var Buzzer = require("jsupm_buzzer");
var buzzer = new Buzzer.Buzzer(3);
var grove =require("jsupm_grove");
var button = new grove.GroveButton(2);
var led = new grove.GroveLed(4);
var LCD = require("jsupm_i2clcd");
var lcd = new LCD.Jhd1313m1(6, 0x3E, 0x62);
var f3js = require('f3js')
, c = f3js.createContainer()
, x = 10
, y = 10
, width = 100
, height = 105
, thickness = 42
, jw = 7 /* かみ合わせ幅 [5, 10] */
, jh = 2 /* 板厚[mm] [1, 5] */;
c.x = x;
c.y = y;
// 表の面を作る
var p = c.jrc(0, 0, width, height, jw, jh);
/*
// 上記は次のコードと同じ
//var p = c.drawJointRectangle(0, 0, width, height, jw, jh);
// または次のコードと同じ
var p = c.createPath();
p.moveTo(0, 0);
p.jointTo(width, 0, jw, jh);
p.jointTo(width, height, jw, jh);
p.jointTo(0, height, jw, jh);
p.jointTo(0, 0, jw, jh);
p.close();
*/
// 表面にいろいろ配置する
c.add(buzzer, { x: 50, y: 80});
c.add(lcd, { x: 50 + 0, y: 30 + 0 });
c.add(led, 20, 80);
c.add(button, { x: 80 + 0, y: 80 + 0 });
// 配線用の穴を開ける
c.drawRectangle(15, 59, 10, 6);
c.drawRectangle(45, 59, 10, 6);
c.drawRectangle(75, 59, 10, 6);
// 側面と裏面を作る
var ps = p.extrude(45);
ps[0].x = width + 5;
ps[0].y = jh;
ps[1].x = width + 5;
ps[1].y = (thickness + 5) * 2 + jh;
ps[2].x = width + 5;
ps[2].y = thickness + 5 + jh;
ps[3].x = width + 5;
ps[3].y = (thickness + 5) * 3 + jh;
ps[4].x = 0; // 最後の要素が裏面
ps[4].y = height + 5; // 表の面の真下に配置する
for (var i = 0; i < ps.length; i ++) {
c.add(ps[i]);
}
// 側面の一つに電源用の穴を開ける
ps[1].drawRectangle(jh + 5, thickness - jh - 5, height - jh*2 - 10, -10);
// 以降はゲームのソースコード
var idleInterval = false;
function startIdle() {
idleInterval = setInterval(function() {
if (button.value() > 0) {
clearInterval(idleInterval);
idleInterval = false;
startGame();
}
}, 100);
}
var interval = false, score;
function stopGame() {
if (interval) {
clearInterval(interval);
interval = false;
}
if (!idleInterval) {
startIdle();
}
}
function startGame() {
for (i = 0; i < 2; i++) {
lcd.setCursor(i, 0);
lcd.write(' ');
}
var level = 0, jump = 0, pause = 0;
var obstacles = [];
score = 0;
interval = setInterval(function() {
if (pause > 1) {
pause -= 1;
return;
} else if (pause === 1) {
motor.write(0);
lcd.setColor(255, 255, 255);
jump = 0;
obstacles = [];
pause -= 1;
stopGame();
return;
}
//circle.setSpinner(level);
//level = (level + 1) % 24;
if (jump === 0 && button.value() > 0)
jump = 3;
else if (jump !== 0)
jump -= 1;
console.log('jump: ' + obstacles);
if (Math.random() < 0.1)
obstacles.push(15);
for (i = 0; i < 2; i++) {
lcd.setCursor(i, 0);
lcd.write(' ');
}
if (jump > 0)
lcd.setCursor(0, 0);
else
lcd.setCursor(1, 0);
lcd.write('O');
for (i = 0; i < obstacles.length; i++) {
lcd.setCursor(1, obstacles[i]);
lcd.write('X');
obstacles[i] -= 1;
}
if (jump === 0 && obstacles[0] === -1) {
lcd.setColor(255, 0, 0);
motor.write(1);
pause = 10;
}
while (obstacles[0] === -1) {
obstacles.shift();
score = (score + 1) % 24;
}
circle.setLevel(score);
}, 100);
}
startIdle();
process.on('SIGINT', function() {
if (interval) {
clearInterval(interval);
}
circle.setLevel(0);
circle = null;
GCL.cleanUp();
lcd.setColor(255, 255, 255);
motor.write(0);
process.exit(0);
});