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Twitty.lua
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Twitty.lua
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-- Must.lua
-- local const = require 'constants'
local const = require 'constants'
local globalData = require 'globalData'
local Dim = require 'Dim'
local Grid = require 'Grid'
local Statusbar = require 'Statusbar'
local Wordbar = require 'Wordbar'
local Toolbar = require 'Toolbar'
local Util = require 'Util'
local composer = require('composer')
local scene = composer.newScene()
local widget = require('widget')
widget.setTheme('widget_theme_android_holo_dark')
-- local gpgs = require 'plugin.gpgs.v2'
--[[
-----------------------------
local profileThreshold = 0
if system.getInfo('environment') == 'simulator' then
profileThreshold = 1000
end
local Counters = {}
local Names = {}
local function hook ()
local f = debug.getinfo(2, "f").func
if Counters[f] == nil then -- first time `f' is called?
Counters[f] = 1
Names[f] = debug.getinfo(2, "Sn")
else -- only increment the counter
Counters[f] = Counters[f] + 1
end
end
local function getname (func)
local n = Names[func]
if n.what == "C" then
return n.name
end
local loc = string.format("[%s]:%s", n.short_src, n.linedefined)
if n.namewhat ~= "" then
return string.format("%s (%s)", loc, n.name)
else
return string.format("%s", loc)
end
end
-----------------------------
]]
function scene:create(event)
local sceneGroup = self.view
trace('Twitty scene:create')
Util.setBackground(self.view)
globalData.mode = event.params.mode
globalData.dim = Dim.new(const.VARIANT[globalData.mode].width, const.VARIANT[globalData.mode].height)
-- grid (of slots) has no graphical elements, and does not change size, so persists across all games
globalData.grid = Grid.new(globalData.dim.numX, globalData.dim.numY)
globalData.gridGroup = self.view
-- create a separate group for UI objects, so they are always on top of grid
globalData.uiGroup = display.newGroup()
sceneGroup:insert(globalData.uiGroup)
globalData.statusbar = Statusbar.new()
globalData.statusbar:setLeft('☰ ' .. globalData.mode)
globalData.wordbar = Wordbar.new()
globalData.toolbar = Toolbar.new()
-- scene remains in memory once created, ie it's only created once when app is run
end
function scene:show(event)
local sceneGroup = self.view
local phase = event.phase
trace('Twitty scene:show', phase)
if phase == 'will' then
-- Code here runs when the scene is still off screen (but is about to come on screen)
if not Runtime:addEventListener('key', scene) then
trace('ERROR: could not addEventListener key in Twitty scene:show')
end
if not Runtime:addEventListener('system', scene) then
trace('ERROR: could not addEventListener system in scene:show')
end
globalData.grid:newGame()
elseif phase == 'did' then
-- Code here runs when the scene is entirely on screen
--[[
if profileThreshold > 0 then
debug.sethook(hook, "c") -- turn on the hook
end
]]
end
end
function scene:hide(event)
local sceneGroup = self.view
local phase = event.phase
trace('Twitty scene:hide', phase)
if phase == 'will' then
-- Code here runs when the scene is on screen (but is about to go off screen)
if not Runtime:removeEventListener('key', scene) then
trace('ERROR: could not removeEventListener key in Twitty scene:hide')
end
if not Runtime:removeEventListener('system', scene) then
trace('ERROR: could not removeEventListener system in scene:hide')
end
elseif phase == 'did' then
-- Code here runs immediately after the scene goes entirely off screen
globalData.grid:destroy()
composer.removeScene('Twitty')
--[[
if profileThreshold > 0 then
debug.sethook() -- turn off the hook
for func, count in pairs(Counters) do
if count > profileThreshold then
print(getname(func), count)
end
end
end
]]
end
end
function scene:destroy(event)
local sceneGroup = self.view
-- Code here runs prior to the removal of scene's view
trace('Twitty scene:destroy')
end
function scene:key(event)
local phase = event.phase
if phase == 'up' then
if event.keyName == 'back' or event.keyName == 'deleteBack' then
Util.sound('ui')
globalData.grid:cancelGame()
composer.gotoScene('ModeMenu', {effect='slideRight'})
return true -- override the key
elseif event.keyName == 'a' then
Util.showAlert('GAME OVER', 'Do you want an alert?', {'Yes','No','Maybe'})
elseif event.keyName == 'h' then
globalData.grid:hint()
elseif event.keyName == 'g' then
do
local before = collectgarbage('count')
collectgarbage('collect')
local after = collectgarbage('count')
print('collected', math.floor(before - after), 'KBytes, now using', math.floor(after), 'KBytes')
end
elseif event.keyName == 'd' then
-- trace('#_G.DICTIONARY_TRUE', #_G.DICTIONARY_TRUE)
-- trace('#_G.DICTIONARY_FALSE', #_G.DICTIONARY_FALSE)
-- trace('#_G.DICTIONARY_PREFIX_TRUE', #_G.DICTIONARY_PREFIX_TRUE)
-- trace('#_G.DICTIONARY_PREFIX_FALSE', #_G.DICTIONARY_PREFIX_FALSE)
trace('#_G.DICT_TRUE', #_G.DICT_TRUE)
trace('#_G.DICT_FALSE', #_G.DICT_FALSE)
trace('#_G.DICT_PREFIX_TRUE', #_G.DICT_PREFIX_TRUE)
trace('#_G.DICT_PREFIX_FALSE', #_G.DICT_PREFIX_FALSE)
elseif event.keyName == 'x' then
local al = Util.showAlert('DEBUG', 'Check dictionaries?', {'Yes','No','Maybe'},
function(event)
if 1 == event.index then
Util.checkDictionaries()
end
end)
-- local al = Util.showAlert('DEBUG', 'Merge dictionaries?', {'Yes','No','Maybe'},
-- function(event)
-- if 1 == event.index then
-- Util.mergeIntoHintDictionary({'AAA','BBB','ZOOM','ZZZ'})
-- end
-- end)
elseif event.keyName == 'b' then
local word, score = Util.bestHint()
Util.showAlert('BEST HINT WORD', string.format('%s(%d)', word, score))
end
end
end
function scene:system(event)
-- print( "System event name and type: " .. event.name, event.type )
if event.type == 'applicationExit' then
elseif event.type == 'applicationSuspend' then
globalData.grid:pauseCountdown()
elseif event.type == 'applicationResume' then
globalData.grid:resumeCountdown()
end
end
-- -----------------------------------------------------------------------------------
-- Scene event function listeners
-- -----------------------------------------------------------------------------------
scene:addEventListener('create', scene)
scene:addEventListener('show', scene)
scene:addEventListener('hide', scene)
scene:addEventListener('destroy', scene)
-- -----------------------------------------------------------------------------------
return scene