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View.jack
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258 lines (222 loc) · 9 KB
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class View {
field Model model;
field String controlInfoTitle;
field String controlInfoMove;
field String controlInfoReset;
field String controlInfoQuit;
field String controlInfoNext;
field String controlInfoRestart;
field String messageLevelComplete;
field String messageGameComplete;
field String messageCongratulations;
constructor View new(Model aModel) {
let model = aModel;
let controlInfoTitle = "---Controls---";
let controlInfoMove = "Cursors: Move";
let controlInfoReset = "R: Reset";
let controlInfoQuit = "Escape: Quit";
let controlInfoNext = "Space: Next";
let controlInfoRestart = "Space: Restart";
let messageLevelComplete = "LEVEL COMPLETE";
let messageGameComplete = "GAME COMPLETE!";
let messageCongratulations = "CONGRATULATIONS!";
return this;
}
method void draw() {
var int x, y;
var Board board;
var Player player;
let board = model.getBoard();
let player = board.getPlayer();
// not very mvc, but the more usual "fully clear and redraw the screen on each frame" approach doesn't really suit the hack platform...
if (model.isScreenDirty()) {
do Screen.setColor(false);
do Screen.drawRectangle(0, 0, 511, 255);
}
do drawLogo();
if (model.getState() = State.StatePlaying()) {
do drawBoard();
do drawLevelInfo();
// draw "playing" control info
do Output.moveCursor(17, 48);
do Output.printString(controlInfoTitle);
do Output.moveCursor(19, 48);
do Output.printString(controlInfoMove);
do Output.moveCursor(20, 48);
do Output.printString(controlInfoReset);
do Output.moveCursor(21, 48);
do Output.printString(controlInfoQuit);
}
if (model.getState() = State.StateLevelComplete()) {
do drawBoard();
do drawLevelInfo();
// draw flashing level complete message
if (model.getTickAccumulator() < 10) {
do Output.moveCursor(12, 48);
do Output.printString(messageLevelComplete);
} else {
do Screen.setColor(false);
do Screen.drawRectangle(384, 133, 494, 142);
}
// draw "level complete" control info
do Output.moveCursor(17, 48);
do Output.printString(controlInfoTitle);
do Output.moveCursor(19, 48);
do Output.printString(controlInfoNext);
do Output.moveCursor(21, 48);
do Output.printString(controlInfoQuit);
}
if (model.getState() = State.StateGameComplete()) {
// draw game complete message
do Output.moveCursor(10, 16);
do Output.printString(messageGameComplete);
// draw alternating congratulations message and smiley face border
if (model.getTickAccumulator() < 10) {
do Output.moveCursor(12, 15);
do Output.printString(messageCongratulations);
do drawGameCompleteBorder(false);
} else {
do Screen.setColor(false);
do Screen.drawRectangle(120, 133, 244, 141);
do drawGameCompleteBorder(true);
}
// draw "game complete" control info
do Output.moveCursor(17, 48);
do Output.printString(controlInfoTitle);
do Output.moveCursor(19, 48);
do Output.printString(controlInfoRestart);
do Output.moveCursor(21, 48);
do Output.printString(controlInfoQuit);
}
return;
}
method void drawLogo() {
do Sprites.drawLogoA1(56 + (0 * 512));
do Sprites.drawLogoB1(57 + (0 * 512));
do Sprites.drawLogoC1(58 + (0 * 512));
do Sprites.drawLogoD1(59 + (0 * 512));
do Sprites.drawLogoE1(60 + (0 * 512));
do Sprites.drawLogoF1(61 + (0 * 512));
do Sprites.drawLogoG1(62 + (0 * 512));
do Sprites.drawLogoA2(56 + (1 * 512));
do Sprites.drawLogoB2(57 + (1 * 512));
do Sprites.drawLogoC2(58 + (1 * 512));
do Sprites.drawLogoD2(59 + (1 * 512));
do Sprites.drawLogoE2(60 + (1 * 512));
do Sprites.drawLogoF2(61 + (1 * 512));
do Sprites.drawLogoG2(62 + (1 * 512));
do Sprites.drawLogoA3(56 + (2 * 512));
do Sprites.drawLogoB3(57 + (2 * 512));
do Sprites.drawLogoC3(58 + (2 * 512));
do Sprites.drawLogoD3(59 + (2 * 512));
do Sprites.drawLogoE3(60 + (2 * 512));
do Sprites.drawLogoF3(61 + (2 * 512));
do Sprites.drawLogoG3(62 + (2 * 512));
return;
}
method void drawBoard() {
var Board board;
var int x, y, width, height, boardOffsetX, boardOffsetY;
var Player player;
var Cell cell;
let board = model.getBoard();
let x = 0;
let y = 0;
let width = board.getWidth();
let height = board.getHeight();
let boardOffsetX = ((22 - width) / 2) + 1;
let boardOffsetY = ((14 - height) / 2) + 1;
let player = board.getPlayer();
while (y < height) {
while (x < width) {
let cell = board.getCell(x, y);
if ((player.getX() = x) & (player.getY() = y)) {
if (cell.getTypeOf() = CellType.CellTypeGoal()) {
do Sprites.drawGoalPlayer(boardOffsetX + x + ((boardOffsetY + y) * 512));
}
else {
do Sprites.drawPlayer(boardOffsetX + x + ((boardOffsetY + y) * 512));
}
}
else {
if (cell.getTypeOf() = CellType.CellTypeNone()) {
if (cell.getHasBox()) {
do Sprites.drawBox(boardOffsetX + x + ((boardOffsetY + y) * 512));
}
else {
do Sprites.drawClear(boardOffsetX + x + ((boardOffsetY + y) * 512));
}
}
if (cell.getTypeOf() = CellType.CellTypeGoal()) {
if (cell.getHasBox()) {
do Sprites.drawGoalBox(boardOffsetX + x + ((boardOffsetY + y) * 512));
}
else {
do Sprites.drawGoal(boardOffsetX + x + ((boardOffsetY + y) * 512));
}
}
if (cell.getTypeOf() = CellType.CellTypeWall()) {
do Sprites.drawWall(boardOffsetX + x + ((boardOffsetY + y) * 512));
}
}
let x = x + 1;
}
let y = y + 1;
let x = 0;
}
return;
}
method void drawLevelInfo() {
var LevelManager levelManager;
var String levelInfo;
var int currentLevelNumber;
var Array currentLevelNumberDigits;
var int finalLevelNumber;
var Array finalLevelNumberDigits;
let levelManager = model.getLevelManager();
let levelInfo = "Level XX of YY";
let currentLevelNumber = levelManager.getCurrentLevelNumber();
let currentLevelNumberDigits = Array.new(2);
let currentLevelNumberDigits[0] = currentLevelNumber/10;
let currentLevelNumberDigits[1] = Utils.mod(currentLevelNumber, 10);
do levelInfo.setCharAt(6, 48 + currentLevelNumberDigits[0]); // 0 to 9 = 48 to 57
do levelInfo.setCharAt(7, 48 + currentLevelNumberDigits[1]); // 0 to 9 = 48 to 57
let finalLevelNumber = levelManager.getFinalLevelNumber();
let finalLevelNumberDigits = Array.new(2);
let finalLevelNumberDigits[0] = finalLevelNumber/10;
let finalLevelNumberDigits[1] = Utils.mod(finalLevelNumber, 10);
do levelInfo.setCharAt(12, 48 + finalLevelNumberDigits[0]); // 0 to 9 = 48 to 57
do levelInfo.setCharAt(13, 48 + finalLevelNumberDigits[1]); // 0 to 9 = 48 to 57
do Output.moveCursor(7, 48);
do Output.printString(levelInfo);
do levelInfo.dispose();
do currentLevelNumberDigits.dispose();
do finalLevelNumberDigits.dispose();
return;
}
method void drawGameCompleteBorder(boolean aShowSmileyFaces) {
var int x, y;
let x = 1;
let y = 1;
while (y < 15) {
while (x < 23) {
if ((x = 1) | (x = 22) | (y = 1) | (y = 14)) {
if (aShowSmileyFaces) {
do Sprites.drawPlayer(x + (y * 512));
}
else {
do Sprites.drawClear(x + (y * 512));
}
}
let x = x + 1;
}
let y = y + 1;
let x = 1;
}
return;
}
method void dispose() {
do Memory.deAlloc(this);
return;
}
}