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Memory_Test.js
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/*
@title: Memory_Test
@author: Albert_M
@tags: ['memory']
@addedOn: 2023-03-03
A simple memory test.
Use WASD to move and L to click the tiles that light up.
(Code for timer inspired by "Flurffy" by Lucas )
*/
const selector = "p";
const block = "b";
const activated = "a";
var selectedTiles = []
var time = 0
//Create timer, activated tiles dissapear after 5 seconds
var tempodescendo = setInterval(function() {
time++;
addText("" + time, {
y: 1,
color: color`3`
});
if (time == 5) {
reDrawBoard();
}}, 1000);
setLegend(
[ selector, bitmap`
3333333333333333
3..............3
3..............3
3..............3
3..............3
3..............3
3..............3
3..............3
3..............3
3..............3
3..............3
3..............3
3..............3
3..............3
3..............3
3333333333333333`],
[ block, bitmap`
0000000000000000
0111111111111110
0111111111111110
0111111111111110
0111111111111110
0111111111111110
0111111111111110
0111111111111110
0111111111111110
0111111111111110
0111111111111110
0111111111111110
0111111111111110
0111111111111110
0111111111111110
0000000000000000`],
[ activated, bitmap`
0000000000000000
0033333333333300
0303333333333030
0330333333330330
0333033333303330
0333303333033330
0333330330333330
0333333003333330
0333333003333330
0333330330333330
0333303333033330
0333033333303330
0330333333330330
0303333333333030
0033333333333300
0000000000000000`]
);
let level = 0;
let selectX = 0;
let selectY = 1;
const levels = [
map`
........
bbbbbbbb
bbbbbbbb
bbbbbbbb
bbbbbbbb
bbbbbbbb
bbbbbbbb
bbbbbbbb
bbbbbbbb`,
map`
bbbbbbbbbbbbbbbbbbbbbbbbbb
bbbbbbbbbbbbbbbbbbbbbbbbbb
bbbbbbbbbbbbbbbbbbbbbbbbbb
bbbbbbbbbbbbbbbbbbbbbbbbbb
bbaaaaabaaaabaaaaabaaaaabb
bbabbbbbabbabababababbbbbb
bbabbbbbabbabababababbbbbb
bbabaaabaaaababababaaaaabb
bbabbbababbababbbababbbbbb
bbabbbababbababbbababbbbbb
bbaaaaababbababbbabaaaaabb
bbbbbbbbbbbbbbbbbbbbbbbbbb
bbbbbbbbbbbbbbbbbbbbbbbbbb
bbaaaaababbabaaaaabaaaaabb
bbabbbababbababbbbbabbbabb
bbabbbababbababbbbbabbbabb
bbabbbababbabaaaaabaaaaabb
bbabbbababbababbbbbaabbbbb
bbabbbababbababbbbbababbbb
bbabbbababbababbbbbabbabbb
bbaaaaabaaaabaaaaababbbabb
bbbbbbbbbbbbbbbbbbbbbbbbbb
bbbbbbbbbbbbbbbbbbbbbbbbbb
bbbbbbbbbbbbbbbbbbbbbbbbbb
bbbbbbbbbbbbbbbbbbbbbbbbbb`,
map`
bbbbbbbbbbbbbbbbbbbbbbbbbb
bbbbbbbbbbbbbbbbbbbbbbbbbb
bbbbbbbbbbbbbbbbbbbbbbbbbb
bbbbbbbbbbbbbbbbbbbbbbbbbb
bbb.bbb.b.....b.bbb.bbbbbb
bbb.bbb.b.bbb.b.bbb.bbbbbb
bbb.bbb.b.bbb.b.bbb.bbbbbb
bbb.bbb.b.bbb.b.bbb.bbbbbb
bbb.....b.bbb.b.bbb.bbbbbb
bbbbb.bbb.bbb.b.bbb.bbbbbb
bbbbb.bbb.bbb.b.bbb.bbbbbb
bbbbb.bbb.bbb.b.bbb.bbbbbb
bbbbb.bbb.bbb.b.bbb.bbbbbb
bbbbb.bbb.....b.....bbbbbb
bbbbbbbbbbbbbbbbbbbbbbbbbb
bbbbbb.bb.bb.b.....b...b.b
bbbbbb.bb.bb.bbb.bbb.b.b.b
bbbbbb.bb.bb.bbb.bbb.b.b.b
bbbbbb.bb.bb.bbb.bbb.b.b.b
bbbbbb.bb.bb.bbb.bbb.b.b.b
bbbbbb.bb.bb.bbb.bbb.b.b.b
bbbbbb.bb.bb.bbb.bbb.b.b.b
bbbbbb.bb.bb.bbb.bbb.b.b.b
bbbbbb.......b.....b.b...b
bbbbbbbbbbbbbbbbbbbbbbbbbb`,
];
//Create empty array for tiles to be activated
setMap(levels[level]);
let board = [
[0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0]
];
//Choose 10 random tiles to activate
for (let i = 0; i < 7; i++) {
let randX = Math.floor(Math.random() * 8);
let randY = Math.floor(Math.random() * 8 +1 );
if (board[randY][randX] == 0) {
board[randY][randX] = -1
} else {
// If the space is already taken, iterate again
i--;
};
};
drawBoard();
//Add in selector to board
addSprite(selectX, selectY, selector);
//Draw board with activated tiles
function drawBoard() {
for (let x = 0; x < 8; x++) {
for (let y = 1; y < 9; y++) {
clearTile(x,y);
if (board[y][x] == 0) {
addSprite(x, y, block);
}if (board[y][x] == -1) {
addSprite(x, y, activated);
}
}
}
};
//Redraw board after every move/action
function reDrawBoard() {
for (let x = 0; x < 8; x++) {
for (let y = 1; y < 9; y++) {
if(board[y][x] != -2){
clearTile(x,y);
addSprite(x, y, block);}
if(board[y][x] == -2){
clearTile(x,y);
addSprite(x,y,activated);
}if((x== selectX) && (y==selectY)){
addSprite(x,y,selector);
}
}
}
};
//End game on loss
function loseGame(){
for (let x = 0; x < 8; x++) {
for (let y = 0; y < 9; y++) {
if(board[y][x] != -2 ||board[y][x] != -1){
clearTile(x,y);
addSprite(x, y, block);}
if(board[y][x] == -2 ||board[y][x] == -1) {
clearTile(x,y);
addSprite(x,y,activated);
}
}
}
level = 1
setMap(levels[level]);
let seconds = time
clearText();
addText("" + time, { y: 1, color: color`3` });
clearInterval(tempodescendo);
};
//End game on win
function winGame(){
for (let x = 0; x < 8; x++) {
for (let y = 1; y < 9; y++) {
if(board[y][x] ==-1){
return }}}
for (let x = 0; x < 5; x++) {
for (let y = 1; y < 6; y++) {
clearTile(x,y);}}
setMap(levels[2]);
let seconds = time
clearText();
addText("" + time, { y: 1, color: color`3` });
clearInterval(tempodescendo);
};
setPushables({
[ selector ]: [],
});
onInput("w", () => {
if (level == 0){
selectY--
reDrawBoard();
if(selectY == 0){
selectY = 8
reDrawBoard()};
}});
onInput("a", () => {
if (level == 0){
selectX--
reDrawBoard();
if(selectX == -1){
selectX = 7
reDrawBoard()};}});
onInput("s", () => {
if (level == 0){
selectY++
reDrawBoard();
if(selectY == 9){
selectY = 1
reDrawBoard()};}});
onInput("d", () => {
if (level == 0){
selectX++
reDrawBoard();
if(selectX == 8){
selectX = 0
reDrawBoard()};}});
onInput("l", () => {
if (board[selectY][selectX] == -1){
board[selectY][selectX] = -2
reDrawBoard();
winGame();
}
if(board[selectY][selectX] == 0){
loseGame();}
});
afterInput(() => {
});