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(* Js_of_ocaml examples
* http://www.ocsigen.org/js_of_ocaml/
* Copyright (C) 2008 Benjamin Canou
*
* DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
* TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
*
*)
let (>>=) = Lwt.bind
module Html = Dom_html
let js = Js.string
let document = Html.window##document
let append_text e s = Dom.appendChild e (document##createTextNode (js s))
let replace_child p n =
Js.Opt.iter (p##firstChild) (fun c -> Dom.removeChild p c);
Dom.appendChild p n
let box_style =
js"border: 1px black solid; background-color: white ; \
display: inline ; padding-right: .5em; padding-left: .5em;"
let loading_style =
js"background-color: red; color: white; display:inline; \
position: absolute; top:0; right:0;"
let loading parent =
let div = Html.createDiv document in
div##style##cssText <- loading_style;
append_text div "LOADING...";
Dom.appendChild parent div;
(fun () -> Dom.removeChild parent div)
let clock_div () =
let t0 = ref (Sys.time ()) in
let div = Html.createDiv document in
div##style##cssText <- box_style;
append_text div "--:--:--";
let stopped = ref true in
let rec update_cb () =
let dt = Sys.time () -. !t0 in
if not !stopped then begin
let txt =
document##createTextNode
(let secs = int_of_float dt in
js (Printf.sprintf "%02d:%02d:%02d"
(secs / 3600) ((secs / 60) mod 60) (secs mod 60)))
in
replace_child div txt
end;
Lwt_js.sleep 1. >>= fun () ->
update_cb ()
in
ignore (update_cb ()) ;
(div,
(fun () -> t0 := Sys.time () ; stopped := false),
(fun () -> stopped := true))
type cell = Empty | Grass | Diamond | Boulder | Door | End | Guy | Wall | Bam
and state = {
map : cell array array ; imgs : Html.imageElement Js.t array array ;
mutable pos : int * int ; mutable endpos : int * int ;
mutable rem : int ; mutable dead : bool ;
mutable map_mutex : Lwt_mutex.t ; mutable events_mutex : bool ;
mutable pending_out_cb : (unit -> unit) option ref ;
}
exception Death
let img_assoc v =
match v with
| Empty -> js"sprites/empty.png"
| Bam -> js"sprites/bam.png"
| Grass -> js"sprites/grass.png"
| Diamond -> js"sprites/diamond.png"
| Boulder -> js"sprites/boulder.png"
| End -> js"sprites/end.png"
| Door -> js"sprites/door.png"
| Guy -> js"sprites/guy.png"
| Wall -> js"sprites/wall.png"
let set_cell state x y v =
state.map.(y).(x) <- v ;
state.imgs.(y).(x)##src <- img_assoc v
let walkable = function | Empty | Grass | Diamond | End -> true | _-> false
let rec fall state =
(* assumes wall borders *)
let changed = ref false in
for y = Array.length state.map - 2 downto 1 do
for x = 1 to Array.length state.map.(y) - 2 do
let sustaining = state.map.(y + 1).(x) = Guy && state.map.(y).(x) = Boulder in
if (state.map.(y).(x) = Empty
&& state.map.(y - 1).(x) = Boulder) then (
set_cell state x (y - 1) Empty ;
set_cell state x y Boulder ;
changed := true
) ;
if (state.map.(y).(x) = Empty
&& state.map.(y - 1).(x) = Empty
&& state.map.(y).(x - 1) = Boulder
&& state.map.(y - 1).(x - 1) = Boulder) then (
set_cell state (x - 1) (y - 1) Empty ;
set_cell state x y Boulder ;
changed := true
) ;
if (state.map.(y).(x) = Empty
&& state.map.(y - 1).(x) = Empty
&& state.map.(y).(x + 1) = Boulder
&& state.map.(y - 1).(x + 1) = Boulder) then (
set_cell state (x + 1) (y - 1) Empty ;
set_cell state x y Boulder ;
changed := true
) ;
if (not sustaining) && state.map.(y + 1).(x) = Guy && state.map.(y).(x) = Boulder then (
set_cell state x (y + 1) Bam ;
raise Death
)
done
done ;
if !changed then begin
Lwt_js.sleep 0.05 >>= fun () ->
fall state
end else
Lwt.return ()
let rec build_interaction state show_rem ((_,_, clock_stop) as clock) =
Lwt_mutex.lock state.map_mutex >>= fun () ->
for y = 0 to Array.length state.map - 1 do
for x = 0 to Array.length state.map.(y) - 1 do
state.imgs.(y).(x)##onmouseover <- Html.no_handler;
state.imgs.(y).(x)##onmouseout <- Html.no_handler;
state.imgs.(y).(x)##onclick <- Html.no_handler
done
done ;
let inhibit f _x =
if not state.events_mutex then
ignore
(state.events_mutex <- true;
f () >>= fun () ->
state.events_mutex <- false;
Lwt.return ());
Js._false
in
let set_pending_out f out () =
f () >>= fun () -> state.pending_out_cb := Some out; Lwt.return ()
in
let with_pending_out f () =
match !(state.pending_out_cb) with
| None -> f ()
| Some out -> out () ; state.pending_out_cb := None ; f ()
in
let rec update (x, y) next img over_cont out_cont click_cont =
if walkable state.map.(y).(x) then (
let cur_img = state.imgs.(y).(x)##src in
let over () =
state.imgs.(y).(x)##src <- img;
over_cont ()
and out () =
state.imgs.(y).(x)##src <- cur_img;
out_cont ()
and click' () =
click_cont () >>= fun () ->
if state.map.(y).(x) = Diamond then state.rem <- state.rem - 1 ;
set_cell state x y Guy ;
Lwt_js.sleep 0.05 >>= fun () ->
fall state >>= fun () ->
set_cell state x y Empty;
Lwt.return ()
in
let click () =
let gx, gy = state.pos in
set_cell state gx gy Empty ;
(Lwt.catch (fun () ->
click_cont () >>= fun () ->
if state.map.(y).(x) = Diamond then state.rem <- state.rem - 1 ;
set_cell state x y Guy ;
state.pos <- (x,y) ;
fall state)
(fun e ->
match e with
Death -> state.dead <- true; Lwt.return ()
| _ -> Lwt.fail e)) >>= fun () ->
build_interaction state show_rem clock
in
state.imgs.(y).(x)##onmouseover <- Html.handler
(inhibit (set_pending_out (with_pending_out over) out)) ;
state.imgs.(y).(x)##onmouseout <- Html.handler
(inhibit (with_pending_out (fun () -> Lwt.return ()))) ;
state.imgs.(y).(x)##onclick <- Html.handler
(inhibit (with_pending_out click)) ;
if state.map.(y).(x) <> End then
update (next (x,y)) next img over out click'
)
in
let update_push ((x, y) as pos) next img img_guy=
let ((x', y') as pos') = next pos in
let (x'', y'') = next pos' in
if (try
state.map.(y').(x') = Boulder && state.map.(y'').(x'') = Empty
with Invalid_argument "index out of bounds" -> false) then (
let over () =
state.imgs.(y).(x)##src <- img_guy;
state.imgs.(y').(x')##src <- img;
Lwt.return ()
in
let out () =
state.imgs.(y).(x)##src <- js"sprites/guy.png";
state.imgs.(y').(x')##src <- js"sprites/boulder.png"
in
let click () =
set_cell state x y Empty ;
set_cell state x' y' Guy ;
state.pos <- pos' ;
set_cell state x'' y'' Boulder ;
Lwt.catch
(fun () -> fall state)
(fun e ->
match e with
Death -> state.dead <- true; Lwt.return ()
| e -> Lwt.fail e) >>= fun () ->
build_interaction state show_rem clock
in
state.imgs.(y').(x')##onmouseover <- Html.handler
(inhibit (set_pending_out (with_pending_out over) out));
state.imgs.(y').(x')##onmouseout <- Html.handler
(inhibit (with_pending_out (fun () -> Lwt.return ())));
state.imgs.(y').(x')##onclick <- Html.handler
(inhibit (with_pending_out click))
)
in
if state.pos = state.endpos then (
clock_stop () ; Html.window##alert (js"YOU WIN !")
) else
if state.dead then (
clock_stop () ; Html.window##alert (js"YOU LOSE !")
) else (
if state.rem = 0 then (
let x,y = state.endpos in
state.imgs.(y).(x)##src <- js"sprites/end.png";
state.map.(y).(x) <- End
) ;
let r (x, y) = succ x, y and l (x, y) = pred x, y in
let u (x, y) = x, pred y and d (x, y) = x, succ y in
let nil_cont () = () in
let nil_cont_async () = Lwt.return () in
update (r state.pos) r (js"sprites/R.png")
nil_cont_async nil_cont nil_cont_async ;
update (l state.pos) l (js"sprites/L.png")
nil_cont_async nil_cont nil_cont_async ;
update (u state.pos) u (js"sprites/U.png")
nil_cont_async nil_cont nil_cont_async ;
update (d state.pos) d (js"sprites/D.png")
nil_cont_async nil_cont nil_cont_async ;
update_push state.pos r
(js"sprites/bR.png") (js"sprites/push_r.png") ;
update_push state.pos l
(js"sprites/bL.png") (js"sprites/push_l.png") ;
show_rem state.rem
) ;
Lwt_mutex.unlock state.map_mutex;
Lwt.return ()
let opt_style e style =
match style with Some s -> e##style##cssText <- s | None -> ()
let build_table ?style ?tr_style ?td_style f t =
let m = Html.createTable document in
opt_style m style;
for y = 0 to Array.length t - 1 do
let tr = m##insertRow (-1) in
opt_style tr tr_style;
for x = 0 to Array.length t.(y) - 1 do
let td = tr##insertCell (-1) in
opt_style td td_style;
Dom.appendChild td (f y x t.(y).(x));
Dom.appendChild tr td
done ;
Dom.appendChild m tr
done;
m
let http_get url =
XmlHttpRequest.get url >>= fun r ->
let cod = r.XmlHttpRequest.code in
let msg = r.XmlHttpRequest.content in
if cod = 0 || cod = 200
then Lwt.return msg
else fst (Lwt.wait ())
let getfile f =
try
Lwt.return (Sys_js.file_content f)
with Not_found ->
http_get f
let start _ =
let body =
Js.Opt.get (document##getElementById(js"boulderdash"))
(fun () -> assert false)
in
let board_div = Html.createDiv document in
let (clock_div,clock_start,_) as clock = clock_div () in
let load_data name process =
let loading_end = loading body in
getfile name >>= fun data ->
process data >>= fun res ->
loading_end ();
Lwt.return res
in
let rem_div, show_rem =
let div = Html.createDiv document in
div##style##cssText <- box_style;
append_text div "--";
(div,
fun v ->
replace_child div
(document##createTextNode (Js.string (string_of_int v))))
in
load_data
"maps.txt"
(fun txt ->
let find_string st =
let sz = String.length txt in
let rec find_string_start s =
if s >= sz then
failwith "eos"
else
if txt.[s] == '"' then
find_string_end (s + 1) (s + 2)
else
find_string_start (s + 1)
and find_string_end s e =
if s >= sz then
failwith "eos"
else
if txt.[e] == '"' then
(String.sub txt s (e - s), e + 1)
else
find_string_end s (e + 1)
in find_string_start st
in
let rec scan_pairs st acc =
match
try
let fst, st = find_string st in
let snd, st = find_string st in
Some ((fst, snd), st)
with Failure "eos" -> None
with
| Some (elt, st) -> scan_pairs st (elt :: acc)
| None -> acc
in
Lwt.return (List.rev (scan_pairs 0 []))) >>= fun levels ->
let load_level file =
load_data file
(fun data ->
let map, cells =
let res = ref [] and row = ref [] in
for i = 0 to String.length data - 1 do
match data.[i] with
| '\n' -> res := List.rev (!row) :: !res ; row := []
| '#' -> row := Wall :: !row
| '.' -> row := Grass :: !row
| ' ' -> row := Empty :: !row
| '+' -> row := Diamond :: !row
| 'X' -> row := Boulder :: !row
| 'W' -> row := Guy :: !row
| 'E' -> row := Door :: !row | 'S' -> row := Guy :: !row
| _ -> failwith "malformed level"
done ;
let map = Array.of_list (List.map Array.of_list (List.rev !res)) in
map, Array.map (Array.map
(fun c ->
let img = Html.createImg document in
img##src <- img_assoc c;
img)) map
in
let gx = ref 0 and gy = ref 0 and ex = ref 0 and ey = ref 0 and rem = ref 0 in
let style =
js"border-collapse:collapse;line-height: 0; opacity: 0; \
margin-left:auto; margin-right:auto"
in
let td_style = js"padding: 0; width: 20px; height: 20px;" in
let table =
build_table ~style ~td_style
(fun y x cell ->
begin match map.(y).(x) with
| Guy -> gx := x ; gy := y
| Diamond -> incr rem
| Door -> ex := x ; ey := y
| _ -> ()
end;
cell)
cells
in
replace_child board_div table;
build_interaction
{ map = map; imgs = cells ; pos = (!gx, !gy) ; endpos = (!ex, !ey) ;
map_mutex = Lwt_mutex.create () ; events_mutex = false ;
dead = false ; rem = !rem ; pending_out_cb = ref None }
show_rem clock >>= fun () ->
let t0 = Sys.time () in
let rec fade () =
let t = Sys.time () in
if t -. t0 >= 1. then (
table##style##opacity <- Js.def (js"1");
Lwt.return ()
) else (
Lwt_js.sleep 0.05 >>= fun () ->
table##style##opacity <- Js.def
(js (Printf.sprintf "%g" (t -. t0))) ;
fade ()
)
in fade () >>= fun () -> clock_start (); Lwt.return ()
)
in
body##style##cssText <-
js"font-family: sans-serif; text-align: center; \
background-color: #e8e8e8;" ;
let h1 = Html.createH1 document in
append_text h1 "Boulder Dash in Ocaml";
Dom.appendChild body h1;
let div = Html.createDiv document in
append_text div "Elapsed time: ";
Dom.appendChild div clock_div;
append_text div " Remaining diamonds: ";
Dom.appendChild div rem_div;
append_text div " ";
let select = Html.createSelect document in
let option = Html.createOption document in
append_text option "Choose a level";
Dom.appendChild select option;
List.iter
(fun (f, n) ->
let option = Html.createOption document in
append_text option n;
(*
option##onclick <-
some (fun _ -> ignore (load_level f); Js._false);
*)
Dom.appendChild select option)
levels;
select##onchange <- Html.handler
(fun _ ->
let i = select##selectedIndex - 1 in
if i >= 0 && i < List.length levels then
ignore (load_level (fst (List.nth levels i)));
Js._false);
Dom.appendChild div select;
Dom.appendChild div (Html.createBr document);
Dom.appendChild div (Html.createBr document);
Dom.appendChild div board_div;
Dom.appendChild body div;
Lwt.return ()
let _ =
Html.window##onload <- Html.handler (fun _ -> ignore (start ()); Js._false)
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