y].is_a?(OpenCell)
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end
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def game_over?
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@game_over
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end
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def render_cell(x, y, color = "#AAA", stroke = true)
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@app.stroke "#666" if stroke
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@app.fill color
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@app.rect x * cell_size, y * cell_size, cell_size - 1, cell_size - 1
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@app.stroke "#BBB" if stroke
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@app.line x * cell_size + 1, y * cell_size + 1, x * cell_size + cell_size - 1, y * cell_size
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@app.line x * cell_size + 1, y * cell_size + 1, x * cell_size, y * cell_size + cell_size - 1
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end
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def render_flag(x, y)
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@app.stroke "#000"
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@app.line(x * cell_size + cell_size / 4 + 1, y * cell_size + cell_size / 5, x * cell_size + cell_size / 4 + 1, y * cell_size + cell_size / 5 * 4)
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@app.fill "#A00"
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@app.rect(x * cell_size + cell_size / 4 + 2, y * cell_size + cell_size / 5,
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cell_size / 3, cell_size / 4)
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end
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def render_bomb(x, y)
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render_cell(x, y)
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if game_over? || all_found? # draw bomb
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render_cell(x, y, @app.rgb(0xFF, 0, 0, 0.5)) if self[x, y].exploded
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@app.nostroke
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@app.fill @app.rgb(0, 0, 0, 0.8)
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@app.oval(x * cell_size + 3, y * cell_size + 3, 13)
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@app.fill "#333"
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@app.oval(x * cell_size + 5, y * cell_size + 5, 7)
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@app.fill "#AAA"
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@app.oval(x * cell_size + 6, y * cell_size + 6, 3)
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@app.fill @app.rgb(0, 0, 0, 0.8)
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@app.stroke "#222"
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@app.strokewidth 2
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@app.oval(x * cell_size + cell_size / 2 + 2, y * cell_size + cell_size / 4 - 2, 2)
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@app.oval(x * cell_size + cell_size / 2 + 4, y * cell_size + cell_size / 4 - 2, 1)
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@app.strokewidth 1
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end
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end
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def render_number(x, y)
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render_cell(x, y, "#999", false)
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if self[x, y].number.nonzero?
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@app.nostroke
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@app.para self[x, y].number.to_s, left: x * cell_size + 3, top: y * cell_size,
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font: '13px', stroke: COLORS[self[x, y].number - 1]
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end
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end
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def paint
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0.upto @h - 1 do |y|
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0.upto @w - 1 do |x|
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@app.nostroke
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case self[x, y]
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when EmptyCell then render_cell(x, y)
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when Bomb then render_bomb(x, y)
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when OpenCell then render_number(x, y)
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end
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render_flag(x, y) if flagged?(x, y) && !(game_over? && bomb?(x, y))
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end
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end
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end
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def bombs_left
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@bombs - @field.flatten.compact.select(&:flag).size
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end
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def all_found?
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@field.flatten.compact.select { |e| e.is_a?(OpenCell) }.size + @bombs == @w * @h
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end
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def reveal!(x, y)
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return unless cell_exists?(x, y)
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return unless self[x, y].is_a?(Field::OpenCell)
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if flags_around(x, y) >= self[x, y].number
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(-1..1).each do |v|
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(-1..1).each { |h| click!(x + h, y + v) unless (v.zero? && h.zero?) || flagged?(x + h, y + v) }
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end
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end
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end
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private
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def cell_exists?(x, y)
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((0...@w).cover? x) && ((0...@h).cover? y)
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end
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def flagged?(x, y)
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return false unless cell_exists?(x, y)
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self[x, y].flag
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end
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def bomb?(x, y)
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cell_exists?(x, y) && (self[x, y].is_a? Bomb)
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end
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def can_be_discovered?(x, y)
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return false unless cell_exists?(x, y)
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return false if self[x, y].flag
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cell_exists?(x, y) && (self[x, y].is_a? EmptyCell) && !bomb?(x, y) && bombs_around(x, y).zero?
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end
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def open(x, y)
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self[x, y] = OpenCell.new(bombs_around(x, y)) unless (self[x, y].is_a? OpenCell) || flagged?(x, y)
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end
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def neighbors
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(-1..1).each do |col|
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(-1..1).each { |row| yield row, col unless col.zero? && row.zero? }
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end
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end
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def discover(x, y)
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open(x, y)
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neighbors do |col, row|
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cx = x + row
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cy = y + col
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next unless cell_exists?(cx, cy)
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discover(cx, cy) if can_be_discovered?(cx, cy)
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open(cx, cy)
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end
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end
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def count_neighbors
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return 0 unless block_given?
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count = 0
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neighbors { |h, v| count += 1 if yield(h, v) }
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count
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end
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+
|
201
|
+
def bombs_around(x, y)
|
202
|
+
count_neighbors { |v, h| bomb?(x + h, y + v) }
|
203
|
+
end
|
204
|
+
|
205
|
+
def flags_around(x, y)
|
206
|
+
count_neighbors { |v, h| flagged?(x + h, y + v) }
|
207
|
+
end
|
208
|
+
|
209
|
+
def die!(x, y)
|
210
|
+
self[x, y].exploded = true
|
211
|
+
@game_over = true
|
212
|
+
end
|
213
|
+
|
214
|
+
def plant_bomb(x, y)
|
215
|
+
self[x, y].is_a?(EmptyCell) ? self[x, y] = Bomb.new : false
|
216
|
+
end
|
217
|
+
|
218
|
+
def plant_bombs
|
219
|
+
@bombs.times { redo unless plant_bomb(rand(@w), rand(@h)) }
|
220
|
+
end
|
221
|
+
|
222
|
+
def [](*args)
|
223
|
+
x, y = args
|
224
|
+
raise "Cell #{x}:#{y} does not exists!" unless cell_exists?(x, y)
|
225
|
+
@field[y][x]
|
226
|
+
end
|
227
|
+
|
228
|
+
def []=(*args)
|
229
|
+
x, y, v = args
|
230
|
+
cell_exists?(x, y) ? @field[y][x] = v : false
|
231
|
+
end
|
232
|
+
end
|
233
|
+
|
234
|
+
Shoes.app width: 730, height: 450, title: 'Minesweeper' do
|
235
|
+
def render_field
|
236
|
+
clear do
|
237
|
+
background rgb(50, 50, 90, 0.7)
|
238
|
+
flow margin: 4 do
|
239
|
+
button("Beginner") { new_game :beginner }
|
240
|
+
button("Intermediate") { new_game :intermediate }
|
241
|
+
button("Expert") { new_game :expert }
|
242
|
+
end
|
243
|
+
stack { @status = para stroke: white }
|
244
|
+
@field.paint
|
245
|
+
para "Left click - open cell, right click - put flag, middle click - reveal empty cells", top: 270, left: -100, stroke: white, font: "11px"
|
246
|
+
end
|
247
|
+
end
|
248
|
+
|
249
|
+
def new_game(level)
|
250
|
+
@field = Field.new self, level
|
251
|
+
translate(-@old_offset.first, -@old_offset.last) unless @old_offset.nil?
|
252
|
+
translate(@field.offset.first, @field.offset.last)
|
253
|
+
@old_offset = @field.offset
|
254
|
+
render_field
|
255
|
+
end
|
256
|
+
|
257
|
+
new_game :beginner
|
258
|
+
animate(5) { @status.replace "Time: #{@field.total_time.to_i} Bombs left: #{@field.bombs_left}" }
|
259
|
+
|
260
|
+
click do |button, x, y|
|
261
|
+
next if @field.game_over? || @field.all_found?
|
262
|
+
fx = ((x - @field.offset.first) / @field.cell_size).to_i
|
263
|
+
fy = ((y - @field.offset.last) / @field.cell_size).to_i
|
264
|
+
@field.click!(fx, fy) if button == 1
|
265
|
+
@field.reveal!(fx, fy) if button == 2
|
266
|
+
@field.flag!(fx, fy) if button == 3
|
267
|
+
|
268
|
+
render_field
|
269
|
+
alert("Winner!\nTotal time: #{@field.total_time}") if @field.all_found?
|
270
|
+
alert("Bang!\nYou loose.") if @field.game_over?
|
271
|
+
end
|
272
|
+
end
|
@@ -0,0 +1,323 @@
|
|
1
|
+
# frozen_string_literal: true
|
2
|
+
# Othello
|
3
|
+
# by tieg
|
4
|
+
# 1/13/08
|
5
|
+
# with help: DeeJay, Ryan M. from mailing list
|
6
|
+
#
|
7
|
+
# FIXME bug if it memorizes it but it's not a valid move
|
8
|
+
#
|
9
|
+
module Othello
|
10
|
+
PIECE_WIDTH = 62
|
11
|
+
PIECE_HEIGHT = 62
|
12
|
+
TOP_OFFSET = 47
|
13
|
+
LEFT_OFFSET = 12
|
14
|
+
|
15
|
+
class Game
|
16
|
+
BOARD_SIZE = [8, 8].freeze
|
17
|
+
|
18
|
+
attr_accessor :p1, :p2, :board, :board_history
|
19
|
+
|
20
|
+
def initialize
|
21
|
+
@board_history = []
|
22
|
+
@p1 = Player.new(:black, pieces_per_player)
|
23
|
+
@p2 = Player.new(:white, pieces_per_player)
|
24
|
+
@board = new_board
|
25
|
+
lay_initial_pieces
|
26
|
+
end
|
27
|
+
|
28
|
+
def next_turn(check_available_moves = true)
|
29
|
+
@current_player = next_player
|
30
|
+
if check_available_moves && skip_turn?
|
31
|
+
# FIXME: Possible infinite loop if neither player has a good move?
|
32
|
+
next_turn
|
33
|
+
raise "Player #{@current_player.piece} (#{@current_player.color}) has no available moves. Player #{next_player.piece}'s (#{next_player.color}) turn."
|
34
|
+
end
|
35
|
+
end
|
36
|
+
|
37
|
+
def current_player
|
38
|
+
@current_player ||= @p1
|
39
|
+
end
|
40
|
+
|
41
|
+
def next_player
|
42
|
+
current_player == @p1 ? @p2 : @p1
|
43
|
+
end
|
44
|
+
|
45
|
+
# Build the array for the board, with zero-based arrays.
|
46
|
+
def new_board
|
47
|
+
Array.new(BOARD_SIZE[0]) do # build each cols L to R
|
48
|
+
Array.new(BOARD_SIZE[1]) do # insert cells in each col
|
49
|
+
0
|
50
|
+
end
|
51
|
+
end
|
52
|
+
end
|
53
|
+
|
54
|
+
# Lay the initial 4 pieces in the middle
|
55
|
+
def lay_initial_pieces
|
56
|
+
lay_piece([4, 3], false)
|
57
|
+
next_turn(false)
|
58
|
+
lay_piece([3, 3], false)
|
59
|
+
next_turn(false)
|
60
|
+
lay_piece([3, 4], false)
|
61
|
+
next_turn(false)
|
62
|
+
lay_piece([4, 4], false)
|
63
|
+
next_turn(false)
|
64
|
+
|
65
|
+
@board_history.clear
|
66
|
+
end
|
67
|
+
|
68
|
+
def lay_piece(c = [0, 0], check_adjacent_pieces = true)
|
69
|
+
memorize_board
|
70
|
+
piece = current_player.piece
|
71
|
+
opp_piece = current_player.opp_piece
|
72
|
+
raise "Spot already taken." if board_at(c).nonzero?
|
73
|
+
if check_adjacent_pieces
|
74
|
+
pieces_to_change = []
|
75
|
+
pieces_to_change << check_direction(c, [0, 1], piece, opp_piece) # N
|
76
|
+
pieces_to_change << check_direction(c, [1, 1], piece, opp_piece) # NE
|
77
|
+
pieces_to_change << check_direction(c, [1, 0], piece, opp_piece) # E
|
78
|
+
pieces_to_change << check_direction(c, [1, -1], piece, opp_piece) # SE
|
79
|
+
pieces_to_change << check_direction(c, [0, -1], piece, opp_piece) # S
|
80
|
+
pieces_to_change << check_direction(c, [-1, -1], piece, opp_piece) # SW
|
81
|
+
pieces_to_change << check_direction(c, [-1, 0], piece, opp_piece) # W
|
82
|
+
pieces_to_change << check_direction(c, [-1, 1], piece, opp_piece) # NW
|
83
|
+
raise "You must move to a spot that will turn your opponent's piece." if pieces_to_change.compact.all?(&:empty?)
|
84
|
+
pieces_to_change.compact.each { |direction| direction.each { |i| @board[i[0]][i[1]] = piece } }
|
85
|
+
end
|
86
|
+
current_player.pieces -= 1
|
87
|
+
@board[c[0]][c[1]] = piece
|
88
|
+
current_winner = calculate_current_winner
|
89
|
+
if (@p1.pieces + @p2.pieces).zero?
|
90
|
+
raise "Game over. Player #{current_winner.piece} wins with #{current_winner.pieces_on_board} pieces!"
|
91
|
+
end
|
92
|
+
end
|
93
|
+
|
94
|
+
def skip_turn?
|
95
|
+
@board.each_with_index do |col, col_index|
|
96
|
+
col.each_with_index do |_cell, row_index|
|
97
|
+
return false if possible_move?([col_index, row_index])
|
98
|
+
end
|
99
|
+
end
|
100
|
+
true
|
101
|
+
end
|
102
|
+
|
103
|
+
def possible_move?(c = [0, 0])
|
104
|
+
return nil if board_at(c).nonzero?
|
105
|
+
piece = current_player.piece
|
106
|
+
opp_piece = current_player.opp_piece
|
107
|
+
pieces_to_change = []
|
108
|
+
pieces_to_change << check_direction(c, [0, 1], piece, opp_piece) # N
|
109
|
+
pieces_to_change << check_direction(c, [1, 1], piece, opp_piece) # NE
|
110
|
+
pieces_to_change << check_direction(c, [1, 0], piece, opp_piece) # E
|
111
|
+
pieces_to_change << check_direction(c, [1, -1], piece, opp_piece) # SE
|
112
|
+
pieces_to_change << check_direction(c, [0, -1], piece, opp_piece) # S
|
113
|
+
pieces_to_change << check_direction(c, [-1, -1], piece, opp_piece) # SW
|
114
|
+
pieces_to_change << check_direction(c, [-1, 0], piece, opp_piece) # W
|
115
|
+
pieces_to_change << check_direction(c, [-1, 1], piece, opp_piece) # NW
|
116
|
+
return nil if pieces_to_change.compact.all?(&:empty?)
|
117
|
+
true
|
118
|
+
end
|
119
|
+
|
120
|
+
def memorize_board
|
121
|
+
dup_board = new_board
|
122
|
+
dup_board = []
|
123
|
+
@board.each do |col|
|
124
|
+
dup_board << col.dup
|
125
|
+
end
|
126
|
+
@board_history << { player: current_player, board: dup_board }
|
127
|
+
end
|
128
|
+
|
129
|
+
def undo!
|
130
|
+
last_move = @board_history.pop
|
131
|
+
@board = last_move[:board]
|
132
|
+
@current_player = last_move[:player]
|
133
|
+
@current_player.pieces += 1
|
134
|
+
end
|
135
|
+
|
136
|
+
def calculate_current_winner
|
137
|
+
@p1.pieces_on_board = 0
|
138
|
+
@p2.pieces_on_board = 0
|
139
|
+
@board.each do |row|
|
140
|
+
row.each do |cell|
|
141
|
+
if cell == 1
|
142
|
+
@p1.pieces_on_board += 1
|
143
|
+
else
|
144
|
+
@p2.pieces_on_board += 1
|
145
|
+
end
|
146
|
+
end
|
147
|
+
end
|
148
|
+
@p1.pieces_on_board > @p2.pieces_on_board ? @p1 : @p2
|
149
|
+
end
|
150
|
+
|
151
|
+
def check_direction(c, dir, piece, opp_piece)
|
152
|
+
c_adjacent = next_in_direction(c.dup, dir)
|
153
|
+
c_last = nil
|
154
|
+
pieces_in_between = []
|
155
|
+
# Find the last piece if there is one.
|
156
|
+
while valid_location?(c_adjacent)
|
157
|
+
if board_at(c_adjacent) == opp_piece
|
158
|
+
pieces_in_between << c_adjacent.dup
|
159
|
+
elsif board_at(c_adjacent) == piece && !pieces_in_between.empty?
|
160
|
+
c_last = c_adjacent
|
161
|
+
break
|
162
|
+
else
|
163
|
+
break
|
164
|
+
end
|
165
|
+
c_adjacent = next_in_direction(c_adjacent, dir)
|
166
|
+
end
|
167
|
+
|
168
|
+
pieces_in_between.empty? || c_last.nil? ? nil : pieces_in_between
|
169
|
+
end
|
170
|
+
|
171
|
+
# Find the value of the board at the given coordinate.
|
172
|
+
def board_at(c)
|
173
|
+
@board[c[0]][c[1]]
|
174
|
+
end
|
175
|
+
|
176
|
+
# Is this a valid location on board?
|
177
|
+
def valid_location?(c = [1, 1])
|
178
|
+
c[0] >= 0 && c[1] >= 0 && c[0] < BOARD_SIZE[0] && c[1] < BOARD_SIZE[1]
|
179
|
+
end
|
180
|
+
|
181
|
+
# Perform the operations to get the next spot in the appropriate direction
|
182
|
+
def next_in_direction(c, dir)
|
183
|
+
c[0] += dir[0]
|
184
|
+
c[1] += dir[1]
|
185
|
+
c
|
186
|
+
end
|
187
|
+
|
188
|
+
private
|
189
|
+
|
190
|
+
def pieces_per_player
|
191
|
+
total_squares / 2
|
192
|
+
end
|
193
|
+
|
194
|
+
# The total number of squares
|
195
|
+
def total_squares
|
196
|
+
BOARD_SIZE[0] * BOARD_SIZE[1]
|
197
|
+
end
|
198
|
+
|
199
|
+
class Player
|
200
|
+
attr_accessor :pieces, :color, :pieces_on_board
|
201
|
+
|
202
|
+
def initialize(color = :black, pieces = 0)
|
203
|
+
@pieces = pieces
|
204
|
+
@pieces_on_board = 0 # used only in calculating winner
|
205
|
+
@color = color
|
206
|
+
end
|
207
|
+
|
208
|
+
def piece
|
209
|
+
color == :black ? 1 : 2
|
210
|
+
end
|
211
|
+
|
212
|
+
def opp_piece
|
213
|
+
color == :black ? 2 : 1
|
214
|
+
end
|
215
|
+
end
|
216
|
+
end
|
217
|
+
|
218
|
+
def draw_player_1(_first_turn = false)
|
219
|
+
stack height: 50, margin: 10 do
|
220
|
+
if GAME.current_player == GAME.p1
|
221
|
+
background yellow
|
222
|
+
para span("Player 1 (#{GAME.current_player.color}) turn", stroke: black, font: "Trebuchet 20px bold"), margin: 4
|
223
|
+
else
|
224
|
+
background white
|
225
|
+
para span("Player 1", stroke: black, font: "Trebuchet 10px bold"), margin: 4
|
226
|
+
end
|
227
|
+
end
|
228
|
+
end
|
229
|
+
|
230
|
+
def draw_player_2(_first_turn = false)
|
231
|
+
stack top: 550, left: 0, height: 50, margin: 10 do
|
232
|
+
if GAME.current_player == GAME.p2
|
233
|
+
background yellow
|
234
|
+
para span("Player 2's (#{GAME.current_player.color}) turn", stroke: black, font: "Trebuchet 20px bold"), margin: 4
|
235
|
+
else
|
236
|
+
background white
|
237
|
+
para span("Player 2", stroke: black, font: "Trebuchet 10px bold"), margin: 4
|
238
|
+
end
|
239
|
+
end
|
240
|
+
end
|
241
|
+
|
242
|
+
def draw_board
|
243
|
+
clear do
|
244
|
+
background black
|
245
|
+
draw_player_1
|
246
|
+
stack margin: 10 do
|
247
|
+
fill rgb(0, 190, 0)
|
248
|
+
rect left: 0, top: 0, width: 495, height: 495
|
249
|
+
|
250
|
+
GAME.board.each_with_index do |col, col_index|
|
251
|
+
col.each_with_index do |cell, row_index|
|
252
|
+
left, top = left_top_corner_of_piece(col_index, row_index)
|
253
|
+
left -= LEFT_OFFSET
|
254
|
+
top -= TOP_OFFSET
|
255
|
+
fill rgb(0, 440, 0, 90)
|
256
|
+
strokewidth 1
|
257
|
+
stroke rgb(0, 100, 0)
|
258
|
+
rect left: left, top: top, width: PIECE_WIDTH, height: PIECE_HEIGHT
|
259
|
+
|
260
|
+
if cell.nonzero?
|
261
|
+
strokewidth 0
|
262
|
+
fill(cell == 1 ? rgb(100, 100, 100) : rgb(155, 155, 155))
|
263
|
+
oval(left + 3, top + 4, PIECE_WIDTH - 10, PIECE_HEIGHT - 10)
|
264
|
+
|
265
|
+
fill(cell == 1 ? black : white)
|
266
|
+
oval(left + 5, top + 5, PIECE_WIDTH - 10, PIECE_HEIGHT - 10)
|
267
|
+
end
|
268
|
+
end
|
269
|
+
end
|
270
|
+
end
|
271
|
+
draw_player_2
|
272
|
+
|
273
|
+
unless GAME.board_history.empty?
|
274
|
+
button("Undo last move", top: 10, right: 10) do
|
275
|
+
GAME.undo!
|
276
|
+
draw_board
|
277
|
+
end
|
278
|
+
end
|
279
|
+
end
|
280
|
+
end
|
281
|
+
|
282
|
+
def left_top_corner_of_piece(a, b)
|
283
|
+
[(a * PIECE_WIDTH + LEFT_OFFSET), (b * PIECE_HEIGHT + TOP_OFFSET)]
|
284
|
+
end
|
285
|
+
|
286
|
+
def right_bottom_corner_of_piece(a, b)
|
287
|
+
left_top_corner_of_piece(a, b).map { |coord| coord + PIECE_WIDTH }
|
288
|
+
end
|
289
|
+
|
290
|
+
def find_piece(x, y)
|
291
|
+
GAME.board.each_with_index do |row_array, row|
|
292
|
+
row_array.each_with_index do |_col_array, col|
|
293
|
+
left, top = left_top_corner_of_piece(col, row).map { |i| i - 5 }
|
294
|
+
right, bottom = right_bottom_corner_of_piece(col, row).map { |i| i - 5 }
|
295
|
+
return [col, row] if x >= left && x <= right && y >= top && y <= bottom
|
296
|
+
end
|
297
|
+
end
|
298
|
+
false
|
299
|
+
end
|
300
|
+
end
|
301
|
+
|
302
|
+
GAME = Othello::Game.new
|
303
|
+
|
304
|
+
Shoes.app width: 520, height: 600 do
|
305
|
+
extend Othello
|
306
|
+
|
307
|
+
draw_board
|
308
|
+
|
309
|
+
click do |_button, x, y|
|
310
|
+
coords = find_piece(x, y)
|
311
|
+
if coords
|
312
|
+
begin
|
313
|
+
GAME.lay_piece(coords)
|
314
|
+
GAME.next_turn
|
315
|
+
draw_board
|
316
|
+
rescue => e
|
317
|
+
alert(e.message)
|
318
|
+
end
|
319
|
+
else
|
320
|
+
alert("Not a piece.")
|
321
|
+
end
|
322
|
+
end
|
323
|
+
end
|