#!/usr/bin/env BQN # SPDX-License-Identifier: AGPL-3.0-or-later # SPDX-FileCopyrightText: 2023 Rampoina ⟨ansi⟩←•Import "ansi.bqn" ⟨Game⟩←•Import "logic.bqn" opts←{ a←•args {𝕤 •Out "Usage: "∾•name∾" [OPTION]... --help: Display this help message --levels,-l FILE: load levels from FILE --chars STRING: Characters to display for each game object, needs to have length 15 --fchars STRING: Characters to represent each game object in the levels file, needs to have length 15" •Exit 0 }⍟((∨´"-h"<⊸⍷a)∨(∨´"--help"<⊸⍷a)) @ chars⇐{0=≠𝕩?" λ$⊕⭍#/\-|+<>^v";⊑𝕩}(»(<"--chars")⊸⍷)⊸/a fchars⇐{0=≠𝕩?" λ$⊕⭍#/\-|+<>^v";⊑𝕩}(»(<"--fchars")⊸⍷)⊸/a l←{0=≠𝕩?"levels";⊑𝕩}(»(<"--levels")⊸⍷)⊸/a levels⇐{0=≠𝕩?l;⊑𝕩}(»(<"-l")⊸⍷)⊸/a n⇐{0=≠𝕩?1;1⌈⊑𝕩}•BQN¨⎊{𝕊: •Out "Invalid starting level number" ⋄ •Exit 1}(»(<"-s")⊸⍷)⊸/a } g←Game⎊{𝕊: •Out •CurrentError @ ⋄ •Exit 1} opts.n‿opts.levels‿opts.chars‿opts.fchars‿⟨ansi.defaultB,ansi.yellow,ansi.cyan,ansi.red⟩ ansi.InitTerm @ clear←"" {𝕤 # Loop until the user wins •Out clear∾ansi.cursor.origin clear↩"" •Out "Level: "∾•Repr 1+g.currentLevel •Out (g.Color g.pmachine)∾ansi.defaultB∾" Power the machines ("∾(g.Color g.machine)∾") by moving the mirrors ("∾(∾g.Color¨ g.mirrors)∾ansi.defaultB∾")" •Out "Controls: (hjkl or wasd) to move, u to undo, r to reset level, q to quit" g.Draw @ •Out "Moves: "∾•Repr ¯1+≠g.moves g.WinLevel @ ? •Out "Good job!, press any key to continue to the next level" key←•term.CharB @ clear↩ansi.clear.screen g.NextLevel @ {𝕤⋄ansi.RestoreTerm @⋄•Exit 0}⍟(key='q')@ ; key←•term.CharB @ {𝕤⋄g.Next ⊑("hjklaswd"=key)/∾˜⟨0‿¯1,1‿0,¯1‿0,0‿1⟩}⍟(⊑key∊"hjklaswd")@ {𝕤⋄clear↩""‿ansi.clear.screen⊑˜((1⊸+>○(≠•Repr)⊢)¯1+≠g.moves)⋄g.Undo @}⍟(key='u')@ {𝕤⋄ansi.RestoreTerm @⋄•Exit 0}⍟(key='q')@ {𝕤⋄clear↩ansi.clear.screen⋄g.Reset @}⍟(key='r')@ }•_While_{𝕤⋄g.Over @}@ •Out "Well played, you win!" ansi.RestoreTerm @