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|
--[[
__________ __ ___.
Open \______ \ ____ ____ | | _\_ |__ _______ ___
Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
\/ \/ \/ \/ \/
$Id$
Port and extension of Pixel Painter by Pavel Bakhilau
(http://js1k.com/2010-first/demo/453) to Rockbox Lua.
Copyright (C) 2011 by Stefan Schneider-Kennedy
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
KIND, either express or implied.
]]--
--Number of colours used in the game
--Hard coded here, in the COLOURS and PIP_COLOURS definitions and in
--get_colours_count's count_table
NUM_COLOURS = 6
--Utility function makes a copy of the passed table
function deepcopy(object)
local lookup_table = {}
local function _copy(object)
if type(object) ~= "table" then
return object
elseif lookup_table[object] then
return lookup_table[object]
end
local new_table = {}
lookup_table[object] = new_table
for index, value in pairs(object) do
new_table[_copy(index)] = _copy(value)
end
return setmetatable(new_table, getmetatable(object))
end
return _copy(object)
end
--Returns the maximum value of the passed table and its index
function table_maximum(a)
local mi = 1
local m = a[mi]
for i, val in ipairs(a) do
if val > m then
mi = i
m = val
end
end
return m, mi
end
--Solves the board using a simple algorithm and returns the number of
--moves required. Each turn, the function picks the move which fills in
--the greatest area of board. The number of moves required to complete
--it is returned.
function calculate_par(board)
local board_dimension = table.getn(board)
local test_game_copy = deepcopy(board)
local moves = 0
repeat
local non_matching = {}
fill_board(test_game_copy, 0, 1, 1, test_game_copy[1][1], non_matching)
if table.getn(non_matching) > 0 then
local count_table = get_colours_count(test_game_copy, non_matching)
local max_value, colour = table_maximum(count_table)
--Corrects the invalid colour values set by
--get_colours_count, this also acts as a move
for x=1,board_dimension do
for y=1,board_dimension do
if test_game_copy[x][y] < 0 then
test_game_copy[x][y] = test_game_copy[x][y] * -1
elseif test_game_copy[x][y] == 0 then
test_game_copy[x][y] = colour
end
end
end
else
return moves
end
--Manual garbage collection is needed so it doesn't eat into the
--audio buffer, see http://forums.rockbox.org/index.php/topic,27120.msg177434.html
collectgarbage("collect")
moves = moves + 1
until false
end
--Calculates the number of blocks of each colour adjacent to the filled
--region identified by the passed parameters. A colour indexed table
--containing the counts is returned. Relies on the board having been
--flood filled with 0s prior to executing this function.
--
--The 'board' table is also adjusted as follows: The filled region's
--colour index is set to zero and each of the adjacent areas' colour
--indexes are multiplied by -1. These invalid colour values are later
--corrected in the calculate_par function.
function get_colours_count(board, non_matching)
local count_table = {0, 0, 0, 0, 0, 0}
repeat
--Pop the array
local current = non_matching[table.getn(non_matching)]
table.remove(non_matching)
--Check this square hasn't already been filled
local curr_colour = board[current[1]][current[2]]
if curr_colour > 0 then
count_table[curr_colour] = count_table[curr_colour] +
fill_board(board, curr_colour * -1, current[1], current[2], curr_colour)
end
until table.getn(non_matching) == 0
return count_table
end
--Returns a randomly coloured board of the indicated dimensions
function generate_board(board_dimension, seed)
math.randomseed(seed)
local board = {}
for x=1,board_dimension do
board[x] = {}
for y=1,board_dimension do
board[x][y] = math.random(1,NUM_COLOURS)
end
end
return board
end
--Flood fills the board from the top left using selected_colour
--Returns the number of boxes filled
function fill_board(board, fill_colour, x, y, original_colour, non_matching)
local board_dimension = table.getn(board)
if x > 0 and y > 0 and x <= board_dimension and y <= board_dimension then
if board[x][y] == original_colour then
board[x][y] = fill_colour
return fill_board(board, fill_colour, x - 1, y, original_colour, non_matching) +
fill_board(board, fill_colour, x, y - 1, original_colour, non_matching) +
fill_board(board, fill_colour, x + 1, y, original_colour, non_matching) +
fill_board(board, fill_colour, x, y + 1, original_colour, non_matching) + 1
elseif(non_matching ~= nil and board[x][y] ~= fill_colour) then
table.insert(non_matching, {x,y})
end
end
return 0
end
--Checks whether the given board is a single colour
function check_win(board)
for x,col in pairs(board) do
for y,value in pairs(col) do
if value ~= board[1][1] then
return false
end
end
end
return true
end
--Attempt to load the game variables stored in the indicated save file.
--Returns a table containing game variables if the file can be opened,
--false otherwise.
--Table keys are: difficulty, par, move_number, selected_colour, board
function load_game(filename)
local f = io.open(filename, "r")
if f ~= nil then
local rtn = {}
rtn["difficulty"] = tonumber(f:read())
rtn["par"] = tonumber(f:read())
rtn["move_number"] = tonumber(f:read())
rtn["selected_colour"] = tonumber(f:read())
local board={}
local dimension = diff_to_dimension(rtn["difficulty"])
for x=1,dimension do
board[x] = {}
local line = f:read()
local bits = {line:match(("([^ ]*) "):rep(dimension))}
for y=1,dimension do
board[x][y] = tonumber(bits[y])
end
end
rtn["board"] = board
f:close()
return rtn
else
return false
end
end
--Saves the game state to file
function save_game(state, filename)
local f = io.open(filename, "w")
if f ~= nil then
f:write(state["difficulty"],"\n")
f:write(state["par"],"\n")
f:write(state["move_number"],"\n")
f:write(state["selected_colour"],"\n")
local board = state["board"]
local dimension = diff_to_dimension(state["difficulty"])
for x=1,dimension do
for y=1,dimension do
f:write(board[x][y]," ")
end
f:write("\n")
end
f:close()
return true
else
return false
end
end
--Loads the high scores from file
--Returns true on success, false otherwise
function load_scores(filename)
local f = io.open(filename, "r")
if f ~= nil then
local highscores = {}
for i=1,3 do
local line = f:read() or ""
local value = false
if line ~= "" then
value = tonumber(line)
end
highscores[i] = value
end
f:close()
return highscores
else
return false
end
end
--Saves the high scores to file
function save_scores(highscores, filename)
local f = io.open(filename, "w")
if f ~= nil then
for i=1,3 do
local value = highscores[i]
if value == false then
value = ""
end
f:write(value,"\n")
end
f:close()
return true
else
return false
end
end
function diff_to_dimension(difficulty)
if difficulty == 1 then
return 8
elseif difficulty == 2 then
return 16
else
return 22
end
end
--Don't run the RB stuff if we're not running under RB
if rb ~= nil then
if rb.lcd_rgbpack == nil then
rb.splash(2*rb.HZ, "Non RGB targets not currently supported")
os.exit()
end
---------------------
--RB Game variables--
---------------------
--The colours used by the game
COLOURS = {
rb.lcd_rgbpack(255, 119, 34),
rb.lcd_rgbpack(255, 255, 102),
rb.lcd_rgbpack(119, 204, 51),
rb.lcd_rgbpack(102, 170, 255),
rb.lcd_rgbpack(51, 68, 255),
rb.lcd_rgbpack(51, 51, 51),
}
--The colour of the selection pip
PIP_COLOURS = {
rb.lcd_rgbpack(0, 0, 0),
rb.lcd_rgbpack(0, 0, 0),
rb.lcd_rgbpack(0, 0, 0),
rb.lcd_rgbpack(0, 0, 0),
rb.lcd_rgbpack(0, 0, 0),
rb.lcd_rgbpack(255, 255, 255),
}
DEFAULT_DIFFICULTY = 2 --1: Easy, 2: Normal, 3: Hard
FILES_ROOT = rb.PLUGIN_GAMES_DATA_DIR
SCORES_FILE = FILES_ROOT.."/pixel-painter.score"
SAVE_FILE = FILES_ROOT.."/pixel-painter.save"
r,w,TEXT_LINE_HEIGHT = rb.font_getstringsize(" ", rb.FONT_UI) --Get font height
--Determine which layout to use by considering the screen dimensions
--the +9 is so we have space for the chooser
if rb.LCD_WIDTH > (rb.LCD_HEIGHT + 9) then
LAYOUT = 1 --Wider than high, status and chooser on right
elseif rb.LCD_HEIGHT > (rb.LCD_WIDTH + 9) then
LAYOUT = 2 --Higher than wide, status and chooser below
else
LAYOUT = 3 --Treat like a square screen, chooser on right, status below
end
--Display variables
chooser_pip_dimension = 6 --pixel dimension of the selected colour pip
block_width = 0 --pixel dimension of each game square
chooser_start_pos = 0 --x or y position of the first block (depending on LAYOUT)
--Populated by load_scores()
highscores = {false, false, false}
--A table containing the game state, initialised by init_game() or
--load_game(), see
game_state = {}
-----------------------------------
--Display and interface functions--
-----------------------------------
--Sets up a new game and display variables for the indicated
--difficulty
function init_game(difficulty)
init_display_variables(difficulty)
local state = {}
local board_dimension = diff_to_dimension(difficulty)
state["selected_colour"] = 1
state["move_number"] = 0
state["difficulty"] = difficulty
state["board"] = generate_board(board_dimension, rb.current_tick()+os.time())
rb.splash(1, "Calculating par...") --Will stay on screen until it's done
state["par"] = calculate_par(state["board"])
return state
end
--Initialises the display variables for the screen LAYOUT
function init_display_variables(difficulty)
local board_dimension = diff_to_dimension(difficulty)
if LAYOUT == 1 then
block_width = rb.LCD_HEIGHT / board_dimension
chooser_start_pos = (board_dimension)*block_width + 2
chooser_width = rb.LCD_WIDTH - chooser_start_pos
chooser_height = (rb.LCD_HEIGHT - 3*TEXT_LINE_HEIGHT) / NUM_COLOURS
elseif LAYOUT == 2 then
block_width = rb.LCD_WIDTH / board_dimension
chooser_start_pos = board_dimension*block_width + 2 + TEXT_LINE_HEIGHT
chooser_width = rb.LCD_WIDTH / NUM_COLOURS
chooser_height = rb.LCD_HEIGHT - chooser_start_pos
else
if TEXT_LINE_HEIGHT > 9 then
block_width = (rb.LCD_HEIGHT - TEXT_LINE_HEIGHT) / board_dimension
else
block_width = (rb.LCD_HEIGHT - 9) / board_dimension
end
chooser_start_pos = (board_dimension)*block_width + 1
chooser_width = rb.LCD_WIDTH - chooser_start_pos
chooser_height = (rb.LCD_HEIGHT - TEXT_LINE_HEIGHT) / NUM_COLOURS
end
end
--Draws the game board to screen
function draw_board(board)
for x,col in pairs(board) do
for y,value in pairs(col) do
rb.lcd_set_foreground(COLOURS[value])
rb.lcd_fillrect((x-1)*block_width, (y-1)*block_width, block_width, block_width)
end
end
end
--Draw the colour chooser along with selected pip at the appropriate
--position
function draw_chooser(selected_colour)
for i=1,NUM_COLOURS do
rb.lcd_set_foreground(COLOURS[i])
if LAYOUT == 1 or LAYOUT == 3 then
rb.lcd_fillrect(chooser_start_pos, (i - 1)*(chooser_height), chooser_width, chooser_height)
elseif LAYOUT == 2 then
rb.lcd_fillrect((i - 1)*(chooser_width), chooser_start_pos, chooser_width, chooser_height)
end
end
rb.lcd_set_foreground(PIP_COLOURS[selected_colour])
local xpos = 0
local ypos = 0
if LAYOUT == 1 or LAYOUT == 3 then
xpos = chooser_start_pos + (chooser_width - chooser_pip_dimension)/2
ypos = (selected_colour-1)*(chooser_height) + (chooser_height - chooser_pip_dimension)/2
elseif LAYOUT == 2 then
xpos = (selected_colour-1)*(chooser_width) + (chooser_width - chooser_pip_dimension)/2
ypos = chooser_start_pos + (chooser_height - chooser_pip_dimension)/2
end
rb.lcd_fillrect(xpos, ypos, chooser_pip_dimension, chooser_pip_dimension)
end
--Draws the current moves, par and high score
function draw_status(move_number, par, highscore)
local strings = {"Move", move_number, "Par", par}
if highscore then
table.insert(strings, "Best")
table.insert(strings, highscore)
end
if LAYOUT == 1 then
local function calc_string(var_len_str, static_str)
local avail_width = chooser_width - rb.font_getstringsize(static_str, rb.FONT_UI)
local rtn_str = ""
for i=1,string.len(var_len_str) do
local c = string.sub(var_len_str, i, i)
local curr_width = rb.font_getstringsize(rtn_str, rb.FONT_UI)
local width = rb.font_getstringsize(c, rb.FONT_UI)
if curr_width + width <= avail_width then
rtn_str = rtn_str .. c
else
break
end
end
return rtn_str, rb.font_getstringsize(rtn_str, rb.FONT_UI)
end
local height = NUM_COLOURS*chooser_height
colon_width = rb.font_getstringsize(": ", rb.FONT_UI)
for i = 1,table.getn(strings),2 do
local label, label_width = calc_string(strings[i], ": "..strings[i+1])
rb.lcd_set_foreground(rb.lcd_rgbpack(255,0,0))
rb.lcd_putsxy(chooser_start_pos, height, label..": ")
rb.lcd_set_foreground(rb.lcd_rgbpack(255,255,255))
rb.lcd_putsxy(chooser_start_pos + label_width + colon_width, height, strings[i+1])
height = height + TEXT_LINE_HEIGHT
end
else
local text_ypos = 0
if LAYOUT == 2 then
text_ypos = chooser_start_pos - TEXT_LINE_HEIGHT - 1
else
text_ypos = rb.LCD_HEIGHT - TEXT_LINE_HEIGHT
end
space_width = rb.font_getstringsize(" ", rb.FONT_UI)
local xpos = 0
for i = 1,table.getn(strings),2 do
rb.lcd_set_foreground(rb.lcd_rgbpack(255,0,0))
rb.lcd_putsxy(xpos, text_ypos, strings[i]..": ")
xpos = xpos + rb.font_getstringsize(strings[i]..": ", rb.FONT_UI)
rb.lcd_set_foreground(rb.lcd_rgbpack(255,255,255))
rb.lcd_putsxy(xpos, text_ypos, strings[i+1])
xpos = xpos + rb.font_getstringsize(strings[i+1], rb.FONT_UI) + space_width
end
end
end
--Convenience function to redraw the whole board to screen
function redraw_game(game_state, highscores)
rb.lcd_clear_display()
draw_board(game_state["board"])
draw_chooser(game_state["selected_colour"])
draw_status(game_state["move_number"], game_state["par"],
highscores[game_state["difficulty"]])
rb.lcd_update()
end
--Draws help to screen, waits for a keypress to exit
function app_help()
rb.lcd_clear_display()
local title = "Pixel painter help"
local rtn, title_width, h = rb.font_getstringsize(title, rb.FONT_UI)
local title_xpos = (rb.LCD_WIDTH - title_width) / 2
local space_width = rb.font_getstringsize(" ", rb.FONT_UI)
--Draw title
function draw_text(y_offset)
rb.lcd_set_foreground(rb.lcd_rgbpack(255,0,0))
rb.lcd_putsxy(title_xpos, y_offset, title)
rb.lcd_hline(title_xpos, title_xpos + title_width, TEXT_LINE_HEIGHT + y_offset)
rb.lcd_set_foreground(rb.lcd_rgbpack(255,255,255))
local body_text = [[
The aim is to fill the screen with a single colour. Each move you select a new colour which is then filled in from the top left corner.
The bottom right displays the number of moves taken, the number of moves used by the computer and your best score relative to the computer's.
]]
local body_len = string.len(body_text)
--Draw body text
local word_buffer = ""
local xpos = 0
local ypos = TEXT_LINE_HEIGHT * 2
for i=1,body_len do
local c = string.sub(body_text, i, i)
if c == " " or c == "\n" then
local word_length = rb.font_getstringsize(word_buffer, rb.FONT_UI)
if (xpos + word_length) > rb.LCD_WIDTH then
xpos = 0
ypos = ypos + TEXT_LINE_HEIGHT
end
rb.lcd_putsxy(xpos, ypos + y_offset, word_buffer)
word_buffer = ""
if c == "\n" then
xpos = 0
ypos = ypos + TEXT_LINE_HEIGHT
else
xpos = xpos + word_length + space_width
end
else
word_buffer = word_buffer .. c
end
end
rb.lcd_update()
return ypos
end
--Deal with scrolling the help
local y_offset = 0
local max_y_offset = math.max(draw_text(y_offset) - rb.LCD_HEIGHT, 0)
local exit = false
repeat
local action = rb.get_plugin_action(0)
if action == rb.actions.PLA_DOWN then
y_offset = math.max(-max_y_offset, y_offset - TEXT_LINE_HEIGHT)
elseif action == rb.actions.PLA_UP then
y_offset = math.min(0, y_offset + TEXT_LINE_HEIGHT)
elseif action == rb.actions.PLA_LEFT or
action == rb.actions.PLA_RIGHT or
action == rb.actions.PLA_SELECT or
action == rb.actions.PLA_EXIT or
action == rb.actions.PLA_CANCEL then
--This explicit enumeration is needed for targets like
--the iriver which send more than one action when
--scrolling
exit = true
end
rb.lcd_clear_display()
draw_text(y_offset)
until exit == true
end
--Draws the application menu and handles its logic
function app_menu()
local options = {"Resume game", "Start new game", "Change difficulty",
"Help", "Quit without saving", "Quit"}
local item = rb.do_menu("Pixel painter menu", options, nil, false)
if item == 0 then
redraw_game(game_state, highscores)
elseif item == 1 then
os.remove(SAVE_FILE)
game_state = init_game(game_state["difficulty"])
redraw_game(game_state, highscores)
elseif item == 2 then
local diff = rb.do_menu("Difficulty", {"Easy", "Medium", "Hard"}, game_state["difficulty"] - 1, false)
if diff < 0 then
app_menu()
else
local difficulty = diff + 1 --lua is 1 indexed
os.remove(SAVE_FILE)
game_state = init_game(difficulty)
redraw_game(game_state, highscores)
end
elseif item == 3 then
app_help()
redraw_game(game_state, highscores)
elseif item == 4 then
os.remove(SAVE_FILE)
os.exit()
elseif item == 5 then
rb.splash(1, "Saving game...") --Will stay on screen till the app exits
save_game(game_state,SAVE_FILE)
os.exit()
end
end
--Determine what victory text to show depending on the relation of the
--score to the calculated par value
function win_text(delta)
if delta < 0 then
return "You were "..(-1*delta).." under par"
elseif delta > 0 then
return "You were "..delta.." over par"
else
return "You attained par"
end
end
------------------
--Game main loop--
------------------
--Gives the option of testing things without running the game, use:
--as_library=true
--dofile('pixel-painter.lua')
if not as_library then
game_state = load_game(SAVE_FILE)
if game_state then
init_display_variables(game_state["difficulty"])
else
game_state = init_game(DEFAULT_DIFFICULTY)
end
loaded_scores = load_scores(SCORES_FILE)
if loaded_scores then
highscores = loaded_scores
end
redraw_game(game_state, highscores)
require("actions")
--Set the keys to use for scrolling the chooser
if LAYOUT == 1 or LAYOUT == 3 then -- landscape and square screens
prev_action = rb.actions.PLA_UP
prev_action_repeat = rb.actions.PLA_UP_REPEAT
next_action = rb.actions.PLA_DOWN
next_action_repeat = rb.actions.PLA_DOWN_REPEAT
else -- portrait screens
prev_action = rb.actions.PLA_LEFT
prev_action_repeat = rb.actions.PLA_LEFT_REPEAT
next_action = rb.actions.PLA_RIGHT
next_action_repeat = rb.actions.PLA_RIGHT_REPEAT
end
repeat
local action = rb.get_plugin_action(-1) -- TIMEOUT_BLOCK
if action == rb.actions.PLA_SELECT then
--Ensure the user has changed the colour before allowing move
--TODO: Check that the move would change the board
if game_state["selected_colour"] ~= game_state["board"][1][1] then
fill_board(game_state["board"], game_state["selected_colour"],
1, 1, game_state["board"][1][1])
game_state["move_number"] = game_state["move_number"] + 1
redraw_game(game_state, highscores)
if check_win(game_state["board"]) then
local par_diff = game_state["move_number"] - game_state["par"]
if not highscores[game_state["difficulty"]] or
par_diff < highscores[game_state["difficulty"]] then
--
rb.splash(3*rb.HZ, win_text(par_diff)..", a new high score!")
highscores[game_state["difficulty"]] = par_diff
save_scores(highscores, SCORES_FILE)
else
rb.splash(3*rb.HZ, win_text(par_diff)..".")
end
os.remove(SAVE_FILE)
os.exit()
end
else
--Will stay on screen until they move
rb.splash(1, "Invalid move (wouldn't change board). Change colour to continue.")
end
elseif action == next_action or action == next_action_repeat then
if game_state["selected_colour"] < NUM_COLOURS then
game_state["selected_colour"] = game_state["selected_colour"] + 1
else
game_state["selected_colour"] = 1
end
redraw_game(game_state, highscores)
elseif action == prev_action or action == prev_action_repeat then
if game_state["selected_colour"] > 1 then
game_state["selected_colour"] = game_state["selected_colour"] - 1
else
game_state["selected_colour"] = NUM_COLOURS
end
redraw_game(game_state, highscores)
elseif action == rb.actions.PLA_CANCEL then
app_menu()
end
until action == rb.actions.PLA_EXIT
--This is executed if the user presses PLA_EXIT
rb.splash(1, "Saving game...") --Will stay on screen till the app exits
save_game(game_state,SAVE_FILE)
end
end
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