File: boulderdash.ml

package info (click to toggle)
js-of-ocaml 4.0.0-2
  • links: PTS, VCS
  • area: main
  • in suites: bookworm
  • size: 7,372 kB
  • sloc: ml: 70,468; javascript: 8,238; ansic: 319; makefile: 217; lisp: 23; sh: 6; perl: 4
file content (510 lines) | stat: -rw-r--r-- 15,416 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
(* 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
 *
 *)

open Js_of_ocaml
open Js_of_ocaml_lwt

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
      let str =
        let secs = int_of_float dt in
        js
          (Printf.sprintf "%02d:%02d:%02d" (secs / 3600) (secs / 60 mod 60) (secs mod 60))
      in
      let txt = document##createTextNode str in
      replace_child div txt);
    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
  ; endpos : int * int
  ; mutable rem : int
  ; mutable dead : bool
  ; map_mutex : Lwt_mutex.t
  ; mutable events_mutex : bool
  ; 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 Lwt_js.sleep 0.05 >>= fun () -> fall state 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 _ -> 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.read_file ~name:f) with Not_found -> http_get f

exception Eos

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 raise 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 raise 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 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 ->
              (match map.(y).(x) with
              | Guy ->
                  gx := x;
                  gy := y
              | Diamond -> incr rem
              | Door ->
                  ex := x;
                  ey := y
              | _ -> ());
              cell)
            cells
        in
        replace_child board_div table;
        build_interaction
          { 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)