Elevator simulation
To see how it works watch the next video
Elevator Simulation in Ring - video
Necessary image files - download
Please if you can attach a video file how your sample works.
Elevator simulation is a draft programming task. It is not yet considered ready to be promoted as a complete task, for reasons that should be found in its talk page.
- Task
FreeBASIC
#include "fbgfx.bi"
' Constants
Const WINDOW_WIDTH = 800
Const WINDOW_HEIGHT = 700
Const CD_DARKER_GREY = &h383838
Const CD_LIGHTER_ORANGE = &hFFA500
Const CD_PALE_BLUE = &h98C5DA
Const CD_MEDIUM_BLUE = &h759EB4
Type Button
x As Integer
y As Integer
text As String
Declare Constructor ()
Declare Constructor (x As Integer, y As Integer, txt As String)
End Type
Constructor Button()
x = 0
y = 0
text = ""
End Constructor
Constructor Button(x As Integer, y As Integer, txt As String)
This.x = x
This.y = y
This.text = txt
End Constructor
Type Panel
x As Integer
y As Integer
ancho As Integer
alto As Integer
Declare Constructor ()
Declare Constructor (x As Integer, y As Integer, w As Integer, h As Integer)
End Type
Constructor Panel()
x = 0
y = 0
ancho = 0
alto = 0
End Constructor
Constructor Panel(x As Integer, y As Integer, w As Integer, h As Integer)
This.x = x
This.y = y
This.ancho = w
This.alto = h
End Constructor
' Variables
Dim Shared As Integer curFloor, waitSign, actionCount
Dim Shared As Boolean doorOpen
Dim Shared As String actions(100)
' Initialize panels
Dim Shared panels(4) As Panel
panels(0) = Panel(195, 30, 45, 12) ' indicator
panels(1) = Panel(380, 150, 50, 90) ' up/down
panels(2) = Panel(380, 465, 100, 210) ' main
panels(3) = Panel(625, 330, 75, 25) ' restart
panels(4) = Panel(625, 530, 75, 25) ' exit
' Initialize buttons
Dim Shared buttons(9) As Button
buttons(0) = Button(380, 110, "^")
buttons(1) = Button(380, 190, "v")
buttons(2) = Button(335, 305, "5")
buttons(3) = Button(420, 305, "6")
buttons(4) = Button(335, 385, "3")
buttons(5) = Button(420, 385, "4")
buttons(6) = Button(335, 465, "1")
buttons(7) = Button(420, 465, "2")
buttons(8) = Button(380, 540, "GF")
buttons(9) = Button(380, 630, "><")
Sub NewGame()
curFloor = Int(Rnd * 7)
waitSign = Int(Rnd * 7)
doorOpen = (Int(Rnd * 2) = 1)
actionCount = 0
End Sub
Sub DrawElevator()
Dim As Integer i, x, y
Screenlock
Cls
' Draw panels
For i = 0 To 4
Line (panels(i).x - panels(i).ancho, panels(i).y - panels(i).alto)- _
(panels(i).x + panels(i).ancho, panels(i).y + panels(i).alto), _
CD_LIGHTER_ORANGE, BF
Next i
' Draw floor indicator
Draw String (180, 20), Iif(curFloor = 0, "GF", Str(curFloor)), &hFFFFFF
' Draw elevator shaft
Dim As Integer floorY = 50
For i = 6 To 0 Step -1
' Draw floor background
Line (155, floorY)-(235, floorY + 80), &hFFFFFF, BF
Line (155, floorY)-(235, floorY + 80), &h808080, B
' Draw floor number with better positioning
Draw String (130, floorY + 35), Iif(i = 0, "GF", Str(i)), &hFFFFFF
If i = curFloor Then
' Draw elevator car with better visibility
Line (160, floorY + 5)-(230, floorY + 75), CD_MEDIUM_BLUE, BF
If doorOpen Then
' Draw open doors
Line (165, floorY + 5)-(185, floorY + 75), CD_PALE_BLUE, BF
Line (205, floorY + 5)-(225, floorY + 75), CD_PALE_BLUE, BF
Else
' Draw closed doors
Line (160, floorY + 5)-(230, floorY + 75), CD_MEDIUM_BLUE, BF
End If
End If
' The WAIT sign indicates a floor where the elevator needs to stop
If i = waitSign Then
Circle (195, floorY + 40), 25, &hFFFF00,, , , F
Draw String (185, floorY + 35), "WAIT", &h000000
End If
floorY += 90
Next i
' Draw buttons
For i = 0 To 9
Circle (buttons(i).x, buttons(i).y), 30, &hC0C0C0,, , , F
Circle (buttons(i).x, buttons(i).y), 30, &h000000
Draw String (buttons(i).x - 5, buttons(i).y - 5), buttons(i).text, &h000000
Next i
' Draw panel labels
Draw String (panels(3).x - 20, panels(3).y - 5), "Restart", &hFFFFFF
Draw String (panels(4).x - 15, panels(4).y - 5), "Exit", &hFFFFFF
Screenunlock
End Sub
Sub ProcessActions()
If actionCount > 0 Then
Dim action As String = actions(0)
' Shift array left
For i As Integer = 0 To actionCount - 2
actions(i) = actions(i + 1)
Next i
actionCount -= 1
' Regular floor movement processing
Select Case action
Case "GF"
If curFloor > 0 Then
curFloor -= 1
doorOpen = False
Else
doorOpen = True
End If
Case "1" To "6"
Dim As Integer targetFloor = Valint(action)
' Add multiple movements until target floor is reached
While curFloor <> targetFloor
If curFloor < targetFloor Then
curFloor += 1
Else
curFloor -= 1
End If
DrawElevator()
Sleep 500
Wend
doorOpen = True
Case "^"
If curFloor < 6 Then
curFloor += 1
doorOpen = False
End If
Case "v"
If curFloor > 0 Then
curFloor -= 1
doorOpen = False
End If
Case "><"
doorOpen = Not doorOpen
End Select
' Check for WAIT sign
If curFloor = waitSign Then
waitSign = -1
doorOpen = True
actions(actionCount) = "><"
actionCount += 1
End If
DrawElevator()
End If
End Sub
Sub main()
Screenres WINDOW_WIDTH, WINDOW_HEIGHT, 32
Windowtitle "Elevator Simulation"
Randomize Timer
NewGame()
Dim As Integer mx, my, mb, i
Do
DrawElevator()
Getmouse mx, my, , mb
If mb And 1 Then
' Check button clicks
For i = 0 To 9
If (mx - buttons(i).x) ^ 2 + (my - buttons(i).y) ^ 2 <= 900 Then
actions(actionCount) = buttons(i).text
actionCount += 1
Sleep 100
Exit For
End If
Next i
' Check panel clicks
If mx >= panels(3).x - panels(3).ancho And mx <= panels(3).x + panels(3).ancho Then
If my >= panels(3).y - panels(3).alto And my <= panels(3).y + panels(3).alto Then
NewGame()
Elseif my >= panels(4).y - panels(4).alto And my <= panels(4).y + panels(4).alto Then
Exit Do
End If
End If
End If
ProcessActions()
Sleep 100
Loop Until Multikey(FB.SC_ESCAPE)
End Sub
main()
Phix
You can run this online here.
-- -- demo\rosetta\ElevatorSimulation.exw -- =================================== -- -- Even dumber than a real lift - clicking 16161616 ties it up for ages... -- with javascript_semantics include pGUI.e Ihandle dlg, canvas, timer cdCanvas cdcanvas constant title = "Elevator Simulation", CD_DARKER_GREY = #383838, -- (darker than CD_DARK_GREY) CD_LIGHTER_ORANGE = #FFA500, -- (lighter than CD_ORANGE) CD_PALE_BLUE = #98C5DA, -- (lighter than CD_LIGHT_BLUE) CD_MEDIUM_BLUE = #759EB4, -- (darker than CD_LIGHT_BLUE) panels = {{195,30,45,12}, -- indicator {380,150,50,90}, -- up/down {380,465,100,210}, -- main {625,330,75,25}, -- restart {625,530,75,25}}, -- exit buttons = {{380,110,"^"}, {380,190,"v"}, {335,305,"5"},{420,305,"6"}, {335,385,"3"},{420,385,"4"}, {335,465,"1"},{420,465,"2"}, {380,540,"GF"}, {380,630,">|<"}} integer cur_floor, -- 0..6 wait_sign -- "", -1 if none bool door_open sequence actions = {} -- (see timer_cb) procedure new_game() cur_floor = rand(7)-1 wait_sign = rand(7)-1 door_open = rand(2)==1 end procedure function redraw_cb(Ihandle /*ih*/, integer /*posx*/, /*posy*/) integer {width, height} = IupGetIntInt(canvas, "DRAWSIZE") cdCanvasActivate(cdcanvas) cdCanvasSetBackground(cdcanvas, CD_DARKER_GREY) cdCanvasClear(cdcanvas) cdCanvasSetForeground(cdcanvas, CD_LIGHTER_ORANGE) cdCanvasSetInteriorStyle(cdcanvas, CD_SOLID) for i=1 to length(panels) do integer {cx,cy,hw,hh} = panels[i] cdCanvasRoundedBox(cdcanvas,cx-hw,cx+hw,height-(cy+hh),height-(cy-hh),5,4) // (a filled box has no antialiasing, so overwrite with an outline box too:) cdCanvasRoundedRect(cdcanvas,cx-hw,cx+hw,height-(cy+hh),height-(cy-hh),5,4) end for cdCanvasSetForeground(cdcanvas, CD_BLACK) cdCanvasFont(cdcanvas, "Helvetica", CD_PLAIN, 16) {} = cdCanvasTextAlignment(cdcanvas,CD_CENTER) integer {cx,cy} = panels[1] string floor_text = iff(cur_floor=0?"GF":sprintf("%d",cur_floor)) cdCanvasText(cdcanvas,cx,height-cy,floor_text) cy += 75 for i=6 to 0 by -1 do integer minx = cx-40, maxx = cx+40, miny = height-(cy+45), maxy = height-(cy-40) cdCanvasSetForeground(cdcanvas, CD_PARCHMENT) cdCanvasBox(cdcanvas,minx,maxx,miny,maxy) if i=cur_floor then if i=wait_sign then wait_sign = -1 end if cdCanvasSetForeground(cdcanvas, CD_MEDIUM_BLUE) cdCanvasBox(cdcanvas,minx,maxx,miny,maxy) cdCanvasSetForeground(cdcanvas, CD_PALE_BLUE) cdCanvasBox(cdcanvas,minx+5,maxx-5,miny,maxy) if door_open then cdCanvasSetForeground(cdcanvas, CD_CYAN) cdCanvasBox(cdcanvas,minx+8,maxx-8,miny,maxy) else cdCanvasSetForeground(cdcanvas, CD_MEDIUM_BLUE) cdCanvasLine(cdcanvas,cx,miny,cx,maxy) end if elsif i=wait_sign then integer y3 = height-cy-3 for j=1 to 2 do cdCanvasSetForeground(cdcanvas, {CD_YELLOW,CD_BLACK}[j]) cdCanvasBegin(cdcanvas,{CD_FILL,CD_CLOSED_LINES}[j]) cdCanvasVertex(cdcanvas, cx, miny+3) cdCanvasVertex(cdcanvas, maxx-2, y3) cdCanvasVertex(cdcanvas, cx, maxy-4) cdCanvasVertex(cdcanvas, minx+1, y3) cdCanvasEnd(cdcanvas) end for cdCanvasText(cdcanvas,cx,y3,"WAIT") end if cy += 90 end for cdCanvasFont(cdcanvas, "Helvetica", CD_PLAIN, 20) for i=1 to length(buttons) do {cx,cy,floor_text} = buttons[i] cy = height-cy cdCanvasSetForeground(cdcanvas, CD_SILVER) cdCanvasSector(cdcanvas, cx, cy, 60, 60, 0, 360) cdCanvasSetForeground(cdcanvas, CD_BLACK) cdCanvasArc(cdcanvas, cx, cy, 50, 50, 0, 360) cdCanvasArc(cdcanvas, cx, cy, 60, 60, 0, 360) {} = cdCanvasTextOrientation(cdcanvas, iff(i=1?180:0)) cdCanvasText(cdcanvas,cx,cy,iff(i=1?"v":floor_text)) end for cdCanvasFont(cdcanvas, "Helvetica", CD_PLAIN, 16) cdCanvasSetForeground(cdcanvas, CD_BLACK) {cx,cy} = panels[4] cdCanvasText(cdcanvas,cx,height-cy,"Restart") {cx,cy} = panels[5] cdCanvasText(cdcanvas,cx,height-cy,"Exit") cdCanvasFlush(cdcanvas) return IUP_DEFAULT end function function map_cb(Ihandle ih) atom res = IupGetDouble(NULL, "SCREENDPI")/25.4 IupGLMakeCurrent(canvas) if platform()=JS then cdcanvas = cdCreateCanvas(CD_IUP, canvas) else cdcanvas = cdCreateCanvas(CD_GL, "798x698 %g", {res}) end if cdCanvasSetBackground(cdcanvas, CD_PARCHMENT) return IUP_DEFAULT end function function button_cb(Ihandle canvas, integer button, pressed, x, y, atom /*pStatus*/) if button=IUP_BUTTON1 and pressed then integer cx,cy,hw,hh string floor_text for i=1 to length(buttons) do {cx,cy,floor_text} = buttons[i] {cx,cy} = {cx-x,cy-y} if cx*cx+cy*cy<=3600 then -- (the button radius is 60) actions &= floor_text[1] -- (let timer_cb sort it out) IupSetInt(timer,"RUN",true) exit end if end for for i=4 to 5 do {cx,cy,hw,hh} = panels[i] if x>=cx-hw and x<=cx+hw and y>=cy-hh and y<=cy+hh then if i=5 then return IUP_CLOSE end if new_game() IupRedraw(dlg) exit end if end for end if return IUP_CONTINUE end function function timer_cb(Ihandle /*ih*/) if length(actions)=0 then IupSetInt(timer,"RUN",false) else integer action -- 'G'==='0', '<' is open, '>' is close. {action,actions} = {actions[1],actions[2..$]} switch action do case 'G': action = '0'; fallthrough case '0','1','2','3','4','5','6': integer d = action-'0'-cur_floor if d!=0 then actions = repeat(sign(d),abs(d)) & '<' & actions if door_open then actions = prepend(actions,'>') end if elsif not door_open then actions = prepend(actions,'<') end if case -1,+1: cur_floor += action case '>','<': door_open = action=='<' case '^','v': if wait_sign!=-1 and compare(cur_floor,wait_sign)==compare(action,'_') then -- (hint: in ascii, '^' < '_' whereas 'v' > '_' ... --- plus action ain't ever gonna be '_' here.) actions = prepend(actions,wait_sign+'0') end if default: ?9/0 -- unknown action? end switch IupRedraw(dlg) end if return IUP_IGNORE end function procedure main() IupOpen() canvas = IupGLCanvas("RASTERSIZE=800x700") sequence cb = {"MAP_CB", Icallback("map_cb"), "ACTION", Icallback("redraw_cb"), "BUTTON_CB", Icallback("button_cb")} IupSetCallbacks(canvas, cb) dlg = IupDialog(canvas,`TITLE="%s", RESIZE=NO`,{title}) new_game() IupShow(dlg) timer = IupTimer(Icallback("timer_cb"),500,false) if platform()!=JS then IupMainLoop() IupClose() end if end procedure main()
Ring
Elevator Simulation in Ring - video
# Project : Elevator Game
# Date : 21/08/2021-02:26:57
# Author : Gal Zsolt (~ CalmoSoft ~)
# Email : calmosoft@gmail.com
load "stdlib.ring"
load "guilib.ring"
floorCount = 7
randEvelator = 1
randWait = 1
randOld = 0
nFloor = 0
count = 0
flag = 0
targetFloor = 0
floor = list(floorCount)
floorbtn = list(floorCount)
floorCall = list(floorCount)
C_UP = "images/up.jpg"
C_DOWN = "images/down.jpg"
C_WAIT = "images/wait.jpg"
C_EMPTY = "images/empty.jpg"
C_OPEN = "images/elevatoropen.jpg"
C_CLOSE = "images/elevatorclose.jpg"
C_CLOSEELEVATOR = "images/closeevelator.jpg"
C_RECTANGLE = "images/rectangle.jpg"
floorbtn[1] = "images/floor0.jpg"
floorbtn[2] = "images/floor1.jpg"
floorbtn[3] = "images/floor2.jpg"
floorbtn[4] = "images/floor3.jpg"
floorbtn[5] = "images/floor4.jpg"
floorbtn[6] = "images/floor5.jpg"
floorbtn[7] = "images/floor6.jpg"
oFont = new qfont("Verdana",16,0,0)
C_ButtonOrangeStyle = 'border-radius:6px;color:black; background-color: orange'
app = new qApp
{
stylefusionblack()
processevents()
win = new qWidget() {
setWindowTitle('Elevator Game')
setWindowIcon(new qIcon(new qPixmap(C_OPEN)))
move(550,140)
reSize(800,700)
app.processEvents()
for n = 1 to floorCount
floor[n] = new QPushButton(win)
{ setgeometry(150,510-(n-2)*90,85,85) }
next
showFloor = new QPushButton(win)
{ setgeometry(150,15,90,25)
setstylesheet(C_ButtonOrangestyle)
setfont(oFont)
}
rectangle = new QPushButton(win)
{ setgeometry(330,55,100,180)
setstylesheet(C_ButtonOrangestyle)
setIconSize(new qSize(66,66))
}
down = new QPushButton(win)
{ setgeometry(350,150,66,66)
setfont(oFont)
seticon(new qicon(new qpixmap(C_DOWN)))
setIconSize(new qSize(66,66))
setclickevent("pMoveDown()")
}
up = new QPushButton(win)
{ setgeometry(350,70,66,66)
setfont(oFont)
seticon(new qicon(new qpixmap(C_UP)))
setIconSize(new qSize(66,66))
setclickevent("pMoveUp()")
}
newGame = new QPushButton(win)
{ setgeometry(550,300,150,50)
setstylesheet(C_ButtonOrangestyle)
setfont(oFont)
settext("New Game")
setclickevent("pNewGame()")
}
exitButton = new QPushButton(win)
{ setgeometry(550,500,150,50)
setstylesheet(C_ButtonOrangestyle)
setfont(oFont)
setClickEvent("pExit()")
settext("Exit")
}
rectangleFloor = new QPushButton(win)
{ setgeometry(280,260,190,420)
setstylesheet(C_ButtonOrangestyle)
setIconSize(new qSize(66,66))
}
floorCall[1] = new QPushButton(win)
{ setgeometry(343,506,66,66)
seticon(new qicon(new qpixmap(floorbtn[1])))
setIconSize(new qSize(100,100))
settext("GF")
setclickevent("pMove(" + "1" + ")")
}
floorCall[2] = new QPushButton(win)
{ setgeometry(300,420,66,66)
seticon(new qicon(new qpixmap(floorbtn[2])))
setIconSize(new qSize(100,100))
setclickevent("pMove(" + "2" + ")")
}
floorCall[3] = new QPushButton(win)
{ setgeometry(386,420,66,66)
seticon(new qicon(new qpixmap(floorbtn[3])))
setIconSize(new qSize(100,100))
setclickevent("pMove(" + "3" + ")")
}
floorCall[4] = new QPushButton(win)
{ setgeometry(300,344,66,66)
seticon(new qicon(new qpixmap(floorbtn[4])))
setIconSize(new qSize(100,100))
setclickevent("pMove(" + "4" + ")")
show()
}
floorCall[5] = new QPushButton(win)
{ setgeometry(386,344,66,66)
seticon(new qicon(new qpixmap(floorbtn[5])))
setIconSize(new qSize(100,100))
setclickevent("pMove(" + "5" + ")")
show()
}
floorCall[6] = new QPushButton(win)
{ setgeometry(300,268,66,66)
seticon(new qicon(new qpixmap(floorbtn[6])))
setIconSize(new qSize(100,100))
setclickevent("pMove(" + "6" + ")")
}
floorCall[7] = new QPushButton(win)
{ setgeometry(386,268,66,66)
seticon(new qicon(new qpixmap(floorbtn[7])))
setIconSize(new qSize(100,100))
setclickevent("pMove(" + "7" + ")")
}
close = new QPushButton(win)
{ setgeometry(340,592,66,66)
seticon(new qicon(new qpixmap(C_CLOSEELEVATOR)))
setIconSize(new qSize(66,66))
setclickevent("pClose()")
}
show()
}
pBegin()
exec()
}
func pNewGame()
pBegin()
pWait()
func pBegin()
flag = 0
count = 0
for n = 1 to floorCount
floor[n] { seticon(new qicon(new qpixmap(C_EMPTY)))
setIconSize(new qSize(100,100)) }
next
randEvelator = random(floorCount-1) + 1
for n = 1 to floorCount
floorCall[n] { setenabled(False) }
next
up { setenabled(True) }
down { setenabled(True) }
pWait()
func pWait()
floor[randWait] { seticon(new qicon(new qpixmap(C_EMPTY)))
setIconSize(new qSize(100,100)) }
randWait = random(floorCount-1) + 1
while true
if randWait != randEvelator
nFloor = randEvelator
floor[randWait] { seticon(new qicon(new qpixmap(C_WAIT)))
setIconSize(new qSize(100,100)) }
floor[randEvelator] { seticon(new qicon(new qpixmap(C_CLOSE)))
setIconSize(new qSize(100,100)) }
showFloor.settext(string(randEvelator-1))
for n = 1 to floorCount
floorCall[n] { setenabled(False) }
next
exit
else
randEvelator = random(floorCount-1) + 1
ok
end
return
func pMove(sourceFloor)
if flag = 1
n = 0
pClose()
app.processEvents()
sleep(0.5)
up { setenabled(false) }
down { setenabled(false) }
count = count + 1
if count = 1
targetFloor = randWait
else
targetFloor = randOld
ok
n = 0
if sourceFloor > targetFloor
for n = targetFloor to sourceFloor - 1
app.processEvents()
sleep(0.5)
floor[n] { seticon(new qicon(new qpixmap(C_EMPTY)))
setIconSize(new qSize(100,100)) }
floor[n+1] { seticon(new qicon(new qpixmap(C_CLOSE)))
setIconSize(new qSize(100,100)) }
if n = 0
showFloor.settext("GF")
else
showFloor.settext(string(n))
ok
if n = sourceFloor - 1
nFloor = n + 1
floor[n+1] { seticon(new qicon(new qpixmap(C_OPEN)))
setIconSize(new qSize(100,100)) }
ok
next
see nl
ok
n = 0
if sourceFloor < targetFloor
for n = targetFloor to sourceFloor + 1 step -1
app.processEvents()
sleep(0.5)
floor[n] { seticon(new qicon(new qpixmap(C_EMPTY)))
setIconSize(new qSize(100,100)) }
floor[n-1] { seticon(new qicon(new qpixmap(C_CLOSE)))
setIconSize(new qSize(100,100)) }
if n = 2
showFloor.settext("GF")
else
showFloor.settext(string(n-2))
ok
if n = sourceFloor + 1
nFloor = n - 1
floor[n-1] { seticon(new qicon(new qpixmap(C_OPEN)))
setIconSize(new qSize(100,100)) }
ok
next
see nl
ok
randOld = sourceFloor
ok
func pMoveDown
if randWait > randEvelator
return
ok
for n = 1 to floorCount
floorCall[n] { setenabled(True) }
next
if randWait < randEvelator
for n = randEvelator to randWait + 1 step -1
app.processEvents()
sleep(0.5)
floor[n] { seticon(new qicon(new qpixmap(C_EMPTY)))
setIconSize(new qSize(100,100)) }
floor[n-1] { seticon(new qicon(new qpixmap(C_CLOSE)))
setIconSize(new qSize(100,100)) }
if n = 0
showFloor.settext("GF")
else
showFloor.settext(string(n-2))
ok
if n = randWait + 1
nFloor = n - 1
floor[n-1] { seticon(new qicon(new qpixmap(C_OPEN)))
setIconSize(new qSize(100,100)) }
ok
next
ok
app.processEvents()
sleep(1)
flag++
func pMoveUp()
if randWait < randEvelator
return
ok
for n = 1 to floorCount
floorCall[n] { setenabled(True) }
next
if randWait > randEvelator
for n = randEvelator to randWait - 1
app.processEvents()
sleep(0.5)
floor[n] { seticon(new qicon(new qpixmap(C_EMPTY)))
setIconSize(new qSize(100,100)) }
floor[n+1] { seticon(new qicon(new qpixmap(C_CLOSE)))
setIconSize(new qSize(100,100)) }
if n = 1
showFloor.settext("GF")
else
showFloor.settext(string(n))
ok
if n = randWait - 1
nFloor = n + 1
floor[n+1] { seticon(new qicon(new qpixmap(C_OPEN)))
setIconSize(new qSize(100,100)) }
ok
next
ok
app.processEvents()
sleep(1)
flag++
func pClose()
floor[nFloor] { seticon(new qicon(new qpixmap(C_CLOSE)))
setIconSize(new qSize(100,100)) }
func pExit()
win.close()
app.quit()
Wren
It's not currently possible to run a DOME application online in a browser but the following is designed to look and work more or less like the Ring entry. However, the user interface is not as fancy as I don't have ready made images of elevators etc. available.
import "dome" for Window, Platform, Process
import "graphics" for Canvas, Color, Font
import "audio" for AudioEngine
import "input" for Mouse
import "random" for Random
import "./dynamic" for Enum
import "./ellipse" for Circle, Polygon, Rectangle, Square
var Direction = Enum.create("Direction", ["halted", "up", "down"])
var Rand = Random.new()
class Elevator {
construct new() {
Window.resize(820, 820)
Canvas.resize(820, 820)
Window.title = "Elevator game"
// see Go-fonts page
Font.load("Go-Regular20", "Go-Regular.ttf", 20)
Canvas.font = "Go-Regular20"
Font.load("Go-Regular25", "Go-Regular.ttf", 25)
// download from https://soundbible.com/509-Mouse-Double-Click.html
AudioEngine.load("click", "mouse_click.wav")
}
init() {
newGame()
}
newGame() {
_buttons = []
// floors
for (i in 1..7) {
Canvas.rectfill(120, 100*i + 5, 90, 90, Color.white)
}
// floor up/down buttons
Canvas.rectfill(300, 30, 100, 200, Color.orange)
var up = Square.new(315, 45, 70, "up")
up.drawfill(Color.lightgray)
_buttons.add(up)
Canvas.print("\u25b2", 345, 70, Color.black)
var down = Square.new(315, 145, 70, "down")
down.drawfill(Color.lightgray)
_buttons.add(down)
Canvas.print("\u25bc", 345, 170, Color.black)
// floor number buttons
Canvas.rectfill(250, 305, 200, 490, Color.orange)
var f25 = "Go-Regular25"
var floor5 = Circle.new(300, 350, 40, 5)
floor5.drawfill(Color.lightgray)
Canvas.print("5", 295, 340, Color.black, f25)
var floor6 = Circle.new(400, 350, 40, 6)
floor6.drawfill(Color.lightgray)
Canvas.print("6", 395, 340, Color.black, f25)
var floor3 = Circle.new(300, 450, 40, 3)
floor3.drawfill(Color.lightgray)
Canvas.print("3", 295, 440, Color.black, f25)
var floor4 = Circle.new(400, 450, 40, 4)
floor4.drawfill(Color.lightgray)
Canvas.print("4", 395, 440, Color.black, f25)
var floor1 = Circle.new(300, 550, 40, 1)
floor1.drawfill(Color.lightgray)
Canvas.print("1", 295, 540, Color.black, f25)
var floor2 = Circle.new(400, 550, 40, 2)
floor2.drawfill(Color.lightgray)
Canvas.print("2", 395, 540, Color.black, f25)
var ground = Square.fromCenter(350, 650, 80, "ground")
ground.drawfill(Color.white)
Canvas.print("GF", 335, 640, Color.black, f25)
var close = Square.fromCenter(350, 750, 80, "close")
close.drawfill(Color.white, Color.black, 2)
Canvas.print("\u25ba\u25c4", 330, 740, Color.black)
_buttons.addAll([floor1, floor2, floor3, floor4, floor5, floor6, ground, close])
// new game button
var newGame = Rectangle.new(525, 355, 150, 50, "new")
newGame.drawfill(Color.orange)
Canvas.print("New Game", 545, 365, Color.black)
_buttons.add(newGame)
// exit button
var exit = Rectangle.new(525, 595, 150, 50, "exit")
exit.drawfill(Color.orange)
Canvas.print("Exit", 575, 605, Color.black)
_buttons.add(exit)
_floor = Rand.int(0, 7) // start by placing lift on a random floor
drawLift()
openDoors()
changeFloorNumber()
_dir = Direction.halted
_floorDest = _floor
_start = 0
_wait = Rand.int(0, 7) // start with a random wait point, different to where lift is
if (_wait == _floor) {
_wait = _floor - 1
if (_wait < 0) _wait = 2
}
var wait = Polygon.regular(4, 165, 750 - _wait*100, 45, 0)
wait.drawfill(Color.yellow, Color.black)
Canvas.print("WAIT", 140, 740 - _wait*100, Color.black)
}
update() {
if (Mouse["left"].justPressed) {
var x = Mouse.x
var y = Mouse.y
for (btn in _buttons) {
if (btn.contains(x, y)) {
var t = btn.tag
if (t == "up") {
if (_floor < 6) {
_dir = Direction.up
_floorDest = 6
}
} else if (t == "down") {
if (_floor > 0) {
_dir = Direction.down
_floorDest = 0
}
} else if (t is Num) {
if (t < _floor) {
_dir = Direction.down
} else if (t > _floor) {
_dir = Direction.up
} else {
_dir = Direction.halted
openDoors()
}
_floorDest = t
} else if (t == "ground") {
if (_floor > 0) {
_dir = Direction.down
} else {
_dir = Direction.halted
openDoors()
}
_floorDest = 0
} else if (t == "close") {
if (_dir == Direction.halted) {
closeDoors()
}
} else if (t == "new") {
Canvas.cls("black")
newGame()
} else if (t == "exit") {
Process.exit()
}
if (_dir != Direction.halted) {
closeDoors()
_start = Platform.time
} else {
_start = 0
}
}
}
}
}
drawLift() {
Canvas.rectfill(120, 100*(7 - _floor) + 5, 90, 90, Color.blue)
}
undrawLift() {
Canvas.rectfill(120, 100*(7 - _floor) + 5, 90, 90, Color.white)
}
changeFloorNumber() {
Canvas.rectfill(120, 30, 90, 40, Color.orange)
Canvas.print(_floor.toString, 160, 40, Color.black)
}
openDoors() {
Canvas.rectfill(135, 100*(7 - _floor) + 30, 60, 60, Color.white)
}
closeDoors() {
Canvas.rectfill(120, 100*(7 - _floor) + 5, 90, 90, Color.blue)
}
draw(alpha) {
if (_start > 0) {
var delta = Platform.time - _start
if (delta >= 1) {
undrawLift()
_floor = (_dir == Direction.up) ? _floor + 1 : _floor - 1
drawLift()
changeFloorNumber()
if (_floor == _wait) {
_dir = Direction.halted
_start = 0
_wait = -1
openDoors()
} else if (_floor == _floorDest) {
_dir = Direction.halted
_start = 0
openDoors()
} else {
_start = _start + delta
}
}
}
}
}
var Game = Elevator.new()