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path: root/main.rb
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# vim: ft=ruby ts=2 sw=2 et tw=72

def key_name(state, key_id)
  res = state.key_positions[key_id][:name]
  res or key_id
end

def dist(a, b)
  dx = b.x - a.x
  dy = b.y - a.y
  Math.sqrt(dx * dx + dy * dy)
end

def key_dist(state, a, b)
  dist(state.key_positions[a][:pos], state.key_positions[b][:pos])
end

def offset(pos, off)
  x, y, *rest = pos
  [x + off.x, y + off.y, *rest]
end

def colour_key(state, key, colour)
  x = 3
  pos = offset(state.key_positions[key][:pos], state.keyboard.pos)
  [pos.x + x, pos.y + x, pos.w - x * 2, pos.h - x * 2, *colour].solid
end

def pressed_keys(state, keys)
  blue = [50, 50, 187, 200]
  cyan = [50, 187, 187, 200]

  valid_keys = keys
    .select { |key| state.keys.include? key }
    .reject { |key| key == state.failed_challenge[:key] }

  valid_keys.map { |key|
    colour = state.past_challenges.any? { |ch| ch[:key] == key } ? blue : cyan
    colour_key(state, key, colour)
  }
end

def edge_keys(state)
  green = [50, 187, 50, 200]
  grey = [0, 0, 0, 100]

  always_grey = state.key_positions
    .reject { |_k, v| v[:game] }
    .reject { |k, _v| [:backspace, :space, :tab].include? k }
    .map { |k, _v| colour_key(state, k, grey) }

  maybe_green = [:space, :tab]
    .map { |key| colour_key(state, key, state.playing ? grey : green) }

  always_grey.append(maybe_green)
end

def make_background(grid)
  [*grid.rect, 80, 80, 150].solid
end

def new_fingerless_challenge(state)
  key = state.keys
    .reject { |key| state.past_challenges.any? { |ch| key == ch[:key] } }
    .sample

  state.challenge = {
    key: key
  }

  state.challenge_string = key_name(state, key)
end

def text_in_key(state, gtk, key_id, text, size: 1,
                font: "fonts/kenney_bold.ttf", **extra)
  
  key_pos = state.key_positions[key_id][:pos]
  key_center = [key_pos.x + key_pos[2].half, key_pos.y + key_pos[3].half]
  key_center = offset(key_center, state.keyboard.pos)

  box = gtk.calcstringbox(text, size, font)
  key_center = offset(key_center, [3, box.y.half])

  {
    x: key_center.x,
    y: key_center.y,
    text: text,
    size_enum: size,
    alignment_enum: 1,
    font: font,
    **extra
  }.label
end

def new_fingered_challenge(state)

  hand = state.hands.sample

  puts hand

  unused_fingers = state.fingers
    .reject { |f| state.past_challenges
      .any? { |ch| f == ch[:finger] && hand == ch[:hand] } }

  fingers_but_most_recent = state.fingers - [state.challenge[:finger]]

  puts "unused fingers: #{unused_fingers}"

  finger_choice = case [0, unused_fingers.length].sample
                  when 0
                    fingers_but_most_recent
                  else
                    unused_fingers
                  end

  puts "finger choice: #{finger_choice}"

  finger = finger_choice.sample

  puts finger

  adj_fingers = case finger
                when "little finger"
                  ["ring finger"]
                when "ring finger"
                  ["little finger", "middle finger"]
                when "middle finger"
                  ["ring finger", "index finger"]
                when "index finger"
                  ["middle finger", "thumb"]
                when "thumb"
                  ["index finger"]
                end

  puts adj_fingers.to_s

  adj_finger_keys = state.past_challenges
    .select { |ch| adj_fingers.include? ch[:finger] }
    .select { |ch| hand == ch[:hand] }
    .map { |ch| ch[:key] }

  puts adj_finger_keys.to_s

  available_keys = state.keys
    .reject { |key| state.past_challenges.any? { |ch| key == ch[:key] } }

  puts "available keys: #{available_keys.to_s}"

  nearby_keys = available_keys
    .select { |key| adj_finger_keys
      .all? { |k2| key_dist(state, key, k2) < 250 } }

  puts "nearby_keys: #{nearby_keys.to_s}"

  key = (nearby_keys or available_keys).sample

  puts "chosen key: #{key or "nil"}"

  # remove old challenge that used the same finger
  state.past_challenges
    .reject! { |ch| ch[:finger] == finger && ch[:hand] == hand }

  state.challenge = {
    hand: hand,
    finger: finger,
    key: key
  }

  puts "state.challenge: #{state.challenge}"
  state.challenge_string = "#{hand} #{finger} on #{key_name(state, key)}!"
end

def new_challenge(state, outputs, sound: true, reset: false)
  puts "jfiweopbnf"
  if reset then
    puts "reset"
    state.past_challenges = []
    state.score = 0
    state.game_count += 1
    (outputs.sounds << "sfx/game_start.wav") if sound
  else
    puts "no reset"
    state.past_challenges << state.challenge
    state.score += 1
    (outputs.sounds << "sfx/correct.wav") if sound
  end

  puts "fweiolfn"

  if state.highscore < state.score then
    state.highscore = state.score
  end

  state.use_fingers ?
    new_fingered_challenge(state) :
    new_fingerless_challenge(state)

end

def lifted_key?(state, keys_lifted)
  res = state.past_challenges
    .detect { |ch| keys_lifted.include? ch[:key] }

  return nil unless res

  res[:fail_reason] = :lift

  puts "lifted_key?: #{res}"
  res
end

def erroneous_press?(state, keys_pressed)
  err = (keys_pressed - [:char, :raw_key])
    .select { |key| state.keys.include? key }
    .detect { |key| key != state.challenge[:key] }

  return nil unless err

  {
    key: err,
    fail_reason: :wrong_key
  }
end

def game_over(state, outputs, ch)
  state.playing = false
  state.failed_challenge = ch

  outputs.sounds << "sfx/incorrect.wav"

  puts "game_over: #{ch.to_s}"

  key = key_name(state, ch[:key])
  state.challenge_string = case ch[:fail_reason]
  when :lift
    ch[:finger] ?
      "oh no! you lifted your #{ch[:hand]} #{ch[:finger]} off of #{key}!" :
      "oh no! you lifted your finger off of #{key}!"
  when :wrong_key
    "oops! you shouldn't have pressed #{key}!"
  else
    "unknown error, my bad :("
  end
end

def make_challenge_text(state, grid)
  {
    x: grid.center.x,
    y: 600,
    text: state.challenge_string,
    size_enum: 3,
    alignment_enum: 1,
    font: "fonts/kenney_bold.ttf"
  }.label
end

def make_labelled_number(gtk, pos, label, value)
  score_text = {
    # x: grid.center.x,
    # y: 555,
    x: pos.x,
    y: pos.y,
    text: value.to_s,
    size_enum: 10,
    alignment_enum: 1,
    font: "fonts/kenney_bold.ttf"
  }.label

  score_size = gtk.calcstringbox(score_text.text, score_text.size_enum,
                                 score_text.font)

  score_label = {
    x: score_text.x - score_size.x.half,
    text: label,
    size_enum: -3,
    alignment_enum: 2,
    font: "fonts/kenney_bold.ttf"
  }.label

  score_label_size = gtk.calcstringbox(score_label.text, score_label.size_enum,
                                       score_label.font)

  score_label[:y] =
    score_text.y - score_size.y.half

  [score_text, score_label]
end

def make_score_text(state, gtk, grid)
  make_labelled_number(gtk, [grid.center.x, 555], "score:", state.score)
end

def make_highscore_text(state, gtk, grid)
  make_labelled_number(gtk, [grid.center.x + 350, 555], "highscore:",
                       state.highscore)
end

def initialise(state, outputs, grid)
  return if state.initialised
  state.initialised = true

  state.playing = true

  normal_size = [54, 54]

  state.key_positions = {
    backtick:   { pos: [  0, 216, *normal_size], game: false },
    one:        { pos: [ 54, 216, *normal_size], game: true  },
    two:        { pos: [108, 216, *normal_size], game: true  },
    three:      { pos: [162, 216, *normal_size], game: true  },
    four:       { pos: [216, 216, *normal_size], game: true  },
    five:       { pos: [270, 216, *normal_size], game: true  },
    six:        { pos: [324, 216, *normal_size], game: true  },
    seven:      { pos: [378, 216, *normal_size], game: true  },
    eight:      { pos: [432, 216, *normal_size], game: true  },
    nine:       { pos: [486, 216, *normal_size], game: true  },
    zero:       { pos: [540, 216, *normal_size], game: true  },
    hyphen:     { pos: [594, 216, *normal_size], game: true  },
    equal_sign: { pos: [648, 216, *normal_size], game: true, name: "equals" },
    backspace:  { pos: [702, 216,      108, 54], game: false },

    tab:                { pos: [  0, 162,       81, 54], game: false },
    q:                  { pos: [ 81, 162, *normal_size], game: true  },
    w:                  { pos: [135, 162, *normal_size], game: true  },
    e:                  { pos: [189, 162, *normal_size], game: true  },
    r:                  { pos: [243, 162, *normal_size], game: true  },
    t:                  { pos: [297, 162, *normal_size], game: true  },
    y:                  { pos: [351, 162, *normal_size], game: true  },
    u:                  { pos: [405, 162, *normal_size], game: true  },
    i:                  { pos: [459, 162, *normal_size], game: true  },
    o:                  { pos: [513, 162, *normal_size], game: true  },
    p:                  { pos: [567, 162, *normal_size], game: true  },
    open_square_brace:  { pos: [621, 162, *normal_size], game: true,
                          name: "open square brace" },
    close_square_brace: { pos: [675, 162, *normal_size], game: true,
                          name: "closed square brace" },
    back_slash: { pos: [729, 162, 81, 54], game: false, name: "backslash" },

    caps_lock: { pos: [ 0, 108, 95, 54], game: false, name: "caps lock" },
    a:                     { pos: [ 95, 108, *normal_size], game: true  },
    s:                     { pos: [149, 108, *normal_size], game: true  },
    d:                     { pos: [203, 108, *normal_size], game: true  },
    f:                     { pos: [257, 108, *normal_size], game: true  },
    g:                     { pos: [311, 108, *normal_size], game: true  },
    h:                     { pos: [365, 108, *normal_size], game: true  },
    j:                     { pos: [419, 108, *normal_size], game: true  },
    k:                     { pos: [473, 108, *normal_size], game: true  },
    l:                     { pos: [527, 108, *normal_size], game: true  },
    semicolon:             { pos: [581, 108, *normal_size], game: true  },
    single_quotation_mark: { pos: [635, 108, *normal_size], game: true,
                             name: "apostrophe" },
    enter:                 { pos: [689, 108,      121, 54], game: false },

    left_shift: { pos: [0, 54, 122, 54], game: false, name: "left shift" },
    z:             { pos: [122, 54, *normal_size], game: true  },
    x:             { pos: [176, 54, *normal_size], game: true  },
    c:             { pos: [230, 54, *normal_size], game: true  },
    v:             { pos: [284, 54, *normal_size], game: true  },
    b:             { pos: [338, 54, *normal_size], game: true  },
    n:             { pos: [392, 54, *normal_size], game: true  },
    m:             { pos: [446, 54, *normal_size], game: true  },
    comma:         { pos: [500, 54, *normal_size], game: true  },
    period:        { pos: [554, 54, *normal_size], game: true  },
    forward_slash: { pos: [608, 54, *normal_size], game: true, name:
                     "forward slash" },
    right_shift: { pos: [662, 54, 148, 54], game: false, name: "right shift" },

    left_control:  { pos: [0, 0, 68, 54], game: false, name: "left control" },
    left_meta:     { pos: [ 68, 0,  67, 54], game: false, name: "left meta" },
    left_alt:      { pos: [135, 0,  68, 54], game: false, name: "left alt" },
    space:         { pos: [203, 0, 337, 54], game: false },
    right_alt:     { pos: [540, 0,  68, 54], game: false, name: "right alt" },
    right_meta:    { pos: [608, 0,  67, 54], game: false, name: "right meta" },
    menu:          { pos: [675, 0,  68, 54], game: false },
    right_control: { pos: [743, 0, 67, 54], game: false,
                     name: "right control" }
  }

  state.keys = state.key_positions
    .select { |_k, v| v[:game] }
    .keys

  state.keyboard.pos = offset(grid.center, [-405, -135])
  state.keyboard.img = "sprites/keyboard-us.png"
  state.keyboard.key_img = "sprites/keys-us.png"

  state.fingers = [
    "little finger",
    "ring finger",
    "middle finger",
    "index finger",
    "thumb"
  ]

  state.hands = [
    "left hand",
    "right hand"
  ]

  state.highscore = 0
  state.game_count = 0

  state.use_fingers = true
  new_challenge(state, outputs, reset: true, sound: false)

  outputs.sounds << "music/playing2.ogg"

  puts "initialisation complete"
end

def tick(args)
  grid, inputs, state, outputs, runtime, passes = args.destructure
  gtk = args.gtk

  initialise(state, outputs, grid)

  outputs.primitives << make_background(grid)

  outputs.primitives <<
    [*state.keyboard.pos, 810, 270, state.keyboard.img].sprite

  red = [187, 50, 50, 200]
  green = [50, 187, 50, 200]
  blue = [50, 50, 187, 200]
  grey_text = { r: 64, g: 64, b: 64, a: 255 }

  truthies = {
    up: inputs.keyboard.key_up.truthy_keys,
    down: inputs.keyboard.key_down.truthy_keys,
    held: inputs.keyboard.key_held.truthy_keys
  }

  if state.playing then
    failed_challenge = lifted_key?(state, truthies[:up]) ||
      erroneous_press?(state, truthies[:down])

    if failed_challenge then
      game_over(state, outputs, failed_challenge)
    else

      new_challenge(state, outputs) if truthies[:down]
        .any? { |key| key == state.challenge[:key] }

      outputs.primitives << pressed_keys(state, truthies[:held])

      outputs.primitives << colour_key(state, state.challenge[:key], green)

      state.past_held_keys = truthies[:held].dup

    end
  end

  if not state.playing then

    outputs.primitives << pressed_keys(state, state.past_held_keys)

    outputs.primitives << colour_key(state, state.failed_challenge[:key], red)

    if inputs.keyboard.key_down.space then
      new_challenge(state, outputs, reset: true)
      state.playing = true
    end

    if inputs.keyboard.key_down.tab then
      state.use_fingers = !state.use_fingers
      outputs.sounds << "sfx/correct.wav"
    end

  end

  if inputs.keyboard.key_down.backspace then
    if state.silent then
      outputs.sounds << "music/playing2.ogg"
      state.silent = false
    else
      $gtk.stop_music
      state.silent = true
    end
  end

  outputs.primitives << edge_keys(state)

  outputs.primitives << make_challenge_text(state, grid)

  if state.score > 0 then
    outputs.primitives << make_score_text(state, gtk, grid)
  end

  if state.game_count > 1 then
    outputs.primitives << make_highscore_text(state, gtk, grid)
  end

  bs_text = state.silent ? "unmute" : "mute"
  outputs.primitives << text_in_key(state, gtk, :backspace, bs_text,
                                    **grey_text)
                                    

  tab_text = state.playing ? "tab" : "mode"
  tab_size = state.playing ? 5 : 2

  outputs.primitives << text_in_key(state, gtk, :tab, tab_text, size: tab_size,
                                    **grey_text)

  space_text = state.playing ? "space" : "try again"

  outputs.primitives << text_in_key(state, gtk, :space, space_text,
                                    **grey_text)

  outputs.primitives <<
    [*state.keyboard.pos, 810, 270, state.keyboard.key_img].sprite

  outputs.debug << [30, 50, inputs.keyboard.key_held.truthy_keys.to_s].label
  outputs.debug << [30, 75, state.past_held_keys.to_s].label
  outputs.debug << [30, 100, state.challenge.to_s].label
  outputs.debug <<
    [30, 125, state.past_challenges.map { |ch| ch[:key] }.to_s].label
  outputs.debug << [30, 150, "score: #{state.score}; " +
                    "highscore: #{state.highscore}; " +
                    "game count: #{state.game_count}"].label
end