mineschemer/main.scm

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#!r6rs
; main thing i'd like to do is be compatible with these:
; https://www.mzrg.com/mines/msx/index.html
; let's do about the minimum to do what i want
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; keep the names almost exactly the same for googling's sake
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(load-shared-object "libraylib.so")
; color
(define-ftype Color
(struct
[r unsigned-8]
[g unsigned-8]
[b unsigned-8]
[a unsigned-8]))
(define (set-color-r! color r) (ftype-set! Color (r) color r))
(define (set-color-g! color g) (ftype-set! Color (g) color g))
(define (set-color-b! color b) (ftype-set! Color (b) color b))
(define (set-color-a! color a) (ftype-set! Color (a) color a))
(define (color-r color) (ftype-ref Color (r) color))
(define (color-g color) (ftype-ref Color (g) color))
(define (color-b color) (ftype-ref Color (b) color))
(define (color-a color) (ftype-ref Color (a) color))
(define (color-components c) (list (color-r c) (color-g c) (color-b c) (color-a c)))
(define color
(case-lambda
[(r g b) (color r g b 255)]
[(r g b a)
(define c (make-ftype-pointer Color (foreign-alloc (ftype-sizeof Color))))
(set-color-r! c r)
(set-color-g! c g)
(set-color-b! c b)
(set-color-a! c a)
c]))
(define color-from-hsv-inner
(foreign-procedure #f "ColorFromHSV" (float float float) (& Color)))
(define (color-from-hsv h s v)
(let ([color (make-ftype-pointer Color (foreign-alloc (ftype-sizeof Color)))])
(color-from-hsv-inner color h s v)
color))
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(define WHITE (color 255 255 255 255))
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(define BLACK (color 0 0 0 255))
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;; (define c (color 1 2 3 4))
;; (display (list (color-r c) (color-g c) (color-b c) (color-a c)))
; window
(define init-window
(foreign-procedure #f "InitWindow" (int int string) void))
(define close-window
(foreign-procedure #f "CloseWindow" () void))
(define window-should-close?
(foreign-procedure #f "WindowShouldClose" () boolean))
; drawing
(define clear-background
(foreign-procedure #f "ClearBackground" ((& Color)) void))
(define begin-drawing
(foreign-procedure #f "BeginDrawing" () void))
(define end-drawing
; doesn't help, but i'm pretty sure this *is* collect safe
(foreign-procedure __collect_safe "EndDrawing" () void))
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; timing
(define set-target-fps
(foreign-procedure #f "SetTargetFPS" (int) void))
(define get-frame-time
(foreign-procedure #f "GetFrameTime" () float))
(define get-time
(foreign-procedure #f "GetTime" () double))
(define get-fps
(foreign-procedure #f "GetFPS" () int))
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; filesystem
(define get-working-directory
(foreign-procedure #f "GetWorkingDirectory" () string))
(define get-application-directory
(foreign-procedure #f "GetApplicationDirectory" () string))
(define change-directory
(foreign-procedure #f "ChangeDirectory" (string) boolean))
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; text
(define draw-fps
(foreign-procedure #f "DrawFPS" (int int) void))
(define draw-text
(foreign-procedure #f "DrawText" (string int int int (& Color)) void))
; texture
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; shouldn't really need to use these structs, just pass them around
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; which is what we could use void* for... oops.
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(define-ftype Image
(struct
[data void*]
[width int]
[height int]
[mipmaps int]
[format int]))
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(define-ftype Texture
(struct
[id unsigned]
[width int]
[height int]
[mipmaps int]
[format int]))
(define-ftype Texture2D Texture)
; really need this one though
(define-ftype Rectangle
(struct
[x float]
[y float]
[width float]
[height float]))
(define (set-rectangle-x! rect x) (ftype-set! Rectangle (x) rect (exact->inexact x)))
(define (set-rectangle-y! rect y) (ftype-set! Rectangle (y) rect (exact->inexact y)))
(define (set-rectangle-width! rect width) (ftype-set! Rectangle (width) rect (exact->inexact width)))
(define (set-rectangle-height! rect height) (ftype-set! Rectangle (height) rect (exact->inexact height)))
(define (rectangle-x rect) (ftype-ref Rectangle (x) rect))
(define (rectangle-y rect) (ftype-ref Rectangle (y) rect))
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(define rectangle
(case-lambda
[(x y width) (rectangle x y width width)]
[(x y width height)
(define rect (make-ftype-pointer Rectangle (foreign-alloc (ftype-sizeof Rectangle))))
(set-rectangle-x! rect x)
(set-rectangle-y! rect y)
(set-rectangle-width! rect width)
(set-rectangle-height! rect height)
rect]))
(define-ftype Vector2
(struct
[x float]
[y float]))
(define (set-vector2-x! vec2 x) (ftype-set! Vector2 (x) vec2 (exact->inexact x)))
(define (set-vector2-y! vec2 y) (ftype-set! Vector2 (y) vec2 (exact->inexact y)))
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(define (vector2-x vec2) (ftype-ref Vector2 (x) vec2))
(define (vector2-y vec2) (ftype-ref Vector2 (y) vec2))
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(define (vector2 x y)
(define vec2 (make-ftype-pointer Vector2 (foreign-alloc (ftype-sizeof Vector2))))
(set-vector2-x! vec2 x)
(set-vector2-y! vec2 y)
vec2)
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(define (vector2+-bin a b)
(vector2 (+ (vector2-x a)
(vector2-x b))
(+ (vector2-y a)
(vector2-y b))))
(define vector2-origin (vector2 0 0))
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(define (vector2+ . vs)
(fold-left vector2+-bin
vector2-origin
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vs))
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; mouse
(define is-mouse-button-pressed
(foreign-procedure #f "IsMouseButtonPressed" (int) boolean))
(define is-mouse-button-down
(foreign-procedure #f "IsMouseButtonDown" (int) boolean))
(define is-mouse-button-released
(foreign-procedure #f "IsMouseButtonReleased" (int) boolean))
(define get-mouse-x
(foreign-procedure #f "GetMouseX" () int))
(define get-mouse-y
(foreign-procedure #f "GetMouseY" () int))
(define-syntax define-button-helper
(syntax-rules ()
[(_ name base)
(define (name button)
(case button
['left (base 0)]
['middle (base 2)]
['right (base 1)]
[else (error name "unkown button type" button)]))]))
(define-button-helper button-pressed? is-mouse-button-pressed)
(define-button-helper button-down? is-mouse-button-down)
(define-button-helper button-released? is-mouse-button-released)
; might just not do questioning lol
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; adapted from https://github.com/Yunoinsky/chez-raylib/blob/main/src/raylib.sls
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(define load-image
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(let ([f (foreign-procedure #f "LoadImage"
(string)
(& Image))])
(case-lambda
[(file-name)
(let ([ret (make-ftype-pointer
Image
(foreign-alloc (ftype-sizeof Image)))])
(f ret file-name)
ret)]
[(struct file-name) (f struct file-name) struct])))
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(define load-texture
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(let ([f (foreign-procedure #f "LoadTexture"
(string)
(& Texture))])
(case-lambda
[(file-name)
(let ([ret (make-ftype-pointer
Texture
(foreign-alloc (ftype-sizeof Texture)))])
(f ret file-name)
ret)]
[(struct file-name) (f struct file-name) struct])))
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(define unload-texture
(foreign-procedure #f "UnloadTexture" ((& Texture2D)) void))
(define draw-texture-rec
(foreign-procedure #f "DrawTextureRec" ((& Texture2D) (& Rectangle) (& Vector2) (& Color)) void))
(define draw-texture-pro
(foreign-procedure #f "DrawTexturePro"
((& Texture2D) (& Rectangle) (& Rectangle) (& Vector2) float (& Color))
void))
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; we only really need the rec version
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(define (draw-texture-nice texture src dest)
(draw-texture-pro texture src rect (vector2 0.0 0.0) 0.0 WHITE))
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; scheme magicks
(define-syntax with-draw
(syntax-rules ()
[(_ body ...)
(begin (begin-drawing)
body ...
(end-drawing))]))
(define-syntax while
(syntax-rules ()
[(_ test body ...)
(do []
[(not test) #f]
body ...)]))
(define-syntax until
(syntax-rules ()
[(_ test body ...)
(do []
[test #f]
body ...)]))
; my stuff :]
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(define *skin-paths* '("./skins" "."))
; a global var for skin would probably be worthwhile but idk
; could also just be lazy and open the game, draw, screenshot, close
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; could be fun to do weird stuff with skins (randomly choosing, &c)
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(define (load-skin filename)
(define path
(find file-exists?
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(map (lambda (p) (string-append p "/" filename))
*skin-paths*)))
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(unless path
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(error
'load-skin
(string-append
"failed to load `" filename "`. tried paths "
(with-output-to-string (lambda () (write *skin-paths*))))))
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(load-texture path))
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(define skin-width 144)
(define skin-height 122)
(define square-width (/ skin-width 9))
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(define number-rects
(list->vector
; the bottom and right sides are 1 pixel shy, it works out
(map (lambda (n)
(rectangle (* n square-width) 0 square-width square-width))
(iota 9))))
(define square-types '(unknown pressed mine flag no-mine pressed-mine question pressed-question))
(define-syntax make-rects
(syntax-rules ()
[(_ types (type n) body ...)
(map (lambda (type n)
(cons type (begin body ...)))
types
(iota (length types)))]))
(define square-rects
(make-rects square-types (type n)
(rectangle (* n square-width) square-width square-width square-width)))
(define gap (* 1/144 skin-width))
(define segment-end (* 13/144 skin-width))
(define segments '(0 1 2 3 4 5 6 7 8 9 -))
(define segment-width (/ (- skin-width (+ (* (sub1 (length segments)) gap) segment-end)) (length segments)))
(define segment-height (* 21/11 segment-width))
(define segment-rects
(make-rects segments (seg n)
(rectangle (* n (+ segment-width gap))
(add1 (* 2 square-width))
segment-width
segment-height)))
(define smileys-end (* 10/144 skin-width))
(define smileys '(happy surprised dead cool pressed))
(define smiley-width (/ (- skin-width (* (sub1 (length smileys)) gap) smileys-end)
(length smileys)))
(define smiley-rects
(make-rects smileys (smiley n)
(rectangle (* n (+ smiley-width gap)) (+ (* 2 square-width) gap segment-height gap)
smiley-width smiley-width)))
; we'll want the pro blitting to stretch stuff out efficiently
(define border-width (/ skin-width 12))
(define border-height (- border-width gap))
(define last-y (+ square-width square-width gap segment-height gap smiley-width gap))
(define border-corner-size (cons border-width border-height))
(define border-vertical-size (cons gap border-height))
(define border-horizontal-size (cons border-width gap))
; this seems like a good enough compromise
(define (make-rects y base)
(map
(lambda (t/r)
(cons (car t/r)
(rectangle
(cadr t/r)
y
(caddr t/r)
(cdddr t/r))))
base))
(define border-rects
(append
(make-rects
last-y
`((top-left . (0 . ,border-corner-size))
(top . (,(+ border-width gap) . ,border-vertical-size))
(top-right . (,(+ border-width gap gap gap) . ,border-corner-size))))
(make-rects
(+ last-y border-height gap)
`((down-left-1 . (0 . ,border-horizontal-size))
(down-right-1 . (,(+ border-width gap gap gap) . ,border-horizontal-size))))
(make-rects
(+ last-y border-height gap gap gap)
`((mid-left . (0 . ,border-corner-size))
(mid . (,(+ border-width gap) . ,border-vertical-size))
(mid-right . (,(+ border-width gap gap gap) . ,border-corner-size))))
(make-rects
(+ last-y border-height gap gap gap border-height gap)
`((down-left-2 . (0 . ,border-horizontal-size))
(down-right-2 . (,(+ border-width gap gap gap) . ,border-horizontal-size))))
(make-rects
(+ last-y border-height gap gap gap border-height gap gap gap)
`((bottom-left . (0 . ,border-corner-size))
(bottom . (,(+ border-width gap) . ,border-vertical-size))
(bottom-right . (,(+ border-width gap gap gap) . ,border-corner-size))))))
(define blank-display-width (* 41/144 skin-width))
(define blank-display-height (* 25/121 skin-height))
(define blank-display-x (+ border-width gap gap gap border-width gap))
(define blank-display-rect
(rectangle blank-display-x
last-y
blank-display-width
blank-display-height))
; we'll want a draw background func, we are NOT blitting one pixel at a time lol
; we could also just test the color of this
(define background-rect
(rectangle (+ blank-display-x blank-display-width gap)
last-y
gap
gap))
(define (blit-from-skin skin rect pos)
;; (display skin) (display " ") (display rect) (display " ") (display pos)
;; (newline)
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(draw-texture-rec skin rect pos WHITE)
;; (random-seed (* 1000 (add1 (inexact->exact (+ (rectangle-x rect) (rectangle-y rect))))))
#; (draw-texture-rec skin rect (vector2+ pos (vector2 (* (random 8) (sin *t*)) (* (random 8) (cos *t*)))) WHITE))
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(define (blit-number skin n pos)
(let ([rect (vector-ref number-rects n)])
(blit-from-skin skin rect pos)))
(define (blit-square skin square pos)
(if (number? square)
(blit-number skin square pos)
(blit-from-skin skin (cdr (assq square square-rects)) pos)))
(define (blit-segment skin seg pos)
(blit-from-skin skin (cdr (assq seg segment-rects)) pos))
(define (blit-smiley skin smiley pos)
(blit-from-skin skin (cdr (assq smiley smiley-rects)) pos))
(define (blit-border-piece skin border pos)
(blit-from-skin skin (cdr (assq border border-rects)) pos))
(define (blit-blank-display skin pos)
(blit-from-skin skin blank-display-rect pos))
(define-syntax for-each-skin-segment
(syntax-rules ()
[(_ segments (seg n) body ...)
(for-each (lambda (seg n) body ...)
segments
(iota (length segments)))]))
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(define-record-type square
(fields (immutable mine?)
(mutable num-adjacent)
(mutable flagged?)
(mutable questioned?)
(mutable revealed?)))
(define (vector-swap! vec i1 i2)
(unless (= i1 i2)
(let ([x1 (vector-ref vec i1)]
[x2 (vector-ref vec i2)])
(vector-set! vec i1 x2)
(vector-set! vec i2 x1))))
(define (vector-shuffle! vec)
(for-each (lambda (i1)
(vector-swap! vec i1 (random (add1 i1))))
(reverse (iota (vector-length vec))))
vec)
(define (vector-shuffle vec)
(define out (vector-copy vec))
(vector-shuffle! out))
#;
(map (lambda (_) (apply string-append (map symbol->string (vector->list (vector-shuffle '#(e l v i s))))))
(iota 200))
(define (list-shuffle list)
(vector->list (vector-shuffle! (list->vector list))))
(define (base-square) (make-square #f #f #f #f #f))
(define (make-squares n mine?)
(map (lambda (_) (make-square mine? #f #f #f #f))
(iota n)))
(define-record-type game (fields squares width height num-mines num-flagged))
;unknown pressed mine flag no-mine pressed-mine question pressed-question
(define (game-square-at game x y)
(vector-ref (game-squares game)
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(+ x (* y (game-width game)))))
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(define (vector2-adjacent? a b)
(and (<= (abs (- (vector2-x a) (vector2-x b))) 1)
(<= (abs (- (vector2-y a) (vector2-y b))) 1)))
(define (pair-adjacent? a b)
(and (<= (abs (- (car a) (car b))) 1)
(<= (abs (- (cdr a) (cdr b))) 1)))
(define (square-mouse-over)
(cons (floor (/ (get-mouse-x) square-width))
(floor (/ (get-mouse-y) square-width))))
(define (square-pressed? x y)
(or
(and (button-down? 'left) (equal? (cons x y) (square-mouse-over)))
(and (button-down? 'middle) (pair-adjacent? (cons x y) (square-mouse-over)))))
(define (square-type square x y)
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(cond
[(square-flagged? square) 'flag]
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[(not (square-revealed? square))
(if (square-pressed? x y)
'pressed
'unknown)]
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[(square-mine? square) 'mine]
[else (square-num-adjacent square)]))
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; preliminary
(define (game-square-type-at game x y)
(square-type (game-square-at game x y) x y))
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(define (game-in-bounds? game x y)
(and (< -1 x (game-width game))
(< -1 y (game-height game))))
(define (game-around game x y)
(map (lambda (x/y) (game-square-at game (car x/y) (cdr x/y)))
(filter (lambda (x/y) (game-in-bounds? game (car x/y) (cdr x/y)))
(map (lambda (x/y)
(cons (+ x (car x/y)) (+ y (cdr x/y))))
'((-1 . -1) ( 0 . -1) ( 1 . -1)
(-1 . 0) ( 1 . 0)
(-1 . 1) ( 0 . 1) ( 1 . 1))))))
; remember: prefer functions over macros
; game last for consistency with for-each
(define (game-squares-for-each proc game)
(for-each
(lambda (x)
(for-each
(lambda (y) (proc x y))
(iota (game-height game))))
(iota (game-width game))))
(define (fill-game-arounds! game)
(game-squares-for-each
(lambda (x y)
(define square (game-square-at game x y))
(square-num-adjacent-set! square
(length (filter square-mine? (game-around game x y)))))
game))
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; as feared, make-vector references the same thing
(define (new-game mines width height)
(define squares (list->vector (append (make-squares mines #t)
(make-squares (- (* width height) mines) #f))))
(define game (make-game squares width height mines 0))
(vector-shuffle! squares)
(fill-game-arounds! game)
game)
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(define (game-tick! game)
(define mouse-x (car (square-mouse-over)))
(define mouse-y (cdr (square-mouse-over)))
(define mouse-in-bounds? (game-in-bounds? game mouse-x mouse-y))
(define mouse-square (and mouse-in-bounds? (game-square-at game mouse-x mouse-y)))
(define redraw?
(and mouse-in-bounds?
(or (button-down? 'left)
(button-down? 'middle)
(button-down? 'right)
(button-released? 'left)
(button-released? 'middle)
(button-released? 'right))))
; not quite perfectly correct
(when (and mouse-in-bounds? (button-pressed? 'right))
(square-flagged?-set! mouse-square (not (square-flagged? mouse-square))))
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redraw?)
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(define (draw-write obj x y size color)
(draw-text (with-output-to-string (lambda () (write obj)))
x y size color))
(define (redraw-skin skin)
;; using the same color as the skin is deceptive
;; (clear-background (color 0 0 255))
(for-each (lambda (n)
(blit-number skin n (vector2 (* square-width n) 0)))
(iota 9))
(for-each-skin-segment
square-types (square n)
(blit-square skin square (vector2 (* square-width n) square-width)))
(for-each-skin-segment
segments (seg n)
(blit-segment skin seg (vector2 (* n (+ segment-width gap))
(add1 (* 2 square-width)))))
(for-each-skin-segment
smileys (smiley n)
(blit-smiley skin smiley (vector2 (* n (+ smiley-width gap))
(+ square-width square-width gap segment-height gap))))
(blit-blank-display
skin
(vector2 blank-display-x
last-y))
(blit-from-skin skin background-rect
(vector2 (+ blank-display-x blank-display-width gap)
last-y))
(for-each (lambda (t/r)
(blit-border-piece skin (car t/r)
(vector2 (rectangle-x (cdr t/r))
(rectangle-y (cdr t/r)))))
border-rects))
(define (draw-mouse-info color)
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(draw-write (square-mouse-over) 2 0 20 color)
(draw-write `(left down . ,(button-down? 'left)) 1 20 10 color)
(draw-write `(middle down . ,(button-down? 'middle)) 1 30 10 color)
(draw-write `(right down . ,(button-down? 'right)) 1 40 10 color)
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(draw-write `(left pressed . ,(button-pressed? 'left)) 1 50 10 color)
(draw-write `(middle pressed . ,(button-pressed? 'middle)) 1 60 10 color)
(draw-write `(right pressed . ,(button-pressed? 'right)) 1 70 10 color)
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(draw-write `(left released . ,(button-released? 'left)) 1 80 10 color)
(draw-write `(middle released . ,(button-released? 'middle)) 1 90 10 color)
(draw-write `(right released . ,(button-released? 'right)) 1 100 10 color))
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(define (draw-game-squares game skin pos)
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(define draw-pos (vector2 413 413))
(game-squares-for-each
(lambda (x y)
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(set-vector2-x! draw-pos (+ (vector2-x pos) (* x square-width)))
(set-vector2-y! draw-pos (+ (vector2-y pos) (* y square-width)))
(blit-square skin (game-square-type-at game x y) draw-pos))
game)
)
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(define (game-draw game skin)
(draw-game-squares game skin vector2-origin))
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; draw-game-over as a separate thing would be nice
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; the game shows -99 when (- num-mines num-flagged) is less than -99
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(define (run-game mines width height)
(init-window (* width square-width) (* height square-width) "mineschemer")
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(set-target-fps 60)
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(let ([skin (load-skin "xp-flowers.bmp")]
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[game (new-game mines width height)])
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;; (display skin)
;; (newline)
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(with-draw (game-draw game skin))
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; with the actual game, we almost certainly don't have to redraw everything every time
; but we can afford it if laziness necessitates it
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(until (window-should-close?)
(with-draw
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; this saves a lot of resources
(when (game-tick! game)
; something leaks memory. huh!
; methinks it's all those foreign vector2s
; seems so
;; (clear-background BLACK)
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; okay, we could be a bit smarter about what we redraw, but redrawing shouldn't leak *any* memory
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(game-draw game skin))
#;(draw-mouse-info BLACK)
))
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(unload-texture skin)
(close-window)))
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; let's save playing with shaders for later
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; seems like minesweeper.online doesn't need middle-clicking to be separate (left-clicking performs the same function)