Mercurial > hg > serpentron
view src/Serpentron.st @ 0:27280b550d56 1.0-beta
Serpentron 1.0-beta.
author | Mikhail Kryshen <mikhail@kryshen.net> |
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date | Wed, 17 Feb 2016 23:55:43 +0300 |
parents | |
children | 3bb2fada1594 |
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Smalltalk createPackage: 'Serpentron'! (Smalltalk packageAt: 'Serpentron') imports: {'silk/Silk'}! Object subclass: #Serpentron instanceVariableNames: 'field skin players playerColors controllerPrototypes score pointsToWin' package: 'Serpentron'! !Serpentron commentStamp! The game UI.! !Serpentron methodsFor: 'initialization'! initialize super initialize. playerColors := #('#377eb8' '#e41a1c' '#4daf4a' '#ff7f00' '#984ea3' '#b3ad78'). skin := TronSkin new. field := TronField new skin: skin; onEndGame: [ self handleEndGame ]. self initializePlayers; initializeControllers. (Silk fromElement: document) on: #keydown bind: [ :event | field keyDown: event ]. ! ! !Serpentron methodsFor: 'private'! handleEndGame | color | field isGameFinished "Interrupted game, no winner." ifFalse: [ ^ self startScreenVisible: true ]. color := field winningColorIfNone: [ ^ self status: 'No winner in this round.'; nextRound ]. self updateScore. (score anySatisfy: [ :each | each >= pointsToWin ]) ifFalse: [ self status: (self winnerDOM: color) << ' won the round.'. ^ self nextRound ]. self status: self scoreDOM. window setTimeout: [ self startScreenVisible: true. self hideMessage. self status: self scoreDOM << '. ' << (self winnerDOM: color) << ' won!!' ] after: 2000. window setTimeout: [ self showMessage: (self winnerDOM: color) << ' won!!' ] after: 1000. ! hideMessage (Silk at: '#message') element className: 'hidden'. ! initializeControllers controllerPrototypes := { TronKeyboardController new keyMap: #{ 38 -> (0 @ -1). 39 -> (1 @ 0). 40 -> (0 @ 1). 37 -> (-1 @ 0)} name: 'arrows'. TronKeyboardController new keyMap: #{ 87 -> (0 @ -1). 68 -> (1 @ 0). 83 -> (0 @ 1). 65 -> (-1 @ 0)} name: 'WASD'. TronKeyboardController new keyMap: #{ 89 -> (0 @ -1). 74 -> (1 @ 0). 72 -> (0 @ 1). 71 -> (-1 @ 0)} name: 'YGHJ'. TronKeyboardController new keyMap: #{ 80 -> (0 @ -1). 222 -> (1 @ 0). 59 -> (0 @ 1). 76 -> (-1 @ 0)} name: 'PL;'''. TronComputerController1 new. "TronRandomController new" }. (players at: 1) controller: (controllerPrototypes at: 1) copy. (players at: 2) controller: (controllerPrototypes at: 5) copy. (players at: 3) controller: (controllerPrototypes at: 5) copy. (players at: 4) controller: (controllerPrototypes at: 5) copy. ! initializePlayers players := { TronPlayer new name: 'Player 1'; color: (playerColors at: 1). TronPlayer new name: 'Player 2'; color: (playerColors at: 2). TronPlayer new name: 'Player 3'; color: (playerColors at: 3); enabled: false. TronPlayer new name: 'Player 4'; color: (playerColors at: 4); enabled: false }. ! nextRound window setTimeout: [ self status: self scoreDOM. field start: field players ] after: 2000. ! randomizePlayerColors | enabledPlayers | enabledPlayers := players select: #isEnabled. enabledPlayers do: [ :each | | color | [ color := playerColors atRandom. enabledPlayers allSatisfy: [ :p | p = each | (p color ~= color) ] ] whileFalse. each color: color. ]. ! randomizeTeams | colorA colorB teamA | players do: [ :each | each enabled: true ]. colorA := playerColors atRandom. [ colorB := playerColors atRandom. colorB = colorA ] whileTrue. teamA := players copy. players size // 2 timesRepeat: [ (teamA remove: teamA atRandom) color: colorB ]. teamA do: [ :each | each color: colorA ]. ! renderColorSelectorFor: aPlayer on: aSilk | container buttons onChange | container := aSilk SPAN: {#class -> 'color-selector'}. buttons := Dictionary from: (playerColors collect: [ :each | | button | button := container A. button on: #click bind: [ aPlayer enabled: true; color: each. self validatePlayerColor: aPlayer ]. button element style background: each. each -> button ]). buttons at: #disabled put: (container A SPAN: '✗'; on: #click bind: [ aPlayer enabled: false. self validatePlayerColor: aPlayer ]). onChange := [ buttons keysAndValuesDo: [ :k :v | (aPlayer isEnabled not & k = #disabled) | (aPlayer isEnabled & k = aPlayer color) ifTrue: [ v element className: 'selected-color-button' ] ifFalse: [ v element className: 'color-button' ] ] ]. aPlayer onEnabledChange: onChange; onColorChange: onChange. onChange value. ! renderControllerSelectorFor: aPlayer on: aSilk | select options onChange | select := aSilk SELECT. options := Dictionary new. controllerPrototypes do: [ :each | options at: each name put: (select OPTION: each name) element ]. select on: #change bind: [ aPlayer controller: (controllerPrototypes detect: [ :each | each name = select element value ]) copy ]. onChange := [ | value | value := aPlayer controller name. (options at: value) selected: 'selected'. aPlayer controller class = TronKeyboardController ifTrue: [ players do: [ :each | (each ~= aPlayer and: [ each controller name = value ]) ifTrue: [ each controller: TronComputerController1 new ]]]]. aPlayer onControllerChange: onChange. onChange value. ! renderPlayer: aPlayer on: aSilk | container | container := aSilk DIV: { #class -> 'player' }. self renderColorSelectorFor: aPlayer on: container. (container INPUT on: #change bind: [ :event | aPlayer name: event target value ]) element value: aPlayer name. self renderControllerSelectorFor: aPlayer on: container. ! renderStartScreenOn: aSilk | startScreen | startScreen := aSilk DIV: {#id -> 'start-screen'}. players do: [ :each | self renderPlayer: each on: startScreen ]. (startScreen BUTTON: 'Random colors') on: #click bind: [ self randomizePlayerColors ]. (startScreen BUTTON: 'Random teams') on: #click bind: [ self randomizeTeams ]. startScreen BR. (startScreen BUTTON: 'Start') on: #click bind: [ :event | self startGame; status: self scoreDOM ]. ! scoreDOM | message | message := Silk SPAN: 'Score: '. score associations do: [ :each | (message SPAN: {#class -> 'player-color'. (each value * 10) rounded / 10}) element style color: each key ] separatedBy: [ message << ':' ]. message << ('/', pointsToWin). ^ message. ! showMessage: anObject ((Silk at: '#message') resetContents << anObject) element className: 'visible'. ! startGame | enabledPlayers | self startScreenVisible: false. field start: (players select: #isEnabled). pointsToWin := (30 / (field players size + 1)) ceiling. score := field colors collect: [ :each | 0 ]. ! startScreenVisible: aBoolean (Silk at: '#start-screen') element className: (aBoolean ifTrue: [ 'visible' ] ifFalse: [ 'hidden' ]) ! status: anObject '#status' asSilk resetContents << anObject ! updateScore | color teamSize alive points defeated | color := field winningColorIfNone: [ ^ self ]. teamSize := field colors at: color. defeated := field players size - teamSize. alive := field liveColors at: color. points := defeated * alive / teamSize * (teamSize + 1) / 2. points := points / (field players size - 1). score at: color put: (score at: color) + points. ! validatePlayerColor: aPlayer | enabledPlayers otherPlayers freeColor | enabledPlayers := players select: #isEnabled. ((enabledPlayers collect: #color) asSet size > 1) ifTrue: [ ^ self ]. freeColor := playerColors detect: [ :each | each ~= enabledPlayers anyOne color ]. otherPlayers := players select: [ :each | each ~~ aPlayer ]. (otherPlayers detect: [ :each | each isEnabled not ] ifNone: [ otherPlayers first ]) enabled: true; color: freeColor. ! winnerDOM: color | names team message | team := field players select: [ :each | each color = color ]. names := ''. (team collect: #name) do: [ :each | names := names, each] separatedBy: [ names := names, ' and ' ]. message := Silk SPAN. (message SPAN: {#class -> 'player-color'. names}) element style color: color. ^ message ! ! !Serpentron methodsFor: 'rendering'! augmentPage '#serpentron' asSilk resetContents << 'Loading...'. skin load: 'resources/skin.png' andDo: [ '#serpentron' asSilk resetContents << self ] ! renderOnSilk: aSilk | scale container width height | scale := 1. skin tileSize >= 20 ifTrue: [ scale := 0.5 ]. skin tileSize < 10 ifTrue: [ scale := 2]. width := field fieldSize x * skin tileSize * scale. height := field fieldSize y * skin tileSize * scale. aSilk element style width: width asString , 'px'. (aSilk DIV: {#id -> 'title'}) H1: (Silk A: { #href -> 'http://www.games1729.com/serpentron/'. #target -> '_top'. 'Serpentron'}); SPAN: {#id -> 'status'. '1.0 beta'}. container := aSilk DIV: {#id -> 'field'}. container element style width: width asString , 'px'; height: height asString , 'px'. container << field. self renderStartScreenOn: container. (container DIV: {#id -> 'message'. #class -> 'hidden'}) element style margin: '0 auto'. aSilk << container. ! ! Serpentron class instanceVariableNames: 'Instance'! !Serpentron class methodsFor: 'starting'! start (Instance := self new) augmentPage ! ! Object subclass: #TronCollider instanceVariableNames: 'canvas context skin animationRequest lastFrameTime particles particlePool particlesPerCollision' package: 'Serpentron'! !TronCollider commentStamp! Particle system for collision effect.! !TronCollider methodsFor: 'accessing'! canvas: aCanvas canvas := aCanvas. context := canvas getContext: '2d'. ! skin: aTronSkin skin := aTronSkin ! ! !TronCollider methodsFor: 'initialization'! initialize super initialize. particlesPerCollision := 200. particlePool := Queue new. particlesPerCollision * 2 + 10 timesRepeat: [ particlePool nextPut: TronColliderParticle new ]. particles := OrderedCollection new ! ! !TronCollider methodsFor: 'private'! renderFrame: timestamp | liveParticles delta | delta := lastFrameTime ifNil: [ 0 ] ifNotNil: [ timestamp - lastFrameTime ]. lastFrameTime := timestamp. "Transcript show: 'renderFrame: '; show: timestamp; show: '; '; show: delta; cr." liveParticles := OrderedCollection new. context clearRect: 0 y: 0 w: canvas width h: canvas height. particles do: [ :each | each update: delta; drawOn: context tileSize: skin tileSize. each ifAlive: [ liveParticles add: each ] ifNotAlive: [ particlePool nextPut: each ] ]. particles := liveParticles. animationRequest := particles ifEmpty: [ nil ] ifNotEmpty: [ window requestAnimationFrame: [ :ts | self renderFrame: ts ] on: canvas ] ! startAnimation animationRequest ifNotNil: [ ^ self ]. lastFrameTime := nil. animationRequest := window requestAnimationFrame: [ :ts | self renderFrame: ts ] on: canvas. ! ! !TronCollider methodsFor: 'starting'! animateCollisionFor: aPlayer | particle | particlesPerCollision timesRepeat: [ particles add: ((particlePool nextIfAbsent: [ TronColliderParticle new ]) resetPosition: aPlayer location - 0.5 - (aPlayer direction / 2) color: (Math random < 0.5 ifTrue: [ aPlayer color ] ifFalse: [ '#ff3000' ])) ]. self startAnimation. ! ! Object subclass: #TronColliderParticle instanceVariableNames: 'color size velocity position alpha decay' package: 'Serpentron'! !TronColliderParticle methodsFor: 'accessing'! ifAlive: aliveBlock ifNotAlive: notAliveBlock ^ alpha > 0.01 ifTrue: aliveBlock ifFalse:notAliveBlock ! resetPosition: positionPoint color: aString position := positionPoint. color := aString. "Particles return to the pool as soon as they die. Randomize on each reset or the pool will end up sotrted by particles' life time." alpha := 1 - (Math random * 0.5). decay := 0.997 - (Math random * 0.01) ! ! !TronColliderParticle methodsFor: 'drawing'! drawOn: aContext tileSize: tileSize aContext globalAlpha: alpha; fillStyle: color; fillRect: (position x - (size / 2)) * tileSize y: (position y - (size / 2)) * tileSize w: size * tileSize h: size * tileSize. ! ! !TronColliderParticle methodsFor: 'initialization'! initialize super initialize. size := (Math random * 0.3 + 0.7). velocity := (Math random - 0.5) @ (Math random - 0.5). velocity := velocity / (velocity dist: 0 @ 0) * (Math random raisedTo: 4 + 0.1) * 0.06 ! ! !TronColliderParticle methodsFor: 'updating'! update: delta position := position + (velocity * delta). alpha := alpha * (decay raisedTo: delta). ! ! Object subclass: #TronController instanceVariableNames: 'field player' package: 'Serpentron'! !TronController commentStamp! Abstract superclass for controlling input devices and algorithms.! !TronController methodsFor: 'accessing'! field: aTronField field := aTronField ! name self subclassResponsibility. ! nextDirection: aPoint "Do not turn back." player nextDirection = (aPoint * (-1 @ -1)) ifTrue: [ ^ self ]. player nextDirection: aPoint. ! player: aTronPlayer player := aTronPlayer ! ! !TronController methodsFor: 'computing'! compute ! isAtDecisionPoint | loc dir turn | player isFirstMove ifTrue: [ ^ true ]. dir := player nextDirection. loc := player location. (field isFreeAt: loc + dir) ifFalse: [ ^ true ]. turn := dir rotate90ccw. ((field isFreeAt: loc + turn) and: [ (field isFreeAt: loc + dir + turn) not ]) ifTrue: [ ^ true ]. turn := dir rotate90cw. ((field isFreeAt: loc + turn) and: [ (field isFreeAt: loc + dir + turn) not ]) ifTrue: [ ^ true ]. ^ false ! ! !TronController methodsFor: 'event handling'! keyDown: keyCode ^ false ! ! !TronController methodsFor: 'initialization'! reset ! ! TronController class instanceVariableNames: 'directions'! TronController subclass: #TronComputerController1 instanceVariableNames: 'weight aggressiveness' package: 'Serpentron'! !TronComputerController1 methodsFor: 'accessing'! name ^ 'Computer' ! ! !TronComputerController1 methodsFor: 'computing'! compute | best bestDirection | "player isFirstMove ifTrue: [ self nextDirection: TronPlayer directions atRandom ]." (self isAtDecisionPoint or: [ (field isFreeAt: player location + (player nextDirection * 2)) not ]) ifFalse: [ ^ self ]. aggressiveness := 200 atRandom. best := 0. TronPlayer directions do: [ :each | weight := 0. self scan: each. weight > best ifTrue: [ best := weight. bestDirection := each ]]. bestDirection ifNil: [ ^ self ]. self nextDirection: bestDirection. ! ! !TronComputerController1 methodsFor: 'private'! extend: directionPoint from: nwPoint to: sePoint | point scanDir | scanDir := directionPoint y abs @ directionPoint x abs. point := Point x: (directionPoint x <= 0 ifTrue: [ nwPoint x ] ifFalse: [ sePoint x ]) y: (directionPoint y <= 0 ifTrue: [ nwPoint y ] ifFalse: [ sePoint y ]). [ point <= sePoint ] whileTrue: [ weight := weight + 1. (field isFreeAt: point) ifFalse: [ (self isEnemyHeadAt: point) ifTrue: [ weight := weight + aggressiveness ] ifFalse: [ ^ false ] ]. point := point + scanDir ]. ^ true ! isEnemyHeadAt: aPoint (field playerWithHeadAt: aPoint) ifNotNil: [ :p | ^ p color ~= player color ]. ^ false ! scan: directionPoint | nw se nextNW nextSE directions scanDir | nw := se := player location + directionPoint. (field isFreeAt: nw) ifFalse: [ ^ self ]. directions := TronPlayer directions copy remove: directionPoint * -1; yourself. [ scanDir := directions atRandom. scanDir <= 0 asPoint ifTrue: [ nextNW := nw + scanDir. nextSE := se ] ifFalse: [ nextNW := nw. nextSE := se + scanDir ]. (self extend: scanDir from: nextNW to: nextSE) ifTrue: [ nw := nextNW. se := nextSE ] ifFalse: [ directions remove: scanDir ]. directions isEmpty not ] whileTrue. ! ! TronController subclass: #TronKeyboardController instanceVariableNames: 'keyMap name' package: 'Serpentron'! !TronKeyboardController methodsFor: 'accessing'! keyMap: aDictionary name: aString keyMap := aDictionary. name := 'Keyboard: ', aString. ! name ^ name ! ! !TronKeyboardController methodsFor: 'event handling'! keyDown: keyCode self nextDirection: (keyMap at: keyCode ifAbsent: [ ^ false ]). ^ true ! ! TronKeyboardController class instanceVariableNames: 'keyMaps'! TronController subclass: #TronRandomController instanceVariableNames: '' package: 'Serpentron'! !TronRandomController methodsFor: 'accessing'! name ^ 'Computer (random)' ! ! !TronRandomController methodsFor: 'computing'! compute | dirs | (self isAtDecisionPoint or: [ 50 atRandom = 1 ]) ifFalse: [ ^ self ]. dirs := TronPlayer directions select: [ :each | field isFreeAt: player location + each ]. dirs ifNotEmpty: [ self nextDirection: dirs atRandom ] ! ! Object subclass: #TronField instanceVariableNames: 'skin size matrix players livePlayers colors liveColors canvas context collider timerId onEndGame' package: 'Serpentron'! !TronField commentStamp! The game field. Provides game logic and rendering.! !TronField methodsFor: 'accessing'! at: aPoint ^ (matrix at: aPoint y) at: aPoint x ! at: aPoint ifAbsent: aBlock ^ matrix at: aPoint y ifPresent: [ :value | value at: aPoint x ifAbsent: aBlock ] ifAbsent: aBlock ! at: aPoint put: aSegment (matrix at: aPoint y) at: aPoint x put: aSegment ! colors ^ colors ! fieldSize ^ size ! isFreeAt: aPoint ^ (self at: aPoint ifAbsent: [ ^ false ]) isNil ! isGameFinished ^ liveColors size < 2 ! liveColors ^ liveColors ! playerWithHeadAt: aPoint | s | s := self at: aPoint ifAbsent: [ ^ nil ]. s isHead ifTrue: [ ^ s player ] ifFalse: [ ^ nil ] ! players ^ players ! skin ^ skin ! skin: aTronSkin skin := aTronSkin ! winningColorIfNone: aBlock ^ (liveColors size = 1) ifTrue: [ liveColors keys anyOne ] ifFalse: aBlock. ! ! !TronField methodsFor: 'event handling'! keyDown: event "Handle Esc key." livePlayers isEmpty not & (event keyCode = 27) ifTrue: [ event preventDefault. self endGame. ^ self ]. "Check all players rather than livePlayers so that preventDefault is called for all used keys." (players anySatisfy: [ :each | each keyDown: event keyCode ]) ifTrue: [ event preventDefault ]. timerId ifNil: [ self startIfAllReady ]. ! ! !TronField methodsFor: 'initialization'! initialize super initialize. livePlayers := players := #(). size := 50 @ 35 ! ! !TronField methodsFor: 'observing'! onEndGame: aBlock onEndGame := aBlock ! ! !TronField methodsFor: 'private'! endGame self stopTimer. livePlayers := #(). onEndGame ifNotNil: #value. ! killPlayer: aPlayer collider animateCollisionFor: aPlayer. livePlayers remove: aPlayer. self updateLiveColors. ! locatePlayers players size = 2 ifTrue: [ (players at: 1) location: 16 @ 18. (players at: 2) location: 35 @ 18. ^ self ]. players size = 3 ifTrue: [ (players at: 1) location: 18 @ 13. (players at: 2) location: 18 @ 23. (players at: 3) location: 33 @ 18. ^ self ]. players size = 4 ifTrue: [ (players at: 1) location: 16 @ 11. (players at: 2) location: 35 @ 11. (players at: 3) location: 16 @ 25. (players at: 4) location: 35 @ 25. ^ self ]. self error: 'Invalid number of players.' ! renderCanvasOn: aSilk ^ aSilk CANVAS: { #width -> (size x * skin tileSize). #height -> (size y * skin tileSize)}. ! startIfAllReady (livePlayers isEmpty not and: [ livePlayers allSatisfy: #isReady ]) ifTrue: [ self startTimer ] ! startTimer timerId ifNotNil: [ self error: 'Timer already running.' ]. timerId := window setInterval: [ self update ] every: 75. ! stopTimer timerId ifNotNil: [ window clearInterval: timerId. timerId := nil ] ! update | lpCopy | lpCopy := livePlayers copy. lpCopy do: [ :each | | l | l := each location. self at: l put: each move. skin drawField: self on: context at: l ]. lpCopy do: [ :each | | l other | l := each location. (self isFreeAt: l) ifTrue: [ self at: l put: each headSegment. ] ifFalse: [ self killPlayer: each. "Check for head-to-head collision." other := self playerWithHeadAt: l. (other isNil | (other = each)) ifFalse: [ self killPlayer: other. self at: l put: nil. ]]]. livePlayers do: [ :each | skin drawField: self on: context at: each location ]. self isGameFinished ifTrue: [ ^ self endGame ]. livePlayers do: #compute. ! updateLiveColors liveColors := Dictionary new. livePlayers do: [ :each | liveColors at: each color ifPresent: [ :v | liveColors at: each color put: v + 1 ] ifAbsent: [ liveColors at: each color put: 1 ]]. ! ! !TronField methodsFor: 'rendering'! renderOnSilk: aSilk | backgroundCanvas | backgroundCanvas := (self renderCanvasOn: aSilk) element. canvas := (self renderCanvasOn: aSilk) element. context := canvas getContext: '2d'. collider := TronCollider new canvas: (self renderCanvasOn: aSilk) element; skin: skin. skin drawBackgroundOn: (backgroundCanvas getContext: '2d') from: 1 @ 1 to: size ! ! !TronField methodsFor: 'starting'! start: anArrayOfPlayers players := anArrayOfPlayers. livePlayers := players copy. self updateLiveColors. colors := liveColors. matrix := (1 to: size y) collect: [ :i | Array new: size x ]. context clearRect: 0 y: 0 w: canvas width h: canvas height. self locatePlayers. players do: [ :each | each field: self; reset; compute ]. players do: [ :each | self at: each location put: each headSegment. skin drawField: self on: context at: each location ]. self startIfAllReady. ! ! Object subclass: #TronPlayer instanceVariableNames: 'enabled color name controller segments location moved direction nextDirection onColorChange onEnabledChange onControllerChange' package: 'Serpentron'! !TronPlayer methodsFor: 'accessing'! color ^ color ! color: anObject color := anObject. onColorChange ifNotNil: #value. ! controller ^ controller ! controller: aTronController aTronController player: self. controller := aTronController. onControllerChange ifNotNil: #value. ! direction ^ direction ! enabled: aBoolean enabled := aBoolean. onEnabledChange ifNotNil: #value. ! field: aField controller field: aField ! headSegment ^ segments at: direction ! isEnabled ^ enabled ! isFirstMove ^ moved not ! isReady ^ nextDirection notNil ! location ^ location ! location: anObject location := anObject ! name ^ name ! name: anObject name := anObject. ! nextDirection ^ nextDirection ! nextDirection: aPoint moved ifFalse: [ direction := aPoint ]. nextDirection := aPoint ! ! !TronPlayer methodsFor: 'event handling'! keyDown: keyCode ^ controller keyDown: keyCode ! ! !TronPlayer methodsFor: 'initialization'! initialize super initialize. enabled := true. self reset; initializeSegments. ! reset direction := 0 @ -1. nextDirection := nil. moved := false. controller ifNotNil: [ controller reset ]. ! ! !TronPlayer methodsFor: 'observing'! onColorChange: aBlock onColorChange := aBlock. ! onControllerChange: aBlock onControllerChange := aBlock. ! onEnabledChange: aBlock onEnabledChange := aBlock. ! ! !TronPlayer methodsFor: 'private'! initializeSegments segments := Dictionary new. TronPlayer directionNames keysAndValuesDo: [ :to :toName | segments at: to put: (TronHead new player: self; sprite: 'head', toName; direction: to); at: {to. to} put: (TronSegment new player: self; sprite: 'body', toName). TronPlayer directionNames keysAndValuesDo: [ :from :fromName | (from x = to x) | (from y = to y) ifFalse: [ segments at: {from. to} put: (TronSegment new player: self; sprite: 'body', fromName, 'To', toName) ]]]. ! ! !TronPlayer methodsFor: 'updating'! compute controller compute ! move | segment | segment := segments at: {direction. nextDirection} ifAbsent: [ nil ]. direction := nextDirection. location := location + direction. moved := true. ^ segment ! ! TronPlayer class instanceVariableNames: 'directions directionNames'! !TronPlayer class methodsFor: 'initialization'! directionNames ^ directionNames ! directions ^ directions ! initialize super initialize. directionNames := Dictionary new at: 0 @ -1 put: 'North'; at: 1 @ 0 put: 'East'; at: 0 @ 1 put: 'South'; at: -1 @ 0 put: 'West'; yourself. directions := directionNames keys. ! ! Object subclass: #TronSegment instanceVariableNames: 'player sprite' package: 'Serpentron'! !TronSegment methodsFor: 'accessing'! color ^ player color ! isHead ^ false ! player ^ player ! player: anObject player := anObject ! sprite ^ sprite ! sprite: anObject sprite := anObject ! ! TronSegment subclass: #TronHead instanceVariableNames: 'direction' package: 'Serpentron'! !TronHead methodsFor: 'accessing'! direction ^ direction ! direction: anObject direction := anObject ! isHead ^ true ! ! Object subclass: #TronSkin instanceVariableNames: 'skinMap skinImage tileSize maskOffset' package: 'Serpentron'! !TronSkin methodsFor: 'accessing'! tileSize ^ tileSize ! ! !TronSkin methodsFor: 'drawing'! drawBackgroundOn: aContext at: aPoint self drawTile: #background offset: aPoint - 1 on: aContext at: aPoint; drawTile: #backgroundTile on: aContext at: aPoint ! drawBackgroundOn: aContext from: nwPoint to: sePoint nwPoint y to: sePoint y do: [ :row | nwPoint x to: sePoint x do: [ :col | self drawBackgroundOn: aContext at: col @ row ]] ! drawField: aField on: aContext at: aPoint | x y segment | x := (aPoint - 1) x * tileSize. y := (aPoint - 1) y * tileSize. aContext clearRect: x and: y and: tileSize and: tileSize. segment := (aField at: aPoint) ifNil: [ ^ self ]. self drawTile: segment sprite offset: maskOffset on: aContext at: aPoint. aContext globalCompositeOperation: 'source-atop'; fillStyle: segment color; fillRect: x and: y and: tileSize and: tileSize. self drawTile: segment sprite on: aContext at: aPoint. aContext globalCompositeOperation: 'source-over'. ! drawSkinImageOn: aContext source: sourcePoint destination: destinationPoint aContext drawImage: skinImage sx: sourcePoint x sy: sourcePoint y sw: tileSize sh: tileSize dx: destinationPoint x dy: destinationPoint y dw: tileSize dh: tileSize ! drawTile: aSymbol offset: offsetPoint on: aContext at: targetPoint self drawSkinImageOn: aContext source: ((skinMap at: aSymbol) + offsetPoint) * tileSize destination: (targetPoint - 1) * tileSize ! drawTile: aSymbol on: aContext at: aPoint self drawTile: aSymbol offset: 0@0 on: aContext at: aPoint ! ! !TronSkin methodsFor: 'initialization'! initialize super initialize. skinMap := Dictionary new at: #background put: 0@0; at: #backgroundBottomRight put: 49@34; at: #backgroundTile put: 0@35; at: #headNorth put: 1@35; at: #headEast put: 2@35; at: #headSouth put: 3@35; at: #headWest put: 4@35; at: #bodyNorth put: 5@35; at: #bodyEast put: 6@35; at: #bodySouth put: 7@35; at: #bodyWest put: 8@35; at: #bodySouthToEast put: 9@35; at: #bodyWestToNorth put: 9@35; at: #bodyNorthToEast put: 10@35; at: #bodyWestToSouth put: 10@35; at: #bodyNorthToWest put: 11@35; at: #bodyEastToSouth put: 11@35; at: #bodySouthToWest put: 12@35; at: #bodyEastToNorth put: 12@35; yourself. maskOffset := 12 @ 0. skinImage := document createElement: 'img' ! ! !TronSkin methodsFor: 'loading'! load: url andDo: aBlock skinImage onload: [ tileSize := skinImage width / 50. aBlock value ]. skinImage src: url. ! ! !Point methodsFor: '*Serpentron'! rotate90ccw ^ self y @ self x negated ! rotate90cw ^ self y negated @ self x ! !