renamed to kodiak, commented out unused code
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d4ab9ccd47
123
cards.tal
123
cards.tal
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@ -47,49 +47,49 @@
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( BUG: try moving the "whole deck" and get into a weird state )
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@move-card ( card* dx^ dy^ -> )
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( @move-card ( card* dx^ dy^ -> )
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SWP SWP2 STH2 INC2r INC2r ( dy^ dx^ [card+2*] )
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STH2kr LDA ADD STH2kr STA INC2r ( dy^ [card+3*] ; card.x+=dx )
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STH2kr LDA ADD STH2r STA JMP2r ( ; card.y+=dy )
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STH2kr LDA ADD STH2r STA JMP2r ( ; card.y+=dy ) )
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( put all cards face down, and stack them )
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( in a single deck in the middle of the screen )
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@reset ( -> )
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( @reset ( -> )
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all-cards-face-down
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shuffle ( FIXME )
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#08 #18 stack-cards
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draw-background
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!draw-cards
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!draw-cards )
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( f: addr* -> )
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@for-all-cards ( f* -> )
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( @for-all-cards ( f* -> )
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STH2 ;cards/end ;cards ( limit* start* [f*] )
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&loop DUP2 STH2kr JSR2 ( limit* pos* [f*] )
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#0004 ADD2 GTH2k ?&loop ( limit* pos+4* [f*] )
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POP2 POP2 POP2r JMP2r ( )
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POP2 POP2 POP2r JMP2r ( ) )
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@all-cards-face-down ( -> )
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;turn-card-face-down !for-all-cards
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( @all-cards-face-down ( -> )
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;turn-card-face-down !for-all-cards )
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@stack-cards ( x^ y^ -> )
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( @stack-cards ( x^ y^ -> )
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,stack-card/y STR ,stack-card/x STR #00 ,stack-card/c STR
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;stack-card !for-all-cards
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;stack-card !for-all-cards )
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@stack-card ( addr* -> )
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( @stack-card ( addr* -> )
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INC2 INC2 STH2 ( [addr+2*] )
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LIT [ &x $1 ] STH2kr STA INC2r ( [addr+3] ; addr+2<-x )
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LIT [ &y $1 ] STH2r STA ( ; addr+3<-y )
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LIT [ &c $1 ] ?&skip
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,&y LDR #01 SUB ,&y STR
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&skip ,&c LDR INC #03 AND ,&c STR JMP2r
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&skip ,&c LDR INC #03 AND ,&c STR JMP2r )
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@flip-all-cards ( -> )
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( @flip-all-cards ( -> )
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;cards/end ;cards ( limit* start* )
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&loop DUP2 flip-card ( limit* pos* )
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#0004 ADD2 GTH2k ?&loop ( limit* pos+4* )
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POP2 POP2 !draw-cards ( )
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POP2 POP2 !draw-cards ( ) )
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@shuffle ( -> )
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( @shuffle ( -> )
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;cards/last ;cards ( last* start* )
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&loop ( last* pos* )
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SUB2k #02 SFT2 INC2 ( last* pos* n=[last-pos]/4+1* )
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@ -101,31 +101,31 @@
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LIT2 [ &c $2 ] STH2kr STA2 ( last* [pos*] )
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STH2r #0004 ADD2 ( last* pos+4* )
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GTH2k ?&loop ( last* pos+4* )
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POP2 POP2 JMP2r ( )
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POP2 POP2 JMP2r ( ) )
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@try-to-flip ( -> )
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( @try-to-flip ( -> )
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find-mouse-over-card
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ORAk ?&found POP2 JMP2r
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&found flip-card !draw-cards
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&found flip-card !draw-cards )
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@flip-card ( addr* -> )
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LDA2k #8000 EOR2 SWP2 STA2 JMP2r
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( @flip-card ( addr* -> )
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LDA2k #8000 EOR2 SWP2 STA2 JMP2r )
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@turn-card-face-down ( addr* -> )
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LDA2k #8000 ORA2 SWP2 STA2 JMP2r
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( @turn-card-face-down ( addr* -> )
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LDA2k #8000 ORA2 SWP2 STA2 JMP2r )
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@turn-card-face-up ( addr* -> )
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LDA2k #7fff AND2 SWP2 STA2 JMP2r
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( @turn-card-face-up ( addr* -> )
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LDA2k #7fff AND2 SWP2 STA2 JMP2r )
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@randomize ( -> )
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( @randomize ( -> )
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init-cards
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draw-background
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!draw-cards
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!draw-cards )
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@mod ( n* d* -> n%d* )
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DIV2k MUL2 SUB2 JMP2r
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( @mod ( n* d* -> n%d* )
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DIV2k MUL2 SUB2 JMP2r )
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@init-cards ( -> )
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( @init-cards ( -> )
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#0034 #0000 ( limit* 0* )
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&loop ( limit* c* )
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;cards OVR2 ( limit* c* cards* c* )
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@ -137,9 +137,9 @@
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random #00a8 mod NIP ( limit* c* y^ [addr+3*] )
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STH2r STA ( limit* c* ; addr+3<-y )
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INC2 GTH2k ?&loop ( limit* c+1* )
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POP2 POP2 JMP2r
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POP2 POP2 JMP2r )
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@raise-card ( addr* -> )
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( @raise-card ( addr* -> )
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DUP2 ;cards/last EQU2 ?&skip ( addr* )
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LDA2k ,&card STR2 INC2 INC2 ( addr+2* )
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LDA2k ,&xy STR2 #0002 SUB2 ( addr-2* )
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@ -154,10 +154,10 @@
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STH2kr STA2 INC2r INC2r ( [last+2*] ; last<-c )
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LIT2 [ &xy $2 ] ( xy* [last+2*] )
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STH2r STA2 JMP2r ( ; last+2<-xy )
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&skip POP2 JMP2r ( )
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&skip POP2 JMP2r ( ) )
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( raises card at addr and everything it lifts )
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@raise-cards ( addr* -> count^ )
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( @raise-cards ( addr* -> count^ )
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#0004 ,&d STR2 ( ; d<-4 )
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;raise-cards/buf ;raise-cards/pos STA2 ( addr* ; pos<-buf[0] )
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DUP2 raise-cards/enqueue STH2 ( addr* [pos*] ; buf[0]<-addr )
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@ -190,27 +190,27 @@
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INC2 INC2 INC2kr INC2r ( c+2* [pos* pos+2*] )
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LDA2 STH2kr STA2 INC2r INC2r ( [pos* pos+4*] ; buf[pos+2]<-c+2 )
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STH2r ,&pos STR2 STH2r JMP2r ( pos* ; pos<-pos+4 )
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[ &pos $2 &buf $cc ]
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[ &pos $2 &buf $cc ] )
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@abs-within ( x^ y^ d^ -> abs[x-y] <= d^ )
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( @abs-within ( x^ y^ d^ -> abs[x-y] <= d^ )
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STH SUB STHkr ADD ( x-y+d^ [d^] )
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STHr DUP ADD INC LTH JMP2r ( x-y+d<2d+1^ )
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STHr DUP ADD INC LTH JMP2r ( x-y+d<2d+1^ ) )
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@card-overlaps ( a* b* -> ok^ )
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( @card-overlaps ( a* b* -> ok^ )
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INC2 INC2 LDA2 STH2 ( a* [bx^ by^] )
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INC2 INC2 LDA2 ( ax^ ay^ [bx^ by^] )
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STHr #17 abs-within SWP ( ay-by<16^ ax^ [bx^] )
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STHr #0f abs-within AND ( ay-by<16&ax-bx<24^ )
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JMP2r
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JMP2r )
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( returns true if the card below lifts the card above )
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@card-lifts ( below* above* -> bool^ )
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GTH2k ?&no !card-overlaps &no POP2 POP2 #00 JMP2r
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( @card-lifts ( below* above* -> bool^ )
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GTH2k ?&no !card-overlaps &no POP2 POP2 #00 JMP2r )
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@find-mouse-over-card ( -> addr* )
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.Mouse/x DEI2 .Mouse/y DEI2 !find-card
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( @find-mouse-over-card ( -> addr* )
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.Mouse/x DEI2 .Mouse/y DEI2 !find-card )
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( returns top card at coords, or 0000 if no card. )
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( ( returns top card at coords, or 0000 if no card. )
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@find-card ( x* y* -> addr* )
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LIT2r =cards LIT2r =cards/last ( x* y* [limit* first*] )
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&loop ( x* y* [limit* pos*] )
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@ -221,32 +221,32 @@
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!&loop ( x* y* [limit* pos-4*] )
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¬found POP2r LIT2r 0000 ( x* y* [limit* 0*] )
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&done ( x* y* [limit* addr*] )
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POP2 POP2 STH2r POP2r JMP2r ( addr* )
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POP2 POP2 STH2r POP2r JMP2r ( addr* ) )
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( returns true if the given card x,y coordinates )
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( intersect the rectangle of the given card. )
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( cards are 16 pixels wide and 24 pixels tall. )
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( so the result is: )
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( cx <= x < cx+16 && cy <= y < cy+24 )
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@intersects ( x* y* card* -> bool^ )
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( @intersects ( x* y* card* -> bool^ )
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ROT2 STH2 LITr 00 ( y* card* [x* 0^] )
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#0002 ADD2 LDAk STH SUB2r ( y* card+2* [x-cx*] )
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LIT2r 0010 LTH2r STHr ?&x-ok ( y* card+2* )
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POP2 POP2 #00 JMP2r ( 0^ )
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&x-ok ( y* card+2* )
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LITr 00 INC2 LDA STH STH2r ( y* cy* )
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SUB2 #0018 LTH2 JMP2r ( ok^ )
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SUB2 #0018 LTH2 JMP2r ( ok^ ) )
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@draw-cards
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;draw-card !draw-all-cards
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( @draw-cards
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;draw-card !draw-all-cards )
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@held-end-offset ( -> offset* )
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;cards/end #00 .card-is-held LDZ #0004 MUL2 SUB2 JMP2r
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( @held-end-offset ( -> offset* )
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;cards/end #00 .card-is-held LDZ #0004 MUL2 SUB2 JMP2r )
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( TODO: if the top card is being "held" then we )
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( should not draw that here, because it will be )
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( drawn in the foreground using a mask. )
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@draw-all-cards ( draw* -> )
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( @draw-all-cards ( draw* -> )
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,&draw STR2 ( )
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held-end-offset STH2 ( [limit*] )
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LIT2r =cards ( [limit* pos*] )
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#00 STH2kr LDA INC2r ( card* x* y* [limit* pos+4*] )
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draw-mask ( [limit* pos+4] )
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GTH2kr STHr ?&mloop ( [limit* pos+4] )
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POP2r POP2r JMP2r ( )
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POP2r POP2r JMP2r ( ) )
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@draw-background ( -> )
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#f2 .Screen/auto DEO
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DEOk DEOk DEOk DEOk DEOk DEOk DEOk DEOk
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DEOk DEOk DEOk DEOk DEOk DEOk DEOk DEO JMP2r
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@draw-mask ( idx* x* y* -> )
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( @draw-mask ( idx* x* y* -> )
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.Screen/y DEO2 .Screen/x DEO2
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OVR #80 LTH ?draw-mask-up POP2 !draw-mask-down
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OVR #80 LTH ?draw-mask-up POP2 !draw-mask-down )
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@draw-card ( idx* x* y* -> )
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( @draw-card ( idx* x* y* -> )
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.Screen/y DEO2 .Screen/x DEO2
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OVR #80 LTH ?draw-face-up POP2 !draw-face-down
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OVR #80 LTH ?draw-face-up POP2 !draw-face-down )
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( assumes x/y already set )
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@draw-mask-down ( -> )
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#81 .Screen/sprite DEOk DEOk DEO
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JMP2r
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@card-is-black ( idx* -> bool^ )
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( @card-is-black ( idx* -> bool^ )
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#000c DIV2
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@q-is-black ( q* -> bool^ )
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NIP #01 SUB #fe AND JMP2r ( [q-1]&fe )
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NIP #01 SUB #fe AND JMP2r ( [q-1]&fe ) )
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@card-is-red ( idx* -> bool^ )
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#000c DIV2
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@q-is-red ( q* -> bool^ )
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( @q-is-red ( q* -> bool^ ) )
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NIP #03 MUL #02 AND JMP2r ( [q*3]&2 )
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@find-middle-addr ( idx* -> addr* )
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@ -379,8 +379,7 @@
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#00 .DateTime/sec DEI ADD2 ( s* )
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DUP2 .DateTime/doy DEI2 MUL2 ( s* sdoy* )
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( fall-through )
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@init-rng ( x* y* -> )
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( @init-rng ( x* y* -> ) )
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#0001 ROT2 OVR2 ( y* 1* x* 1* )
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ORA2 ;rng/x STA2 ( y* 1* )
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ORA2 ;rng/x STA2 JMP2r ( )
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@ -403,7 +402,7 @@
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( confusingly the "top" card is actually at the end )
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( this ends up being convenient for coding but is a )
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( bit confusing to think about )
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@cards $0cc &last $4 &end
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( @cards $0cc &last $4 &end )
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@cursor 80c0 e0f0 f8e0 1000
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@cursox 7f3f 1f0f 071f efff
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@ -0,0 +1,268 @@
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( deck.tal )
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|00 @System [ &vect $2 &expansion $2 &title $2 &metadata $2 &r $2 &g $2 &b $2 ]
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|10 @Console [ &vect $2 &r $1 &exec $2 &mode $1 &dead $1 &exit $1 &w $1 ]
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|20 @Screen [ &vect $2 &w $2 &h $2 &auto $1 &pad $1 &x $2 &y $2 &addr $2 &px $1 &sprite $1 ]
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|80 @Controller [ &vect $2 &button $1 &key $1 &fn $1 ]
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|90 @Mouse [ &vect $2 &x $2 &y $2 &state $1 &pad $3 &scrollx $2 &scrolly $2 ]
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|a0 @File1 [ &vect $2 &ok $2 &stat $2 &del $1 &append $1 &name $2 &len $2 &r $2 &w $2 ]
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|b0 @File2 [ &vect $2 &ok $2 &stat $2 &del $1 &append $1 &name $2 &len $2 &r $2 &w $2 ]
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|c0 @DateTime [ &y $2 &m $1 &d $1 &hr $1 &min $1 &sec $1 &dow $1 &doy $2 &isdst $1 ]
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( 1 byte per card )
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( #01 ace ... #0d king )
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( #00 club #10 diamond #20 spade #30 heart )
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( #00 face up, #40 face down )
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( #00 normal #80 held )
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( examples: )
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( - #00 no card )
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( - #01 ace of clubs )
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( - #1a ten of diamonds )
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( - #24 four of hearts )
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( - #3d king of spades )
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( - #6c queen of hearts, face down )
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( - #93 three of diamonds, held )
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|0000
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@stock $34 ( draw pile - 52 bytes )
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@waste $18 ( face up pile - 24 bytes )
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@foundation $4 ( one per suit - 4 bytes, 4x1 )
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@tableau $85 ( the main board - 133 bytes, 7x19 )
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@prev-button $1
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@prev-mouse-state $1
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@prev-mouse-x $2
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@prev-mouse-y $2
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@card-is-held $1
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|0100
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#2d8b .System/r DEO2
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#2d18 .System/g DEO2
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#2d14 .System/b DEO2
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#0100 .Screen/w DEO2
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#00c0 .Screen/h DEO2
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init-rng-from-datetime
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init-stock init-waste init-foundation
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shuffle-stock deal-tableau
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draw-background
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draw-stock draw-waste draw-foundation draw-tableau
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;on-mouse .Mouse/vect DEO2
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( ;on-key .Controller/vect DEO2 )
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BRK
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@init-stock ( -> )
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LITr -stock #8000 #4e41
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&outer DUP2
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&inner DUP STHkr STZ INC INCr GTHk ?&inner
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POP2 #1010 ADD2 GTH2k ?&outer
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POP2 POP2 POPr JMP2r
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@init-waste ( -> )
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#00 LITr -waste LITr 18 OVRr ADDr SWPr
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&loop DUP STHkr STZ INCr GTHkr STHr ?&loop
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POP POP2r JMP2r
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@init-foundation
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#00 .foundation
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STZk INC STZk INC STZk INC STZk POP2
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JMP2r
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@shuffle-stock ( -> )
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.stock #33 OVR ADD SWP ( last^ start^ )
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&loop ( last^ pos^ )
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SUBk INC #00 SWP ( last^ pos^ n=last-pos+1* )
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random SWP2 ( last^ pos^ r* n* )
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DIV2k MUL2 SUB2 NIP ( last^ pos^ i=r%n^ )
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OVR ADD LDZk ,&c STR ( last^ pos^ alt=pos+i^ ; c<-alt )
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STH LDZk STHr STZ STH ( last^ [pos^] ; alt<-pos )
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LIT [ &c $1 ] STHkr STZ ( last^ [pos^] ; pos<-c )
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STHr INC GTHk ?&loop ( last^ pos+1^ )
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POP2 JMP2r ( )
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@deal-tableau ( -> )
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#33 LIT2r -tableau 00
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&loop STH2kr deal-column
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LIT2r 1301 ADD2r
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STHkr #07 LTH ?&loop
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POP2r POP JMP2r
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@deal-column ( src^ dst^ count^ -> src2^ )
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#00 SWP SUB STH SWP ( dst^ src^ [-count^] )
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&loop STHkr ?&ok !&done ( d^ s^ [-c^] )
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&ok DUP2 LDZ SWP STZ ( d^ s^ [-c^] ; d<-s|64 )
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#01 SUB SWP INC SWP ( d+1^ s-1^ [-c^] )
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INCr !&loop ( d+1^ s-1^ [-c+1^] )
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&done POPr SWP ( s^ d^)
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OVR LDZ #bf AND SWP STZ ( s^ ; d<-s )
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#01 SUB JMP2r ( s-1^ )
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@swap-c ( src^ dst^ -> )
|
||||
LDZk STH ( src^ dst^ [d^] )
|
||||
OVR LDZ ( src^ dst^ s^ [d^] )
|
||||
SWP STZ ( src^ [d^] ; dst<-s )
|
||||
STHr SWP ( d^ src^ )
|
||||
STZ JMP2r ( ; src<-d )
|
||||
|
||||
@draw-stock ( -> )
|
||||
#0008 ,&y STR2 ( ; y0<-8 )
|
||||
.stock #34 OVR ADD SWP LITr 01 ( stock+52 stock^ [n^] )
|
||||
&loop LDZk DUP ?&ok !&done ( lim^ zp^ c^ [n^] )
|
||||
&ok ( lim^ zp^ c^ [n^] )
|
||||
#0008 .Screen/x DEO2 ( lim^ zp^ c^ [n^] ; x<-8 )
|
||||
LIT2 [ &y $2 ] .Screen/y DEO2 ( lim^ zp^ c^ [n^] ; y<- )
|
||||
draw-c STHkr ?&skip ( lim^ zp^ [n^] ; draw c )
|
||||
,&y LDR2 #0001 SUB2 ,&y STR2 ( lim^ zp^ [n^] ; y<-y-1 )
|
||||
&skip INC INCr LITr 07 ANDr GTHk ?&loop ( lim^ zp+1^ [(n+1)%8] )
|
||||
&done POP2 POPr JMP2r ( )
|
||||
|
||||
@draw-waste ( -> )
|
||||
#001c ,&x STR2 ( ; x0<-28 )
|
||||
.waste #18 OVR ADD SWP ( waste+24^ waste^ )
|
||||
&loop LDZk DUP ?&ok !&done ( lim^ zp^ c^ )
|
||||
&ok ( lim^ zp^ c^ )
|
||||
#0008 .Screen/y DEO2 ( lim^ zp^ c^ ; y<-8 )
|
||||
LIT2 [ &x $2 ] .Screen/x DEO2 ( lim^ zp^ c^ ; x<- )
|
||||
draw-c ( lim^ zp^ ; draw c )
|
||||
,&x LDR2 #0008 ADD2 ,&x STR2 ( lim^ zp^ ; x<-x+8 )
|
||||
INC GTHk ?&loop ( lim^ zp+1^ )
|
||||
&done POP2 JMP2r ( )
|
||||
|
||||
@draw-foundation ( -> )
|
||||
#0030 ,&y STR2 ( ; y0<-48 )
|
||||
.foundation #04 OVR ADD SWP ( lim^ zp^ )
|
||||
&loop ( lim^ zp^ )
|
||||
#0008 .Screen/x DEO2 ( lim^ zp^ ; x<-8 )
|
||||
LIT2 [ &y $2 ] .Screen/y DEO2 ( lim^ zp^ ; y<- )
|
||||
LDZk maybe-draw-c ( lim^ zp^ ; draw )
|
||||
,&y LDR2 #0020 ADD2 ,&y STR2 ( lim^ zp^ ; y<-y+32 )
|
||||
INC GTHk ?&loop ( lim^ zp+1^ )
|
||||
POP2 JMP2r ( )
|
||||
|
||||
@draw-tableau
|
||||
#0700 &loop DUP draw-column INC GTHk ?&loop JMP2r
|
||||
|
||||
@draw-column ( idx^ -> )
|
||||
#00 OVR #0018 MUL2 #0030 ADD2 ,&x STR2 ( idx^ ; x<-32+24*idx )
|
||||
#0024 ,&y STR2 ( idx^ ; y<-32 )
|
||||
#13 MUL .tableau ADD ( pos=t+idx*19^ )
|
||||
DUP #13 ADD SWP ( lim=pos+19^ pos^ )
|
||||
&loop ( lim^ pos^ )
|
||||
LDZk DUP ?&ok !&done ( lim^ pos^ c^ )
|
||||
&ok LIT2 [ &x $2 ] .Screen/x DEO2 ( lim^ pos^ ; s/x<-x )
|
||||
LIT2 [ &y $2 ] .Screen/y DEO2 ( lim^ pos^ ; s/y<-y )
|
||||
draw-c INC ( lim^ pos+1^ )
|
||||
,&y LDR2 #0008 ADD2 ,&y STR2 ( lim^ pos+1^ )
|
||||
GTHk ?&loop ( lim^ pos+1^ )
|
||||
&done POP POP2 JMP2r ( )
|
||||
|
||||
@maybe-draw-c
|
||||
DUP ?{ POP !draw-mask-down } !draw-c
|
||||
|
||||
( assumes x/y already set )
|
||||
@draw-c ( card^ -> )
|
||||
DUP #40 LTH ?&norm
|
||||
DUP #80 LTH ?&down
|
||||
DUP #c0 LTH ?&held
|
||||
POP !draw-mask-down
|
||||
&norm adjust-c !draw-face-up
|
||||
&down POP !draw-face-down
|
||||
&held adjust-c !draw-mask-up
|
||||
|
||||
( we map from our sparse, logical card format )
|
||||
( to the dense, tile position card location )
|
||||
( clubs: #01 -> #27 ... #0d -> #33 )
|
||||
( diamonds: #11 -> #1a ... #1d -> #26 )
|
||||
( spades: #21 -> #00 ... #2d -> #0c )
|
||||
( hearts: #31 -> #0d ... #3d -> #19 )
|
||||
@adjust-c ( card^ -> idx* )
|
||||
#00 SWP
|
||||
DUP #21 LTH ?<
|
||||
DUP #31 LTH #03 MUL ADD #24 SUB JMP2r
|
||||
< DUP #11 LTH #1d MUL ADD #09 ADD JMP2r
|
||||
|
||||
@on-mouse ( -> brk )
|
||||
on-move
|
||||
( on-click-down )
|
||||
( on-click-up )
|
||||
.Mouse/state DEI .prev-mouse-state STZ
|
||||
BRK
|
||||
|
||||
@mouse-dx ( -> dx* ) .Mouse/x DEI2 .prev-mouse-x LDZ2 SUB2 JMP2r
|
||||
@mouse-dy ( -> dy* ) .Mouse/y DEI2 .prev-mouse-y LDZ2 SUB2 JMP2r
|
||||
|
||||
@mouse-dx8 ( -> dx^ ) .Mouse/x DEI2 .prev-mouse-x LDZ2 SUB2 NIP JMP2r
|
||||
@mouse-dy8 ( -> dy^ ) .Mouse/y DEI2 .prev-mouse-y LDZ2 SUB2 NIP JMP2r
|
||||
|
||||
@on-move ( -> )
|
||||
.Mouse/x DEI2 .prev-mouse-x LDZ2 NEQ2 ?&redraw
|
||||
.Mouse/y DEI2 .prev-mouse-y LDZ2 NEQ2 ?&redraw
|
||||
JMP2r
|
||||
&redraw #00 .Screen/auto DEO
|
||||
clear-prev-mouse draw-curr-mouse JMP2r
|
||||
|
||||
@clear-prev-mouse ( -> )
|
||||
.prev-mouse-x LDZ2 .Screen/x DEO2
|
||||
.prev-mouse-y LDZ2 .Screen/y DEO2
|
||||
;blank .Screen/addr DEO2
|
||||
#41 .Screen/sprite DEO JMP2r
|
||||
|
||||
@draw-curr-mouse ( -> )
|
||||
.Mouse/x DEI2 DUP2 .prev-mouse-x STZ2 .Screen/x DEO2
|
||||
.Mouse/y DEI2 DUP2 .prev-mouse-y STZ2 .Screen/y DEO2
|
||||
;cursor .Screen/addr DEO2
|
||||
#43 .Screen/sprite DEO JMP2r
|
||||
|
||||
@on-click-down ( -> )
|
||||
.Mouse/state DEI ( state^ )
|
||||
.prev-mouse-state LDZ #ff EOR AND ( down^ )
|
||||
#01 AND ( TODO: support more than one button )
|
||||
?&click JMP2r ( TODO: check particular button )
|
||||
&click
|
||||
( find-mouse-over-card
|
||||
ORAk ?&found POP2 JMP2r
|
||||
&found
|
||||
raise-cards .card-is-held STZ
|
||||
!draw-cards ) JMP2r
|
||||
|
||||
@on-click-up ( -> )
|
||||
.Mouse/state DEI #ff EOR ( not-state^ )
|
||||
.prev-mouse-state LDZ AND ( up^ )
|
||||
#01 AND ( TODO: support more than one button )
|
||||
?&unclick JMP2r ( TODO: check particular button )
|
||||
&unclick
|
||||
( #00 .card-is-held STZ
|
||||
draw-background draw-cards )
|
||||
JMP2r
|
||||
|
||||
( @on-key ( -> brk )
|
||||
on-press on-release
|
||||
.Controller/button DEI .prev-button STZ
|
||||
BRK )
|
||||
|
||||
( @on-release ( -> )
|
||||
.Controller/button DEI #ff EOR ( not-button^ )
|
||||
.prev-button LDZ AND ( release^ )
|
||||
DUP #00 EQU ?&skip
|
||||
DUP #08 AND ?&start
|
||||
&skip POP JMP2r
|
||||
&start POP !draw-cards )
|
||||
|
||||
( @on-press ( -> )
|
||||
.Controller/button DEI ( button^ )
|
||||
.prev-button LDZ #ff EOR AND ( press^ )
|
||||
DUP #00 EQU ?&skip
|
||||
DUP #01 AND ?&ctrl
|
||||
DUP #02 AND ?&alt
|
||||
DUP #04 AND ?&select
|
||||
DUP #08 AND ?&start
|
||||
&skip POP JMP2r
|
||||
&ctrl POP !try-to-flip
|
||||
&alt POP !flip-all-cards
|
||||
&select POP !randomize
|
||||
&start POP !reset )
|
||||
|
||||
~cards.tal
|
Loading…
Reference in New Issue