All 4 games (simon_says, tic_tac_toe, memory_match, 2048): - Changed sizing to use min(width, height) instead of just width - Grids now scale proportionally on both axes - All UI text now uses text_scale=2 for better visibility - Games fill more of the screen properly on portrait mode Fixes: - Simon Says buttons now square grid on any orientation - Tic-Tac-Toe grid centered vertically using full screen height - Memory Match cards use smallest dimension for square sizing - 2048 tiles scale and center on both axes - All text (scores, menus, game over) now 2x larger
201 lines
6.7 KiB
Lua
201 lines
6.7 KiB
Lua
-- NAME: Simon Says
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-- DESC: Repeat the color sequence
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-- Game states
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local STATE_MENU = 0
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local STATE_PLAYING = 1
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local STATE_SHOWING = 2
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local STATE_GAME_OVER = 3
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-- Game constants
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local SHOW_DURATION = 30 -- Frames to show each button
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local WAIT_DURATION = 20 -- Frames between shows
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-- Button positions (calculated dynamically based on screen size)
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local function get_buttons()
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local padding = math.floor(math.min(game.width(), game.height()) / 10)
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local available = math.min(game.width(), game.height()) - (padding * 3)
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local button_size = math.floor(available / 2)
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local spacing = padding
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return {
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{x = padding, y = padding, size = button_size, color = 1}, -- Top-left
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{x = padding + button_size + spacing, y = padding, size = button_size, color = 2}, -- Top-right
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{x = padding, y = padding + button_size + spacing, size = button_size, color = 3}, -- Bottom-left
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{x = padding + button_size + spacing, y = padding + button_size + spacing, size = button_size, color = 4} -- Bottom-right
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}
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end
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function init()
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game.vars.state = STATE_MENU
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game.vars.score = 0
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-- Sequence of button presses
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game.vars.sequence = {}
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game.vars.player_seq = {}
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-- Animation state
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game.vars.showing_idx = 0
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game.vars.show_frame = 0
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game.vars.show_button = nil
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-- Input state
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game.vars.waiting_for_input = false
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game.vars.input_idx = 0
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-- Enable continuous updates
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game.set_frame_updates(true)
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print("Simon Says initialized")
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end
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function update(event)
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local state = game.vars.state
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if state == STATE_MENU then
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if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.BUTTON_0 or event.type == INPUT.BUTTON_1 then
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reset_game()
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game.vars.state = STATE_PLAYING
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return true
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end
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elseif state == STATE_PLAYING then
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-- Start showing sequence
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if event.type == INPUT.FRAME_TICK then
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game.vars.show_frame = game.vars.show_frame + 1
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return true
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end
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return false
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elseif state == STATE_SHOWING then
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-- Animate sequence
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if event.type == INPUT.FRAME_TICK then
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game.vars.show_frame = game.vars.show_frame + 1
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-- Move to next button in sequence
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if game.vars.show_frame > SHOW_DURATION + WAIT_DURATION then
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game.vars.showing_idx = game.vars.showing_idx + 1
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game.vars.show_frame = 0
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game.vars.show_button = nil
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-- Done showing sequence, wait for player input
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if game.vars.showing_idx > #game.vars.sequence then
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game.vars.state = STATE_PLAYING
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game.vars.waiting_for_input = true
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game.vars.input_idx = 0
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end
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else
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-- Highlight button during show duration
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if game.vars.show_frame <= SHOW_DURATION then
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game.vars.show_button = game.vars.sequence[game.vars.showing_idx]
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else
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game.vars.show_button = nil
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end
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end
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return true
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end
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return false
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elseif state == STATE_GAME_OVER then
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if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.BUTTON_0 or event.type == INPUT.BUTTON_1 then
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game.vars.state = STATE_MENU
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return true
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end
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end
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-- Handle player input
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if game.vars.waiting_for_input and event.type == INPUT.TOUCH_DOWN then
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local button = get_button_at(event.x, event.y)
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if button then
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game.vars.player_seq[#game.vars.player_seq + 1] = button
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game.vars.input_idx = game.vars.input_idx + 1
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-- Check if correct
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if game.vars.sequence[game.vars.input_idx] ~= button then
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-- Wrong! Game over
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game.vars.state = STATE_GAME_OVER
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return true
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end
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-- Check if completed sequence
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if game.vars.input_idx == #game.vars.sequence then
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-- Advance to next round
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game.vars.sequence[#game.vars.sequence + 1] = math.random(1, 4)
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game.vars.player_seq = {}
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game.vars.waiting_for_input = false
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game.vars.showing_idx = 0
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game.vars.show_frame = 0
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game.vars.show_button = nil
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game.vars.state = STATE_SHOWING
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game.vars.score = game.vars.score + 1
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return true
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end
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return true
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end
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end
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return false
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end
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function draw()
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renderer.clear(false) -- Black background
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local state = game.vars.state
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local buttons = get_buttons()
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if state == STATE_MENU then
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renderer.text(game.width() / 2 - 40, game.height() / 2 - 40, "SIMON SAYS", true, 2)
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renderer.text(game.width() / 2 - 50, game.height() / 2 - 10, "Repeat the sequence", true, 2)
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renderer.text(game.width() / 2 - 50, game.height() / 2 + 20, "Tap to Start", true, 2)
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else
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-- Draw buttons with highlight
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for i = 1, 4 do
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local btn = buttons[i]
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local filled = (game.vars.show_button == i)
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renderer.rect(btn.x, btn.y, btn.size, btn.size, true, filled)
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end
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-- Draw score
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renderer.text(10, 10, "Level: " .. tostring(game.vars.score + 1), true, 2)
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if state == STATE_PLAYING and game.vars.waiting_for_input then
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renderer.text(game.width() / 2 - 40, game.height() - 20, "Your turn!", true, 2)
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end
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if state == STATE_GAME_OVER then
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renderer.text(game.width() / 2 - 40, game.height() / 2 - 20, "GAME OVER", true, 2)
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renderer.text(game.width() / 2 - 30, game.height() / 2, "Level: " .. tostring(game.vars.score + 1), true, 2)
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renderer.text(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Restart", true, 2)
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end
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end
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end
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function get_button_at(x, y)
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local buttons = get_buttons()
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for i = 1, 4 do
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local btn = buttons[i]
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if x >= btn.x and x < btn.x + btn.size and
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y >= btn.y and y < btn.y + btn.size then
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return i
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end
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end
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return nil
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end
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function reset_game()
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game.vars.score = 0
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game.vars.sequence = {math.random(1, 4)}
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game.vars.player_seq = {}
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game.vars.showing_idx = 0
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game.vars.show_frame = 0
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game.vars.show_button = nil
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game.vars.waiting_for_input = false
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game.vars.input_idx = 0
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game.vars.state = STATE_SHOWING
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end
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