Elevator simulation: Difference between revisions

Added Wren
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(Added Wren)
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app.quit()
</lang>
 
=={{header|Wren}}==
{{libheader|DOME}}
{{libheader|Wren-dynamic}}
{{libheader|Wren-ellipse}}
{{libheader|Go-fonts}}
It's not currently possible to run a DOME application online in a browser but the following is designed to look and work more or less like the Ring entry. However, the user interface is not as fancy as I don't have ready made images of elevators etc. available.
<lang ecmascript>import "dome" for Window, Platform, Process
import "graphics" for Canvas, Color, Font
import "audio" for AudioEngine
import "input" for Mouse
import "random" for Random
import "./dynamic" for Enum
import "./ellipse" for Circle, Polygon, Rectangle, Square
 
var Direction = Enum.create("Direction", ["halted", "up", "down"])
 
var Rand = Random.new()
 
class Elevator {
construct new() {
Window.resize(820, 820)
Canvas.resize(820, 820)
Window.title = "Elevator game"
// see Go-fonts page
Font.load("Go-Regular20", "Go-Regular.ttf", 20)
Canvas.font = "Go-Regular20"
Font.load("Go-Regular25", "Go-Regular.ttf", 25)
// download from https://soundbible.com/509-Mouse-Double-Click.html
AudioEngine.load("click", "mouse_click.wav")
}
 
init() {
newGame()
}
 
newGame() {
_buttons = []
 
// floors
for (i in 1..7) {
Canvas.rectfill(120, 100*i + 5, 90, 90, Color.white)
}
 
// floor up/down buttons
Canvas.rectfill(300, 30, 100, 200, Color.orange)
var up = Square.new(315, 45, 70, "up")
up.drawfill(Color.lightgray)
_buttons.add(up)
Canvas.print("\u25b2", 345, 70, Color.black)
var down = Square.new(315, 145, 70, "down")
down.drawfill(Color.lightgray)
_buttons.add(down)
Canvas.print("\u25bc", 345, 170, Color.black)
 
// floor number buttons
Canvas.rectfill(250, 305, 200, 490, Color.orange)
var f25 = "Go-Regular25"
 
var floor5 = Circle.new(300, 350, 40, 5)
floor5.drawfill(Color.lightgray)
Canvas.print("5", 295, 340, Color.black, f25)
 
var floor6 = Circle.new(400, 350, 40, 6)
floor6.drawfill(Color.lightgray)
Canvas.print("6", 395, 340, Color.black, f25)
 
var floor3 = Circle.new(300, 450, 40, 3)
floor3.drawfill(Color.lightgray)
Canvas.print("3", 295, 440, Color.black, f25)
 
var floor4 = Circle.new(400, 450, 40, 4)
floor4.drawfill(Color.lightgray)
Canvas.print("4", 395, 440, Color.black, f25)
 
var floor1 = Circle.new(300, 550, 40, 1)
floor1.drawfill(Color.lightgray)
Canvas.print("1", 295, 540, Color.black, f25)
 
var floor2 = Circle.new(400, 550, 40, 2)
floor2.drawfill(Color.lightgray)
Canvas.print("2", 395, 540, Color.black, f25)
 
var ground = Square.fromCenter(350, 650, 80, "ground")
ground.drawfill(Color.white)
Canvas.print("GF", 335, 640, Color.black, f25)
 
var close = Square.fromCenter(350, 750, 80, "close")
close.drawfill(Color.white, Color.black, 2)
Canvas.print("\u25ba\u25c4", 330, 740, Color.black)
 
_buttons.addAll([floor1, floor2, floor3, floor4, floor5, floor6, ground, close])
 
// new game button
var newGame = Rectangle.new(525, 355, 150, 50, "new")
newGame.drawfill(Color.orange)
Canvas.print("New Game", 545, 365, Color.black)
_buttons.add(newGame)
 
// exit button
var exit = Rectangle.new(525, 595, 150, 50, "exit")
exit.drawfill(Color.orange)
Canvas.print("Exit", 575, 605, Color.black)
_buttons.add(exit)
_floor = Rand.int(0, 7) // start by placing lift on a random floor
drawLift()
openDoors()
changeFloorNumber()
_dir = Direction.halted
_floorDest = _floor
_start = 0
 
_wait = Rand.int(0, 7) // start with a random wait point, different to where lift is
if (_wait == _floor) {
_wait = _floor - 1
if (_wait < 0) _wait = 2
}
var wait = Polygon.regular(4, 165, 750 - _wait*100, 45, 0)
wait.drawfill(Color.yellow, Color.black)
Canvas.print("WAIT", 140, 740 - _wait*100, Color.black)
}
 
update() {
if (Mouse["left"].justPressed) {
var x = Mouse.x
var y = Mouse.y
for (btn in _buttons) {
if (btn.contains(x, y)) {
var t = btn.tag
if (t == "up") {
if (_floor < 6) {
_dir = Direction.up
_floorDest = 6
}
} else if (t == "down") {
if (_floor > 0) {
_dir = Direction.down
_floorDest = 0
}
} else if (t is Num) {
if (t < _floor) {
_dir = Direction.down
} else if (t > _floor) {
_dir = Direction.up
} else {
_dir = Direction.halted
openDoors()
}
_floorDest = t
} else if (t == "ground") {
if (_floor > 0) {
_dir = Direction.down
} else {
_dir = Direction.halted
openDoors()
}
_floorDest = 0
} else if (t == "close") {
if (_dir == Direction.halted) {
closeDoors()
}
} else if (t == "new") {
Canvas.cls("black")
newGame()
} else if (t == "exit") {
Process.exit()
}
if (_dir != Direction.halted) {
closeDoors()
_start = Platform.time
} else {
_start = 0
}
}
}
}
}
 
drawLift() {
Canvas.rectfill(120, 100*(7 - _floor) + 5, 90, 90, Color.blue)
}
 
undrawLift() {
Canvas.rectfill(120, 100*(7 - _floor) + 5, 90, 90, Color.white)
}
 
changeFloorNumber() {
Canvas.rectfill(120, 30, 90, 40, Color.orange)
Canvas.print(_floor.toString, 160, 40, Color.black)
}
 
openDoors() {
Canvas.rectfill(135, 100*(7 - _floor) + 30, 60, 60, Color.white)
}
 
closeDoors() {
Canvas.rectfill(120, 100*(7 - _floor) + 5, 90, 90, Color.blue)
}
draw(alpha) {
if (_start > 0) {
var delta = Platform.time - _start
if (delta >= 1) {
undrawLift()
_floor = (_dir == Direction.up) ? _floor + 1 : _floor - 1
drawLift()
changeFloorNumber()
if (_floor == _wait) {
_dir = Direction.halted
_start = 0
_wait = -1
openDoors()
} else if (_floor == _floorDest) {
_dir = Direction.halted
_start = 0
openDoors()
} else {
_start = _start + delta
}
}
}
}
}
 
var Game = Elevator.new()</lang>
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