Greed: Difference between revisions
Thundergnat (talk | contribs) m syntax highlighting fixup automation |
|||
(14 intermediate revisions by 9 users not shown) | |||
Line 2:
This task is about making a clone of the game "GREED" by Matthew Day.
This game is played on a grid of '''79''' column by '''22''' rows of random numbers from '''1''' to
The player location is signified by the '''@''' symbol.
The object of Greed is to erase as much of the screen as possible by moving around (all 8 directions are allowed in this grid).
When you move in a direction, '''N''' number of grid squares are erased ("eaten") in that direction, '''N''' being the first number in that direction.
Your score reflects the total number of squares "eaten".
You may not make a move that places you off the grid or over a previously eaten square.
Line 11 ⟶ 17:
[https://www.youtube.com/watch?v=XQHq6tdxylk&list=PLdvB7n7RN2UDkjHAWCmbQ8okmgSrjWcvE Video on YouTube]
<br><br>
=={{header|C++}}==
Windows console version.
[[File:newGreedCpp.png|200px|thumb|right]]
<
#include <windows.h>
#include <iostream>
Line 137 ⟶ 143:
greed g; g.play(); return 0;
}
</syntaxhighlight>
=={{header|Factor}}==
This uses Factor's own user interface vocabularies. Use hjkl-bnyu (vi-keys) to move.
<syntaxhighlight lang="factor">USING: accessors arrays colors combinators
combinators.short-circuit fry grouping io io.styles kernel lexer
literals make math math.matrices math.parser math.vectors random
sequences strings ui ui.commands ui.gadgets.panes
ui.gadgets.status-bar ui.gadgets.worlds ui.gestures
ui.pens.solid ;
IN: rosetta-code.greed
<<
SYNTAX: RGB: scan-token 2 cut 2 cut [ hex> 255 /f ] tri@ 1
<rgba> suffix! ;
>>
CONSTANT: cells-width 79
CONSTANT: cells-height 22
CONSTANT: size 24
CONSTANT: bg-color RGB: 000000
CONSTANT: player-format {
{ font-size $ size }
{ foreground RGB: 5990C8 }
{ background RGB: B96646 }
}
CONSTANT: normal-format { { font-size $ size } }
CONSTANT: colors {
RGB: 40B4A4
RGB: 40B3B7
RGB: 40A2B9
RGB: 408FBC
RGB: 407CBF
RGB: 4268C0
RGB: 4355C2
RGB: 4845C3
RGB: 5F46C4
}
CONSTANT: neighbors {
{ -1 -1 } { -1 0 } { -1 1 }
{ 0 -1 } { 0 1 }
{ 1 -1 } { 1 0 } { 1 1 }
}
TUPLE: greed < pane cells x y score ;
: set-player ( greed elt -- )
'[ y>> _ swap ] [ x>> 2array ] [ cells>> ] tri set-index ;
: place-player ( greed -- ) 0 set-player ;
: remove-player ( greed -- ) f set-player ;
: make-cells ( -- cells )
cells-width cells-height * [ 9 random 1 + ] replicate
cells-width group ;
: write-number ( n/f -- )
[ >digit 1string normal-format first foreground ]
[ 1 - colors nth 2array ] bi 2array format ;
: write-cell ( n/f -- )
{
{ f [ " " normal-format format ] }
{ 0 [ "@" player-format format ] }
[ write-number ]
} case ;
: write-cells ( cells -- ) [ [ write-cell ] each nl ] each ;
: update-cells ( greed -- )
dup cells>> [ write-cells ] curry with-pane ;
: init-greed ( greed -- greed' )
make-cells >>cells cells-width random >>x cells-height
random >>y 0 >>score dup place-player dup update-cells dup
"Score: 0" swap show-status ;
: <greed> ( -- greed )
f greed new-pane bg-color <solid> >>interior init-greed ;
: ?r,c ( r c matrix -- elt/f ) swapd ?nth ?nth ;
: ?r,cths ( seq matrix -- newseq )
[ [ first2 ] dip ?r,c ] curry map ;
: (ray) ( start-loc dir length -- seq )
1 + [ [ [ v+ ] keep over , ] times ] { } make 2nip ;
: ray ( start-loc dir length -- seq/f )
dup [ (ray) ] [ 2nip ] if ;
: ?r,c-dir ( r c dir matrix -- n )
[ 2array ] [ v+ first2 ] [ ?r,c ] tri* ;
: move-length ( greed dir -- n )
[ [ y>> ] [ x>> ] [ ] tri ] dip swap cells>> ?r,c-dir ;
: y,x>loc ( greed -- loc ) [ y>> ] [ x>> ] bi 2array ;
: ray-dir ( greed dir -- seq )
[ [ y,x>loc ] dip ] [ move-length ] 2bi ray ;
: in-bounds? ( dim loc -- ? )
{ [ nip [ 0 >= ] all? ] [ v- [ 0 > ] all? ] } 2&& ;
: endpoint-in-bounds? ( greed dir -- ? )
ray-dir dup [
last ${ cells-height cells-width } swap in-bounds?
] when ;
: gapless? ( greed dir -- ? )
[ ray-dir ] [ drop cells>> ?r,cths ] 2bi [ integer? ] all? ;
: can-move? ( greed dir -- ? )
{ [ endpoint-in-bounds? ] [ gapless? ] } 2&& ;
: can-move-any? ( greed -- ? )
neighbors [ can-move? ] with map [ t = ] any? ;
: setup-move ( greed dir -- seq ) over remove-player ray-dir ;
: update-score ( greed dir -- greed dir )
2dup move-length pick swap [ + ] curry change-score dup
score>> number>string "Score: " prepend swap show-status ;
: (move) ( greed dir -- )
update-score [ drop f ] [ setup-move dup last ]
[ drop cells>> swap [ set-indices ] dip ] 2tri first2
[ >>y ] dip >>x place-player ;
: game-over ( greed -- )
[
score>> number>string "Game over! Final score: "
prepend " Press <space> for new game." append
] [ show-status ] bi ;
: ?game-over ( greed -- )
dup can-move-any? [ drop ] [ game-over ] if ;
: move ( greed dir -- )
dupd 2dup can-move? [ (move) ] [ 2drop ] if
[ update-cells ] [ ?game-over ] bi ;
: ?new-game ( greed -- )
dup can-move-any? [ drop ] [ init-greed drop ] if ;
: e ( greed -- ) { 0 1 } move ;
: se ( greed -- ) { 1 1 } move ;
: s ( greed -- ) { 1 0 } move ;
: sw ( greed -- ) { 1 -1 } move ;
: w ( greed -- ) { 0 -1 } move ;
: nw ( greed -- ) { -1 -1 } move ;
: n ( greed -- ) { -1 0 } move ;
: ne ( greed -- ) { -1 1 } move ;
greed "gestures" f {
{ T{ key-down { sym "l" } } e }
{ T{ key-down { sym "n" } } se }
{ T{ key-down { sym "j" } } s }
{ T{ key-down { sym "b" } } sw }
{ T{ key-down { sym "h" } } w }
{ T{ key-down { sym "y" } } nw }
{ T{ key-down { sym "k" } } n }
{ T{ key-down { sym "u" } } ne }
{ T{ key-down { sym " " } } ?new-game }
} define-command-map
: greed-window ( -- )
[
<greed> <world-attributes> "Greed" >>title
open-status-window
] with-ui ;
MAIN: greed-window</syntaxhighlight>
{{out}}
[https://i.imgur.com/3IEo8cC.png Screenshot of the game after a loss]
=={{header|Go}}==
{{trans|C++}}
{{libheader|termbox-go}}
{{works with|Ubuntu 16.04}}
<br>
This hasn't been tested on Windows 10 but should work.
Note that this version uses the Z key (rather than the Y key) to move diagonally downwards to the left. A leave key, L, has also been added in case one wants to end the game prematurely.
<syntaxhighlight lang="go">package main
import (
"fmt"
"github.com/nsf/termbox-go"
"log"
"math/rand"
"strconv"
"time"
)
type coord struct{ x, y int }
const (
width = 79
height = 22
nCount = float64(width * height)
)
var (
board [width * height]int
score = 0
bold = termbox.AttrBold
cursor coord
)
var colors = [10]termbox.Attribute{
termbox.ColorDefault,
termbox.ColorWhite,
termbox.ColorBlack | bold,
termbox.ColorBlue | bold,
termbox.ColorGreen | bold,
termbox.ColorCyan | bold,
termbox.ColorRed | bold,
termbox.ColorMagenta | bold,
termbox.ColorYellow | bold,
termbox.ColorWhite | bold,
}
func printAt(x, y int, s string, fg, bg termbox.Attribute) {
for _, r := range s {
termbox.SetCell(x, y, r, fg, bg)
x++
}
}
func createBoard() {
for y := 0; y < height; y++ {
for x := 0; x < width; x++ {
board[x+width*y] = rand.Intn(9) + 1
}
}
cursor = coord{rand.Intn(width), rand.Intn(height)}
board[cursor.x+width*cursor.y] = 0
score = 0
printScore()
}
func displayBoard() {
termbox.SetCursor(0, 0)
bg := colors[0]
for y := 0; y < height; y++ {
for x := 0; x < width; x++ {
i := board[x+width*y]
fg := colors[i]
s := " "
if i > 0 {
s = strconv.Itoa(i)
}
printAt(x, y, s, fg, bg)
}
}
fg := colors[9]
termbox.SetCursor(cursor.x, cursor.y)
printAt(cursor.x, cursor.y, "@", fg, bg)
termbox.Flush()
}
func printScore() {
termbox.SetCursor(0, 24)
fg := colors[4]
bg := termbox.ColorGreen
s := fmt.Sprintf(" SCORE: %d : %.3f%% ", score, float64(score)*100.0/nCount)
printAt(0, 24, s, fg, bg)
termbox.Flush()
}
func execute(x, y int) {
i := board[cursor.x+x+width*(cursor.y+y)]
if countSteps(i, x, y) {
score += i
for i != 0 {
i--
cursor.x += x
cursor.y += y
board[cursor.x+width*cursor.y] = 0
}
}
}
func countSteps(i, x, y int) bool {
t := cursor
for i != 0 {
i--
t.x += x
t.y += y
if t.x < 0 || t.y < 0 || t.x >= width || t.y >= height || board[t.x+width*t.y] == 0 {
return false
}
}
return true
}
func existsMoves() bool {
for y := -1; y < 2; y++ {
for x := -1; x < 2; x++ {
if x == 0 && y == 0 {
continue
}
ix := cursor.x + x + width*(cursor.y+y)
i := 0
if ix >= 0 && ix < len(board) {
i = board[ix]
}
if i > 0 && countSteps(i, x, y) {
return true
}
}
}
return false
}
func check(err error) {
if err != nil {
log.Fatal(err)
}
}
func main() {
rand.Seed(time.Now().UnixNano())
err := termbox.Init()
check(err)
defer termbox.Close()
eventQueue := make(chan termbox.Event)
go func() {
for {
eventQueue <- termbox.PollEvent()
}
}()
for {
termbox.HideCursor()
createBoard()
for {
displayBoard()
select {
case ev := <-eventQueue:
if ev.Type == termbox.EventKey {
switch ev.Ch {
case 'q', 'Q':
if cursor.x > 0 && cursor.y > 0 {
execute(-1, -1)
}
case 'w', 'W':
if cursor.y > 0 {
execute(0, -1)
}
case 'e', 'E':
if cursor.x < width-1 && cursor.y > 0 {
execute(1, -1)
}
case 'a', 'A':
if cursor.x > 0 {
execute(-1, 0)
}
case 'd', 'D':
if cursor.x < width-1 {
execute(1, 0)
}
case 'z', 'Z':
if cursor.x > 0 && cursor.y < height-1 {
execute(-1, 1)
}
case 'x', 'X':
if cursor.y < height-1 {
execute(0, 1)
}
case 'c', 'C':
if cursor.x < width-1 && cursor.y < height-1 {
execute(1, 1)
}
case 'l', 'L': // leave key
return
}
} else if ev.Type == termbox.EventResize {
termbox.Flush()
}
}
printScore()
if !existsMoves() {
break
}
}
displayBoard()
fg := colors[7]
bg := colors[0]
printAt(19, 8, "+----------------------------------------+", fg, bg)
printAt(19, 9, "| GAME OVER |", fg, bg)
printAt(19, 10, "| PLAY AGAIN(Y/N)? |", fg, bg)
printAt(19, 11, "+----------------------------------------+", fg, bg)
termbox.SetCursor(48, 10)
termbox.Flush()
select {
case ev := <-eventQueue:
if ev.Type == termbox.EventKey {
if ev.Ch == 'y' || ev.Ch == 'Y' {
break
} else {
return
}
}
}
}
}</syntaxhighlight>
=={{header|Kotlin}}==
Line 143 ⟶ 563:
{{works with|Windows 10}}
Note that this version uses the Z key (rather than the Y key) to move diagonally downwards to the left.
<
import kotlinx.cinterop.*
Line 340 ⟶ 760:
srand(time(null).toInt())
Greed().play()
}</
=={{header|Java}}==
Line 350 ⟶ 770:
=={{header|Julia}}==
GUI version. Click a square adjacent to the "@" symbol to move.
<
struct BState
Line 389 ⟶ 809:
pastboardstates = Vector{BState}()
score = 0
condition = Condition()
won = ""
myrow, mycol = 1, 1
function update!()
for i in 1:rows, j in 1:cols
Line 400 ⟶ 818:
end
set_gtk_property!(buttons[myrow, mycol], :label, "@")
won = all(iszero, board) ? "WINNING" : ""
set_gtk_property!(win, :title, "$won Greed Game (Score: $score)")
end
Line 424 ⟶ 843:
won = ""
possiblevals = collect(1:9)
for i in 1:rows, j in 1:cols
board[i, j] = rand(possiblevals)
Line 436 ⟶ 854:
end
function undo!(w)
if
bst = pop!(pastboardstates)
board, myrow, mycol = bst.board, bst.row, bst.col
Line 453 ⟶ 871:
# greedapp(22, 79) # This would be per task, though a smaller game board is nicer
greedapp(12, 29)
</syntaxhighlight>
=={{header|Nim}}==
{{trans|Julia}}
{{libheader|gintro}}
This is a translation of the Julia solution with some modifications. The most important is the way the new position is computed after choosing a direction. Rather than moving to the neighbor tile, we move to the farthest tile in the chosen direction as shown in the video.
There is of course a lot of differences due to the way <code>gintro</code> library works which is quite different of Julia GTK API.
And we also added a score field to the BState object in order to restore the correct score when undoing a move.
<syntaxhighlight lang="nim">import random, strutils
import gintro/[gobject, glib, gtk, gio]
const Rows = 22
const Cols = 79
type
Board = array[Rows, array[Cols, int]]
BState = object
board: Board
score: Natural
row, col: int
Game = ref object
window: Window
score: Natural
won: string
board: Board
buttons: array[Rows, array[Cols, Button]]
myRow, myCol: Natural
pastBoardStates: seq[BState]
proc update(game: Game) =
## Update game state.
var won = true
for i in 0..<Rows:
for j in 0..<Cols:
let val = game.board[i][j]
won = won and val == 0
game.buttons[i][j].setLabel(if val > 0: $val else: "")
game.buttons[game.myRow][game.myCol].setLabel("@")
game.won = if won: "WINNING " else: ""
game.window.setTitle(game.won & "Greed game (score: $#)".format(game.score))
proc eraseFromTile(game: Game; moveRow, moveCol: Natural) =
## Erase tile values from the given tile.
let xdir = moveRow - game.myRow
let ydir = moveCol - game.myCol
if abs(xdir) > 1 or abs(ydir) > 1 or xdir == 0 and ydir == 0 or game.board[moveRow][moveCol] == 0:
return
game.pastBoardStates.add BState(board: game.board, score: game.score,
row: game.myRow, col: game.myCol)
let count = game.board[moveRow][moveCol]
var x: int = game.myRow
var y: int = game.myCol
for i in 1..count:
inc x, xdir
inc y, ydir
if x in 0..<Rows and y in 0..<Cols:
game.board[x][y] = 0
inc game.score
else:
# Restore to last valid position.
dec x, xdir
dec y, ydir
game.board[game.myRow][game.myCol] = 0
game.myRow = x
game.myCol = y
game.update()
proc clicked(b: Button; game: Game) =
## Callback tp process a click in the grid.
var row, col = -1
for i in 0..<Rows:
for j in 0..<Cols:
if game.buttons[i][j] == b:
(row, col) = (i, j)
break
if row < 0: return
game.eraseFromTile(row, col)
proc undo(b: ToolButton; game: Game) =
## Callback to undo last move.
if game.won.len == 0 and game.pastBoardStates.len > 0:
let bst = game.pastBoardStates.pop()
game.board = bst.board
game.score = bst.score
game.myRow = bst.row
game.myCol = bst.col
game.update()
proc initialize(game: Game) =
## Initialize the game.
const PossibleVals = {1..9}
game.score = 0
game.won = ""
for i in 0..<Rows:
for j in 0..<Cols:
game.board[i][j] = PossibleVals.sample()
game.buttons[i][j].connect("clicked", clicked, game)
game.myRow = rand(Rows - 1)
game.myCol = rand(Cols - 1)
game.update()
proc initGame(b: ToolButton; game: Game) =
## Callback to start a new game.
game.initialize()
proc activate(app: Application) =
## Activate the application.
let game = new(Game)
let window = app.newApplicationWindow()
window.setSizeRequest(1600, 800)
window.setTitle("Greed game")
game.window = window
let box = newBox(Orientation.vertical, 0)
window.add box
let toolbar = newToolbar()
box.add toolbar
let newGame = newToolButton(label = "New game")
let undoMove = newToolButton(label = "Undo move")
toolbar.add(newGame)
toolbar.add(undoMove)
let srcWindow = newScrolledWindow()
box.packEnd(srcWindow, true, true, 0)
let grid = newGrid()
srcWindow.add grid
for i in 0..<Rows:
for j in 0..<Cols:
let b = newButton()
game.buttons[i][j] = b
grid.attach(b, j, i, 1, 1)
game.initialize()
newGame.connect("clicked", initGame, game)
undoMove.connect("clicked", undo, game)
game.window.showAll()
randomize()
let app = newApplication(Application, "Rosetta.greed")
discard app.connect("activate", activate)
discard app.run()</syntaxhighlight>
=={{header|Perl}}==
{{trans|Raku}}
<syntaxhighlight lang="perl">use strict;
use warnings;
use feature 'say';
my @board;
my $w = 79;
my $h = 22;
for (1..$h) {
my @row;
push @row, int 1 + rand 9 for 1..$w;
push @board, [@row];
}
my $X = int 0.5 + rand $w;
my $Y = int 0.5 + rand $h;
$board[$Y][$X] = '@';
my $score = 0;
sub execute {
my($y,$x) = @_;
my $i = $board[$Y+$y][$X+$x];
if (countSteps($i, $x, $y)) {
$score += $i;
$board[ $Y + $y*$_ ][ $X + $x*$_ ] = ' ' for 0..$i;
$board[ $Y += $y*$i ][ $X += $x*$i ] = '@';
}
}
sub countSteps {
my($i, $x, $y) = @_;
my $tX = $X;
my $tY = $Y;
for (0..$i) {
$tX += $x;
$tY += $y;
return 0 if $tX < 0 or $tY < 0 or $tX >= $w or $tY >= $h or $board[$tY][$tX] eq ' '
}
return 1
}
sub existsMoves {
for ([-1,-1], [-1,0], [-1,1], [0,-1], [0,0], [0,1], [1,-1], [1,0], [1,1]) {
my($x,$y) = @$_;
next if $x == 0 and $y == 0;
next if $X+$x < 0 or $X+$x > $w or $Y+$y < 0 or $Y+$y > $h ;
my $i = $board[$Y+$y][$X+$x];
return 1 if ( $i ne ' ' and countSteps($i, $x, $y) )
}
return 0;
}
while () {
say join '', @$_ for @board;
say "Game over." and last unless existsMoves();
print "Current score : " . $score . "\n";
my $c = <> ; chomp $c;
if ($c eq 'q') { say "So long." and last}
if ($c eq 'e') { execute(-1,-1) if $X > 0 and $Y > 0 } # North-West
if ($c eq 'r') { execute(-1, 0) if $Y > 0 } # North
if ($c eq 't') { execute(-1, 1) if $X < $w and $Y > 0 } # North-East
if ($c eq 'd') { execute( 0,-1) if $X > 0 } # West
if ($c eq 'g') { execute( 0, 1) if $X < $w } # East
if ($c eq 'x') { execute( 1,-1) if $X > 0 and $Y < $h } # South-West
if ($c eq 'c') { execute( 1, 0) if $Y < $h } # South
if ($c eq 'v') { execute( 1, 1) if $X < $w and $Y < $h } # South-East
}</syntaxhighlight>
=={{header|Phix}}==
{{trans|C++}}
<
sequence board
Line 562 ⟶ 1,209:
end while
end procedure
play()</
=={{header|PicoLisp}}==
Computer play by selecting random road. [https://asciinema.org/a/369181 Demo] is here.
<syntaxhighlight lang="picolisp">
(load "@lib/simul.l")
(seed (in "/dev/urandom" (rd 8)))
(scl 6)
# N - number
# C - Color
# F - flag to draw candidates
# A - @ mark
(de display ()
(let P 0
(wait 500)
(prin "^[[2J")
(for L G
(for This L
# count cleared cells
(and (lt0 (: N)) (inc 'P))
(prin
"^[[0;"
(if (or (: A) (: F)) 100 (: C))
"m"
(cond
((: A) "@")
((lt0 (: N)) " ")
(T (: N)) )
"^[[0m" ) )
(prinl) )
(prinl
"Score: "
S
" "
(round (*/ P 1.0 100.0 1738.0) 2)
"%" ) ) )
(de roads (Lst Flg)
(mapc
'((L)
(with C
(do (car L)
(setq This ((cadr L) This))
(=: F Flg) ) ) )
Lst )
(display) )
(let
(Colors (simul~shuffle (31 32 33 35 91 92 93 94 96))
G (simul~grid 22 79)
C NIL
S 0 )
# set random grid
(for L G
(for This L
(let X (rand 1 9)
(=: N X)
(=: C (get Colors X)) ) ) )
# set random startpoint
(with (get G (rand 1 22) (rand 1 79))
(setq C This)
(=: A 0) )
(display)
(loop
(NIL
(setq Z
(extract
'((D)
(with C
(let? S (with (D This) (: N))
(and
(do S
(NIL (setq This (D This)))
(NIL (gt0 (: N)))
'next )
(list S D This) ) ) ) )
'(simul~west
simul~east
simul~south
simul~north
((X) (simul~south (simul~west X)))
((X) (simul~north (simul~west X)))
((X) (simul~south (simul~east X)))
((X) (simul~north (simul~east X))) ) ) ) )
# XXX
(roads Z T)
(roads Z)
# select road randomly
(let L (get Z (rand 1 (length Z)))
(with C
(inc 'S (: N))
# clear value of "old" Center
(=: N -1)
(=: A)
# clear selected road
(do (car L)
(inc 'S (: N))
(=: N -1)
(setq This ((cadr L) This)) ) )
# set new Center
(with (caddr L)
(setq C This)
(=: A 0) ) )
(display) ) )
(bye)</syntaxhighlight>
=={{header|Raku}}==
{{trans|Phix}}
<syntaxhighlight lang="raku" line># 20200913 added Raku programming solution
srand 123456;
my @board = [ (1..9).roll xx my \w = 79 ] xx my \h = 22 ;
my \X = $ = w.rand.Int ; my \Y = $ = h.rand.Int;
@board[Y;X] = '@';
my \score = $ = 0;
sub execute (\y,\x) {
my \i = $ = @board[Y+y;X+x];
if countSteps(i, x, y) {
score += i;
@board[ Y + y*$_ ; X + x*$_ ] = ' ' for ^i;
@board[ Y += y*i ; X += x*i ] = '@';
}
}
sub countSteps(\i, \x, \y) {
my \tX = $ = X ; my \tY = $ = Y;
for ^i {
tX += x; tY += y;
return False if tX < 0 or tY < 0 or tX ≥ w or tY ≥ h or @board[tY;tX] eq ' '
}
return True;
}
sub existsMoves {
for (-1 .. 1) X (-1 .. 1) -> (\x,\y) {
next if x == 0 and y == 0;
next if X+x < 0 or X+x > w or Y+y < 0 or Y+y > h ;
my \i = @board[Y+y;X+x];
return True if ( i ne ' ' and countSteps(i, x, y) )
}
return False;
}
loop {
for @board { .join.print ; print "\r\n" } ;
{ say "Game over." and last } unless existsMoves();
print "Current score : ", score, "\r\n";
given my $c = $*IN.getc {
when 'q' { say "So long." and last}
when 'e' { execute(-1,-1) if X > 0 and Y > 0 } # North-West
when 'r' { execute(-1, 0) if Y > 0 } # North
when 't' { execute(-1, 1) if X < w and Y > 0 } # North-East
when 'd' { execute( 0,-1) if X > 0 } # West
when 'g' { execute( 0, 1) if X < w } # East
when 'x' { execute( 1,-1) if X > 0 and Y < h } # South-West
when 'c' { execute( 1, 0) if Y < h } # South
when 'v' { execute( 1, 1) if X < w and Y < h } # South-East
}
}</syntaxhighlight>
=={{header|REXX}}==
Line 570 ⟶ 1,375:
Pointers (above and to the right of) the grid are included to help identify where the current location is.
<
parse arg sw sd @ b ?r . /*obtain optional argumenst from the CL*/
if sw=='' | sw=="," then sw=
if sd=='' | sd=="," then sd=
if @=='' | @=="," then @= '@' /*here " " " " " */
if b=='' | b=="," then b= ' ' /*blank " " " " " */
Line 579 ⟶ 1,384:
if length(@)==2 & datatype(@,'X') then @=x2c(@) /*maybe use @ char for current pos. */
if length(b)==2 & datatype(b,'X') then b=x2c(b) /* " " B char for background. */
signal on halt /*handle pressing of Ctrl-Break key. */
call init /* [↓] CLR is reset if there's an err*/
clr=1; do until # == sw*sd; ??= /*keep playing until the grid is blank.*/
call show clr /*show the playing field (grid) to term*/
call ask; clr=
if \move() then do; clr=
if ??==@. then say ____ "invalid move: moving out of bounds."
if ??==b then say ____ "invalid move: moving into a blank."
Line 599 ⟶ 1,405:
say ____
say ____ 'enter a move ──or── QUIT (the score is: ' #")"
parse pull z 2 1 what . 1 oz; upper z what
if abbrev('QUIT', what, 2) | abbrev(
if length( space(oz) )==1 & pos(z, 'QWEADZXC')\==0 then return
say ____ '***error*** invalid direction for a move:' space(oz); say
Line 606 ⟶ 1,412:
halt: say; say ____ 'quitting.'; exit 1
/*──────────────────────────────────────────────────────────────────────────────────────*/
init: @.= 'ff'x; $.=.; ____= copies(
do r=1 for sd
do c=1 for sw; @.r.c= random(1, 9)
end /*c*/
end /*r*/
!r= random(1, sd); !c= random(1, sw); @.!r.!c= @; return
/*──────────────────────────────────────────────────────────────────────────────────────*/
move: @.!r.!c= '≤'; $r= !r; $c= !c; ??=
@@=. /*nullify the count of move positions. */
do until @@==0;
?= @.!r.!c; if ?==@. | ?==b then do; !r= $r; !c= $c; ??= ?; return 0
if @@==. then @@=?; if datatype(@@, 'W') then @@= @@ - 1
@.!r.!c= '±' /*nullify (later, a blank) position. */
end /*until*/
@.!r.!c= @; return 1
/*──────────────────────────────────────────────────────────────────────────────────────*/
show: arg tell; #=0; if tell then do;
do r=1 for sd; _= ' ' /* [↑] DOS cmd CLS clears the screen*/
do c=1 for sw /*construct row of the grid for display*/
if @.r.c==
if @.r.c==
if @.r.c==
if @.r.c==
?= @.r.c;
if ?==b | ?==@ then #= # + 1
if tell then $.r.c= @.r.c
end /*c*/
if r==!r then _= _ '◄'
if tell then say _ /*display a row of grid to screen. */
end /*r*/; say;
A note on the OUTPUT sections: each (cleared) screen displayed is shown below as a separate OUTPUT section.
Line 695 ⟶ 1,500:
──────── quitting.
</pre>
=={{header|Wren}}==
See [[Greed/Wren]].
=={{header|Z80 Assembly}}==
See [[Greed/Z80 Assembly]].
<br><br>
|
Latest revision as of 14:30, 27 August 2022
This task is about making a clone of the game "GREED" by Matthew Day.
This game is played on a grid of 79 column by 22 rows of random numbers from 1 to 9 (inclusive).
The player location is signified by the @ symbol.
The object of Greed is to erase as much of the screen as possible by moving around (all 8 directions are allowed in this grid).
When you move in a direction, N number of grid squares are erased ("eaten") in that direction, N being the first number in that direction.
Your score reflects the total number of squares "eaten".
You may not make a move that places you off the grid or over a previously eaten square.
The game is over if there is no more valid moves.
C++
Windows console version.
![](http://static.miraheze.org/rosettacodewiki/thumb/3/3d/NewGreedCpp.png/200px-NewGreedCpp.png)
#include <windows.h>
#include <iostream>
#include <ctime>
const int WID = 79, HEI = 22;
const float NCOUNT = ( float )( WID * HEI );
class coord : public COORD {
public:
coord( short x = 0, short y = 0 ) { set( x, y ); }
void set( short x, short y ) { X = x; Y = y; }
};
class winConsole {
public:
static winConsole* getInstamnce() { if( 0 == inst ) { inst = new winConsole(); } return inst; }
void showCursor( bool s ) { CONSOLE_CURSOR_INFO ci = { 1, s }; SetConsoleCursorInfo( conOut, &ci ); }
void setColor( WORD clr ) { SetConsoleTextAttribute( conOut, clr ); }
void setCursor( coord p ) { SetConsoleCursorPosition( conOut, p ); }
void flush() { FlushConsoleInputBuffer( conIn ); }
void kill() { delete inst; }
private:
winConsole() { conOut = GetStdHandle( STD_OUTPUT_HANDLE );
conIn = GetStdHandle( STD_INPUT_HANDLE ); showCursor( false ); }
static winConsole* inst;
HANDLE conOut, conIn;
};
class greed {
public:
greed() { console = winConsole::getInstamnce(); }
~greed() { console->kill(); }
void play() {
char g; do {
console->showCursor( false ); createBoard();
do { displayBoard(); getInput(); } while( existsMoves() );
displayBoard(); console->setCursor( coord( 0, 24 ) ); console->setColor( 0x07 );
console->setCursor( coord( 19, 8 ) ); std::cout << "+----------------------------------------+";
console->setCursor( coord( 19, 9 ) ); std::cout << "| GAME OVER |";
console->setCursor( coord( 19, 10 ) ); std::cout << "| PLAY AGAIN(Y/N)? |";
console->setCursor( coord( 19, 11 ) ); std::cout << "+----------------------------------------+";
console->setCursor( coord( 48, 10 ) ); console->showCursor( true ); console->flush(); std::cin >> g;
} while( g == 'Y' || g == 'y' );
}
private:
void createBoard() {
for( int y = 0; y < HEI; y++ ) {
for( int x = 0; x < WID; x++ ) {
brd[x + WID * y] = rand() % 9 + 1;
}
}
cursor.set( rand() % WID, rand() % HEI );
brd[cursor.X + WID * cursor.Y] = 0; score = 0;
printScore();
}
void displayBoard() {
console->setCursor( coord() ); int i;
for( int y = 0; y < HEI; y++ ) {
for( int x = 0; x < WID; x++ ) {
i = brd[x + WID * y]; console->setColor( 6 + i );
if( !i ) std::cout << " "; else std::cout << i;
}
std::cout << "\n";
}
console->setColor( 15 ); console->setCursor( cursor ); std::cout << "@";
}
void getInput() {
while( 1 ) {
if( ( GetAsyncKeyState( 'Q' ) & 0x8000 ) && cursor.X > 0 && cursor.Y > 0 ) { execute( -1, -1 ); break; }
if( ( GetAsyncKeyState( 'W' ) & 0x8000 ) && cursor.Y > 0 ) { execute( 0, -1 ); break; }
if( ( GetAsyncKeyState( 'E' ) & 0x8000 ) && cursor.X < WID - 1 && cursor.Y > 0 ) { execute( 1, -1 ); break; }
if( ( GetAsyncKeyState( 'A' ) & 0x8000 ) && cursor.X > 0 ) { execute( -1, 0 ); break; }
if( ( GetAsyncKeyState( 'D' ) & 0x8000 ) && cursor.X < WID - 1 ) { execute( 1, 0 ); break; }
if( ( GetAsyncKeyState( 'Y' ) & 0x8000 ) && cursor.X > 0 && cursor.Y < HEI - 1 ) { execute( -1, 1 ); break; }
if( ( GetAsyncKeyState( 'X' ) & 0x8000 ) && cursor.Y < HEI - 1 ) { execute( 0, 1 ); break; }
if( ( GetAsyncKeyState( 'C' ) & 0x8000 ) && cursor.X < WID - 1 && cursor.Y < HEI - 1 ) { execute( 1, 1 ); break; }
}
console->flush(); printScore();
}
void printScore() {
console->setCursor( coord( 0, 24 ) ); console->setColor( 0x2a );
std::cout << " SCORE: " << score << " : " << score * 100.f / NCOUNT << "% ";
}
void execute( int x, int y ) {
int i = brd[cursor.X + x + WID * ( cursor.Y + y )];
if( countSteps( i, x, y ) ) {
score += i;
while( i ) {
--i; cursor.X += x; cursor.Y += y;
brd[cursor.X + WID * cursor.Y] = 0;
}
}
}
bool countSteps( int i, int x, int y ) {
coord t( cursor.X, cursor.Y );
while( i ) {
--i; t.X += x; t.Y += y;
if( t.X < 0 || t.Y < 0 || t.X >= WID || t.Y >= HEI || !brd[t.X + WID * t.Y] ) return false;
}
return true;
}
bool existsMoves() {
int i;
for( int y = -1; y < 2; y++ ) {
for( int x = -1; x < 2; x++ ) {
if( !x && !y ) continue;
i = brd[cursor.X + x + WID * ( cursor.Y + y )];
if( i > 0 && countSteps( i, x, y ) ) return true;
}
}
return false;
}
winConsole* console;
int brd[WID * HEI];
float score; coord cursor;
};
winConsole* winConsole::inst = 0;
int main( int argc, char* argv[] ) {
srand( ( unsigned )time( 0 ) );
SetConsoleTitle( "Greed" );
greed g; g.play(); return 0;
}
Factor
This uses Factor's own user interface vocabularies. Use hjkl-bnyu (vi-keys) to move.
USING: accessors arrays colors combinators
combinators.short-circuit fry grouping io io.styles kernel lexer
literals make math math.matrices math.parser math.vectors random
sequences strings ui ui.commands ui.gadgets.panes
ui.gadgets.status-bar ui.gadgets.worlds ui.gestures
ui.pens.solid ;
IN: rosetta-code.greed
<<
SYNTAX: RGB: scan-token 2 cut 2 cut [ hex> 255 /f ] tri@ 1
<rgba> suffix! ;
>>
CONSTANT: cells-width 79
CONSTANT: cells-height 22
CONSTANT: size 24
CONSTANT: bg-color RGB: 000000
CONSTANT: player-format {
{ font-size $ size }
{ foreground RGB: 5990C8 }
{ background RGB: B96646 }
}
CONSTANT: normal-format { { font-size $ size } }
CONSTANT: colors {
RGB: 40B4A4
RGB: 40B3B7
RGB: 40A2B9
RGB: 408FBC
RGB: 407CBF
RGB: 4268C0
RGB: 4355C2
RGB: 4845C3
RGB: 5F46C4
}
CONSTANT: neighbors {
{ -1 -1 } { -1 0 } { -1 1 }
{ 0 -1 } { 0 1 }
{ 1 -1 } { 1 0 } { 1 1 }
}
TUPLE: greed < pane cells x y score ;
: set-player ( greed elt -- )
'[ y>> _ swap ] [ x>> 2array ] [ cells>> ] tri set-index ;
: place-player ( greed -- ) 0 set-player ;
: remove-player ( greed -- ) f set-player ;
: make-cells ( -- cells )
cells-width cells-height * [ 9 random 1 + ] replicate
cells-width group ;
: write-number ( n/f -- )
[ >digit 1string normal-format first foreground ]
[ 1 - colors nth 2array ] bi 2array format ;
: write-cell ( n/f -- )
{
{ f [ " " normal-format format ] }
{ 0 [ "@" player-format format ] }
[ write-number ]
} case ;
: write-cells ( cells -- ) [ [ write-cell ] each nl ] each ;
: update-cells ( greed -- )
dup cells>> [ write-cells ] curry with-pane ;
: init-greed ( greed -- greed' )
make-cells >>cells cells-width random >>x cells-height
random >>y 0 >>score dup place-player dup update-cells dup
"Score: 0" swap show-status ;
: <greed> ( -- greed )
f greed new-pane bg-color <solid> >>interior init-greed ;
: ?r,c ( r c matrix -- elt/f ) swapd ?nth ?nth ;
: ?r,cths ( seq matrix -- newseq )
[ [ first2 ] dip ?r,c ] curry map ;
: (ray) ( start-loc dir length -- seq )
1 + [ [ [ v+ ] keep over , ] times ] { } make 2nip ;
: ray ( start-loc dir length -- seq/f )
dup [ (ray) ] [ 2nip ] if ;
: ?r,c-dir ( r c dir matrix -- n )
[ 2array ] [ v+ first2 ] [ ?r,c ] tri* ;
: move-length ( greed dir -- n )
[ [ y>> ] [ x>> ] [ ] tri ] dip swap cells>> ?r,c-dir ;
: y,x>loc ( greed -- loc ) [ y>> ] [ x>> ] bi 2array ;
: ray-dir ( greed dir -- seq )
[ [ y,x>loc ] dip ] [ move-length ] 2bi ray ;
: in-bounds? ( dim loc -- ? )
{ [ nip [ 0 >= ] all? ] [ v- [ 0 > ] all? ] } 2&& ;
: endpoint-in-bounds? ( greed dir -- ? )
ray-dir dup [
last ${ cells-height cells-width } swap in-bounds?
] when ;
: gapless? ( greed dir -- ? )
[ ray-dir ] [ drop cells>> ?r,cths ] 2bi [ integer? ] all? ;
: can-move? ( greed dir -- ? )
{ [ endpoint-in-bounds? ] [ gapless? ] } 2&& ;
: can-move-any? ( greed -- ? )
neighbors [ can-move? ] with map [ t = ] any? ;
: setup-move ( greed dir -- seq ) over remove-player ray-dir ;
: update-score ( greed dir -- greed dir )
2dup move-length pick swap [ + ] curry change-score dup
score>> number>string "Score: " prepend swap show-status ;
: (move) ( greed dir -- )
update-score [ drop f ] [ setup-move dup last ]
[ drop cells>> swap [ set-indices ] dip ] 2tri first2
[ >>y ] dip >>x place-player ;
: game-over ( greed -- )
[
score>> number>string "Game over! Final score: "
prepend " Press <space> for new game." append
] [ show-status ] bi ;
: ?game-over ( greed -- )
dup can-move-any? [ drop ] [ game-over ] if ;
: move ( greed dir -- )
dupd 2dup can-move? [ (move) ] [ 2drop ] if
[ update-cells ] [ ?game-over ] bi ;
: ?new-game ( greed -- )
dup can-move-any? [ drop ] [ init-greed drop ] if ;
: e ( greed -- ) { 0 1 } move ;
: se ( greed -- ) { 1 1 } move ;
: s ( greed -- ) { 1 0 } move ;
: sw ( greed -- ) { 1 -1 } move ;
: w ( greed -- ) { 0 -1 } move ;
: nw ( greed -- ) { -1 -1 } move ;
: n ( greed -- ) { -1 0 } move ;
: ne ( greed -- ) { -1 1 } move ;
greed "gestures" f {
{ T{ key-down { sym "l" } } e }
{ T{ key-down { sym "n" } } se }
{ T{ key-down { sym "j" } } s }
{ T{ key-down { sym "b" } } sw }
{ T{ key-down { sym "h" } } w }
{ T{ key-down { sym "y" } } nw }
{ T{ key-down { sym "k" } } n }
{ T{ key-down { sym "u" } } ne }
{ T{ key-down { sym " " } } ?new-game }
} define-command-map
: greed-window ( -- )
[
<greed> <world-attributes> "Greed" >>title
open-status-window
] with-ui ;
MAIN: greed-window
- Output:
Screenshot of the game after a loss
Go
This hasn't been tested on Windows 10 but should work.
Note that this version uses the Z key (rather than the Y key) to move diagonally downwards to the left. A leave key, L, has also been added in case one wants to end the game prematurely.
package main
import (
"fmt"
"github.com/nsf/termbox-go"
"log"
"math/rand"
"strconv"
"time"
)
type coord struct{ x, y int }
const (
width = 79
height = 22
nCount = float64(width * height)
)
var (
board [width * height]int
score = 0
bold = termbox.AttrBold
cursor coord
)
var colors = [10]termbox.Attribute{
termbox.ColorDefault,
termbox.ColorWhite,
termbox.ColorBlack | bold,
termbox.ColorBlue | bold,
termbox.ColorGreen | bold,
termbox.ColorCyan | bold,
termbox.ColorRed | bold,
termbox.ColorMagenta | bold,
termbox.ColorYellow | bold,
termbox.ColorWhite | bold,
}
func printAt(x, y int, s string, fg, bg termbox.Attribute) {
for _, r := range s {
termbox.SetCell(x, y, r, fg, bg)
x++
}
}
func createBoard() {
for y := 0; y < height; y++ {
for x := 0; x < width; x++ {
board[x+width*y] = rand.Intn(9) + 1
}
}
cursor = coord{rand.Intn(width), rand.Intn(height)}
board[cursor.x+width*cursor.y] = 0
score = 0
printScore()
}
func displayBoard() {
termbox.SetCursor(0, 0)
bg := colors[0]
for y := 0; y < height; y++ {
for x := 0; x < width; x++ {
i := board[x+width*y]
fg := colors[i]
s := " "
if i > 0 {
s = strconv.Itoa(i)
}
printAt(x, y, s, fg, bg)
}
}
fg := colors[9]
termbox.SetCursor(cursor.x, cursor.y)
printAt(cursor.x, cursor.y, "@", fg, bg)
termbox.Flush()
}
func printScore() {
termbox.SetCursor(0, 24)
fg := colors[4]
bg := termbox.ColorGreen
s := fmt.Sprintf(" SCORE: %d : %.3f%% ", score, float64(score)*100.0/nCount)
printAt(0, 24, s, fg, bg)
termbox.Flush()
}
func execute(x, y int) {
i := board[cursor.x+x+width*(cursor.y+y)]
if countSteps(i, x, y) {
score += i
for i != 0 {
i--
cursor.x += x
cursor.y += y
board[cursor.x+width*cursor.y] = 0
}
}
}
func countSteps(i, x, y int) bool {
t := cursor
for i != 0 {
i--
t.x += x
t.y += y
if t.x < 0 || t.y < 0 || t.x >= width || t.y >= height || board[t.x+width*t.y] == 0 {
return false
}
}
return true
}
func existsMoves() bool {
for y := -1; y < 2; y++ {
for x := -1; x < 2; x++ {
if x == 0 && y == 0 {
continue
}
ix := cursor.x + x + width*(cursor.y+y)
i := 0
if ix >= 0 && ix < len(board) {
i = board[ix]
}
if i > 0 && countSteps(i, x, y) {
return true
}
}
}
return false
}
func check(err error) {
if err != nil {
log.Fatal(err)
}
}
func main() {
rand.Seed(time.Now().UnixNano())
err := termbox.Init()
check(err)
defer termbox.Close()
eventQueue := make(chan termbox.Event)
go func() {
for {
eventQueue <- termbox.PollEvent()
}
}()
for {
termbox.HideCursor()
createBoard()
for {
displayBoard()
select {
case ev := <-eventQueue:
if ev.Type == termbox.EventKey {
switch ev.Ch {
case 'q', 'Q':
if cursor.x > 0 && cursor.y > 0 {
execute(-1, -1)
}
case 'w', 'W':
if cursor.y > 0 {
execute(0, -1)
}
case 'e', 'E':
if cursor.x < width-1 && cursor.y > 0 {
execute(1, -1)
}
case 'a', 'A':
if cursor.x > 0 {
execute(-1, 0)
}
case 'd', 'D':
if cursor.x < width-1 {
execute(1, 0)
}
case 'z', 'Z':
if cursor.x > 0 && cursor.y < height-1 {
execute(-1, 1)
}
case 'x', 'X':
if cursor.y < height-1 {
execute(0, 1)
}
case 'c', 'C':
if cursor.x < width-1 && cursor.y < height-1 {
execute(1, 1)
}
case 'l', 'L': // leave key
return
}
} else if ev.Type == termbox.EventResize {
termbox.Flush()
}
}
printScore()
if !existsMoves() {
break
}
}
displayBoard()
fg := colors[7]
bg := colors[0]
printAt(19, 8, "+----------------------------------------+", fg, bg)
printAt(19, 9, "| GAME OVER |", fg, bg)
printAt(19, 10, "| PLAY AGAIN(Y/N)? |", fg, bg)
printAt(19, 11, "+----------------------------------------+", fg, bg)
termbox.SetCursor(48, 10)
termbox.Flush()
select {
case ev := <-eventQueue:
if ev.Type == termbox.EventKey {
if ev.Ch == 'y' || ev.Ch == 'Y' {
break
} else {
return
}
}
}
}
}
Kotlin
Note that this version uses the Z key (rather than the Y key) to move diagonally downwards to the left.
// Kotlin Native v0.5
import kotlinx.cinterop.*
import platform.posix.*
import platform.windows.*
const val WID = 79
const val HEI = 22
const val NCOUNT = (WID * HEI).toFloat()
class WinConsole {
val conOut: HANDLE
val conIn: HANDLE
private constructor() {
conOut = GetStdHandle(STD_OUTPUT_HANDLE)!!
conIn = GetStdHandle(STD_INPUT_HANDLE)!!
showCursor(FALSE)
}
fun showCursor(s: WINBOOL) {
memScoped {
val ci = alloc<CONSOLE_CURSOR_INFO>().apply { dwSize = 1; bVisible = s }
SetConsoleCursorInfo(conOut, ci.ptr)
}
}
fun setColor(clr: WORD) = SetConsoleTextAttribute(conOut, clr)
fun setCursor(p: COORD) = SetConsoleCursorPosition(conOut, p.readValue())
fun flush() = FlushConsoleInputBuffer(conIn)
fun kill() {
inst = null
}
companion object {
val instance: WinConsole
get() {
if (inst == null) inst = WinConsole()
return inst!!
}
private var inst: WinConsole? = null
}
}
class Greed {
private val console: WinConsole
private val brd = IntArray(WID * HEI)
private var score = 0
private lateinit var cursor: COORD
init {
console = WinConsole.instance
SetConsoleTitleW("Greed")
}
fun destroy() {
nativeHeap.free(cursor)
console.kill()
}
fun play() {
memScoped {
val coord1 = alloc<COORD>().apply { X = 0; Y = 24 }
val coord2 = alloc<COORD>().apply { X = 19; Y = 8 }
val coord3 = alloc<COORD>().apply { X = 19; Y = 9 }
val coord4 = alloc<COORD>().apply { X = 19; Y = 10 }
val coord5 = alloc<COORD>().apply { X = 19; Y = 11 }
val coord6 = alloc<COORD>().apply { X = 48; Y = 10 }
do {
console.showCursor(FALSE)
createBoard()
do {
displayBoard()
getInput()
}
while (existsMoves())
displayBoard()
with (console) {
setCursor(coord1)
setColor(0x07)
setCursor(coord2); print("+----------------------------------------+")
setCursor(coord3); print("| GAME OVER |")
setCursor(coord4); print("| PLAY AGAIN(Y/N)? |")
setCursor(coord5); print("+----------------------------------------+")
setCursor(coord6)
showCursor(TRUE)
flush()
}
val g = readLine()!!.toUpperCase()
}
while (g.length >= 1 && g[0] == 'Y')
}
destroy()
}
private fun createBoard() {
for (y in 0 until HEI) {
for (x in 0 until WID) {
brd[x + WID * y] = rand() % 9 + 1
}
}
cursor = nativeHeap.alloc<COORD>().apply {
X = (rand() % WID).toShort(); Y = (rand() % HEI).toShort()
}
brd[cursor.X + WID * cursor.Y] = 0
score = 0
printScore()
}
private fun displayBoard() {
memScoped {
val coord = alloc<COORD>().apply { X = 0; Y = 0 }
console.setCursor(coord)
}
for (y in 0 until HEI) {
for (x in 0 until WID) {
val i = brd[x + WID * y]
console.setColor((6 + i).toShort())
print(if (i == 0) " " else "$i")
}
println()
}
console.setColor(15)
console.setCursor(cursor)
print("@")
}
private fun checkKey(k: Char) = (GetAsyncKeyState(k.toInt()).toInt() and 0x8000) != 0
private fun getInput() {
while (true) {
if (checkKey('Q') && cursor.X > 0 && cursor.Y > 0) { execute(-1, -1); break }
if (checkKey('W') && cursor.Y > 0) { execute(0, -1); break }
if (checkKey('E') && cursor.X < WID - 1 && cursor.Y > 0) { execute(1, -1); break }
if (checkKey('A') && cursor.X > 0) { execute(-1, 0); break }
if (checkKey('D') && cursor.X < WID - 1) { execute(1, 0); break }
if (checkKey('Z') && cursor.X > 0 && cursor.Y < HEI - 1) { execute(-1, 1); break }
if (checkKey('X') && cursor.Y < HEI - 1) { execute(0, 1); break }
if (checkKey('C') && cursor.X < WID - 1 && cursor.Y < HEI - 1) { execute(1, 1); break }
}
console.flush()
printScore()
}
private fun printScore() {
memScoped {
val coord = alloc<COORD>().apply { X = 0; Y = 24 }
console.setCursor(coord)
}
console.setColor(0x2a)
print(" SCORE: $score : ${score * 100.0f / NCOUNT}% ")
}
private fun execute(x: Int, y: Int) {
var i = brd[cursor.X + x + WID * ( cursor.Y + y )]
if (countSteps(i, x, y)) {
score += i
while (i-- != 0) {
cursor.X = (cursor.X + x).toShort()
cursor.Y = (cursor.Y + y).toShort()
brd[cursor.X + WID * cursor.Y] = 0
}
}
}
private fun countSteps(i: Int, x: Int, y: Int): Boolean {
var ii = i
memScoped {
val t = alloc<COORD>().apply { X = cursor.X; Y = cursor.Y }
while (ii-- != 0) {
t.X = (t.X + x).toShort()
t.Y = (t.Y + y).toShort()
if (t.X < 0 || t.Y < 0 || t.X >= WID || t.Y >= HEI || brd[t.X + WID * t.Y] == 0 ) return false
}
}
return true
}
private fun existsMoves(): Boolean {
for (y in -1..1) {
for (x in -1..1) {
if (x == 0 && y == 0) continue
val i = brd[cursor.X + x + WID * ( cursor.Y + y )]
if (i > 0 && countSteps(i, x, y)) return true
}
}
return false
}
}
fun main(args: Array<String>) {
srand(time(null).toInt())
Greed().play()
}
Java
See Greed/Java.
Julia
GUI version. Click a square adjacent to the "@" symbol to move.
using Gtk
struct BState
board::Matrix{Int}
row::Int
col::Int
end
function greedapp(r, c)
rows, cols = c, r # gtk rotates grid 90 degrees
win = GtkWindow("Greed Game", 1200, 400) |> (GtkFrame() |> (box = GtkBox(:v)))
toolbar = GtkToolbar()
newgame = GtkToolButton("New Game")
set_gtk_property!(newgame, :label, "New Game")
set_gtk_property!(newgame, :is_important, true)
undomove = GtkToolButton("Undo Move")
set_gtk_property!(undomove, :label, "Undo Move")
set_gtk_property!(undomove, :is_important, true)
map(w->push!(toolbar,w),[newgame,undomove])
scrwin = GtkScrolledWindow()
grid = GtkGrid()
map(w -> push!(box, w),[toolbar, scrwin])
push!(scrwin, grid)
buttons = Array{Gtk.GtkButtonLeaf, 2}(undef, rows, cols)
for i in 1:rows, j in 1:cols
grid[i,j] = buttons[i,j] = GtkButton()
set_gtk_property!(buttons[i,j], :expand, true)
end
function findrowcol(button)
for i in 1:rows, j in 1:cols
if buttons[i, j] == button
return i, j
end
end
return 0, 0
end
board = zeros(Int, rows, cols)
pastboardstates = Vector{BState}()
score = 0
condition = Condition()
won = ""
myrow, mycol = 1, 1
function update!()
for i in 1:rows, j in 1:cols
label = (board[i, j] > 0) ? board[i, j] : " "
set_gtk_property!(buttons[i, j], :label, label)
end
set_gtk_property!(buttons[myrow, mycol], :label, "@")
won = all(iszero, board) ? "WINNING" : ""
set_gtk_property!(win, :title, "$won Greed Game (Score: $score)")
end
function erasefromtile!(moverow, movecol)
xdir, ydir = moverow - myrow, movecol - mycol
if abs(xdir) > 1 || abs(ydir) > 1 || 0 == xdir == ydir || board[moverow, movecol] == 0
return
end
push!(pastboardstates, BState(deepcopy(board), myrow, mycol))
for i in 1:board[moverow, movecol]
x, y = myrow + xdir * i, mycol + ydir * i
if 0 < x <= rows && 0 < y <= cols
board[x, y] = 0
score += 1
end
end
board[myrow, mycol] = 0
myrow = moverow
mycol = movecol
update!()
end
clicked(button) = begin x, y = findrowcol(button); erasefromtile!(x, y) end
function initialize!(w)
won = ""
possiblevals = collect(1:9)
for i in 1:rows, j in 1:cols
board[i, j] = rand(possiblevals)
set_gtk_property!(buttons[i,j], :label, board[i, j])
signal_connect(clicked, buttons[i, j], "clicked")
end
myrow = rand(1:rows)
mycol = rand(1:cols)
board[myrow, mycol] = 0
update!()
end
function undo!(w)
if won == "" && length(pastboardstates) > 0
bst = pop!(pastboardstates)
board, myrow, mycol = bst.board, bst.row, bst.col
update!()
end
end
endit(w) = notify(condition)
initialize!(win)
signal_connect(initialize!, newgame, :clicked)
signal_connect(undo!, undomove, :clicked)
signal_connect(endit, win, :destroy)
showall(win)
wait(condition)
end
# greedapp(22, 79) # This would be per task, though a smaller game board is nicer
greedapp(12, 29)
Nim
This is a translation of the Julia solution with some modifications. The most important is the way the new position is computed after choosing a direction. Rather than moving to the neighbor tile, we move to the farthest tile in the chosen direction as shown in the video.
There is of course a lot of differences due to the way gintro
library works which is quite different of Julia GTK API.
And we also added a score field to the BState object in order to restore the correct score when undoing a move.
import random, strutils
import gintro/[gobject, glib, gtk, gio]
const Rows = 22
const Cols = 79
type
Board = array[Rows, array[Cols, int]]
BState = object
board: Board
score: Natural
row, col: int
Game = ref object
window: Window
score: Natural
won: string
board: Board
buttons: array[Rows, array[Cols, Button]]
myRow, myCol: Natural
pastBoardStates: seq[BState]
proc update(game: Game) =
## Update game state.
var won = true
for i in 0..<Rows:
for j in 0..<Cols:
let val = game.board[i][j]
won = won and val == 0
game.buttons[i][j].setLabel(if val > 0: $val else: "")
game.buttons[game.myRow][game.myCol].setLabel("@")
game.won = if won: "WINNING " else: ""
game.window.setTitle(game.won & "Greed game (score: $#)".format(game.score))
proc eraseFromTile(game: Game; moveRow, moveCol: Natural) =
## Erase tile values from the given tile.
let xdir = moveRow - game.myRow
let ydir = moveCol - game.myCol
if abs(xdir) > 1 or abs(ydir) > 1 or xdir == 0 and ydir == 0 or game.board[moveRow][moveCol] == 0:
return
game.pastBoardStates.add BState(board: game.board, score: game.score,
row: game.myRow, col: game.myCol)
let count = game.board[moveRow][moveCol]
var x: int = game.myRow
var y: int = game.myCol
for i in 1..count:
inc x, xdir
inc y, ydir
if x in 0..<Rows and y in 0..<Cols:
game.board[x][y] = 0
inc game.score
else:
# Restore to last valid position.
dec x, xdir
dec y, ydir
game.board[game.myRow][game.myCol] = 0
game.myRow = x
game.myCol = y
game.update()
proc clicked(b: Button; game: Game) =
## Callback tp process a click in the grid.
var row, col = -1
for i in 0..<Rows:
for j in 0..<Cols:
if game.buttons[i][j] == b:
(row, col) = (i, j)
break
if row < 0: return
game.eraseFromTile(row, col)
proc undo(b: ToolButton; game: Game) =
## Callback to undo last move.
if game.won.len == 0 and game.pastBoardStates.len > 0:
let bst = game.pastBoardStates.pop()
game.board = bst.board
game.score = bst.score
game.myRow = bst.row
game.myCol = bst.col
game.update()
proc initialize(game: Game) =
## Initialize the game.
const PossibleVals = {1..9}
game.score = 0
game.won = ""
for i in 0..<Rows:
for j in 0..<Cols:
game.board[i][j] = PossibleVals.sample()
game.buttons[i][j].connect("clicked", clicked, game)
game.myRow = rand(Rows - 1)
game.myCol = rand(Cols - 1)
game.update()
proc initGame(b: ToolButton; game: Game) =
## Callback to start a new game.
game.initialize()
proc activate(app: Application) =
## Activate the application.
let game = new(Game)
let window = app.newApplicationWindow()
window.setSizeRequest(1600, 800)
window.setTitle("Greed game")
game.window = window
let box = newBox(Orientation.vertical, 0)
window.add box
let toolbar = newToolbar()
box.add toolbar
let newGame = newToolButton(label = "New game")
let undoMove = newToolButton(label = "Undo move")
toolbar.add(newGame)
toolbar.add(undoMove)
let srcWindow = newScrolledWindow()
box.packEnd(srcWindow, true, true, 0)
let grid = newGrid()
srcWindow.add grid
for i in 0..<Rows:
for j in 0..<Cols:
let b = newButton()
game.buttons[i][j] = b
grid.attach(b, j, i, 1, 1)
game.initialize()
newGame.connect("clicked", initGame, game)
undoMove.connect("clicked", undo, game)
game.window.showAll()
randomize()
let app = newApplication(Application, "Rosetta.greed")
discard app.connect("activate", activate)
discard app.run()
Perl
use strict;
use warnings;
use feature 'say';
my @board;
my $w = 79;
my $h = 22;
for (1..$h) {
my @row;
push @row, int 1 + rand 9 for 1..$w;
push @board, [@row];
}
my $X = int 0.5 + rand $w;
my $Y = int 0.5 + rand $h;
$board[$Y][$X] = '@';
my $score = 0;
sub execute {
my($y,$x) = @_;
my $i = $board[$Y+$y][$X+$x];
if (countSteps($i, $x, $y)) {
$score += $i;
$board[ $Y + $y*$_ ][ $X + $x*$_ ] = ' ' for 0..$i;
$board[ $Y += $y*$i ][ $X += $x*$i ] = '@';
}
}
sub countSteps {
my($i, $x, $y) = @_;
my $tX = $X;
my $tY = $Y;
for (0..$i) {
$tX += $x;
$tY += $y;
return 0 if $tX < 0 or $tY < 0 or $tX >= $w or $tY >= $h or $board[$tY][$tX] eq ' '
}
return 1
}
sub existsMoves {
for ([-1,-1], [-1,0], [-1,1], [0,-1], [0,0], [0,1], [1,-1], [1,0], [1,1]) {
my($x,$y) = @$_;
next if $x == 0 and $y == 0;
next if $X+$x < 0 or $X+$x > $w or $Y+$y < 0 or $Y+$y > $h ;
my $i = $board[$Y+$y][$X+$x];
return 1 if ( $i ne ' ' and countSteps($i, $x, $y) )
}
return 0;
}
while () {
say join '', @$_ for @board;
say "Game over." and last unless existsMoves();
print "Current score : " . $score . "\n";
my $c = <> ; chomp $c;
if ($c eq 'q') { say "So long." and last}
if ($c eq 'e') { execute(-1,-1) if $X > 0 and $Y > 0 } # North-West
if ($c eq 'r') { execute(-1, 0) if $Y > 0 } # North
if ($c eq 't') { execute(-1, 1) if $X < $w and $Y > 0 } # North-East
if ($c eq 'd') { execute( 0,-1) if $X > 0 } # West
if ($c eq 'g') { execute( 0, 1) if $X < $w } # East
if ($c eq 'x') { execute( 1,-1) if $X > 0 and $Y < $h } # South-West
if ($c eq 'c') { execute( 1, 0) if $Y < $h } # South
if ($c eq 'v') { execute( 1, 1) if $X < $w and $Y < $h } # South-East
}
Phix
constant W = 79, H = 22, NCOUNT = W*H
sequence board
integer X, Y, score
procedure printScore()
position(25,1); bk_color(2); text_color(10)
printf(1," SCORE: %d : %f%% ",{score,score*100/NCOUNT});
end procedure
procedure createBoard()
board = repeat(repeat('0',W),H)
for y=1 to H do
for x=1 to W do
board[y,x] = '0'+rand(9)
end for
end for
X = rand(W); Y = rand(H);
board[Y,X] = '0'; score = 0;
printScore();
end procedure
procedure displayBoard()
position(1,1)
bk_color(2)
for y=1 to H do
for x=1 to W do
integer ch = board[y,x];
text_color(iff(ch=' '?6:6+ch-'0'))
puts(1,ch)
end for
puts(1,"\n")
end for
bk_color(4); text_color(15); position(Y,X); puts(1,"@")
end procedure
function countSteps(integer i, x, y)
integer tX = X, tY = Y
while i do
i -= 1; tX += x; tY += y;
if tX<1 or tY<1 or tX>W or tY>H or board[tY,tX]=' ' then return false end if
end while
return true;
end function
procedure execute(integer x, y)
integer ch = board[Y+y,X+x],
i = iff(ch=' '?0:ch-'0')
if countSteps(i, x, y) then
score += i
while i do
i -= 1; X += x; Y += y;
board[Y,X] = ' ';
end while
end if
end procedure
procedure getInput()
while true do
integer k = upper(wait_key())
if k='Q' and X > 1 and Y > 1 then execute(-1,-1) exit
elsif k='W' and Y > 1 then execute( 0,-1) exit
elsif k='E' and X < W and Y > 1 then execute( 1,-1) exit
elsif k='A' and X > 1 then execute(-1, 0) exit
elsif k='D' and X < W then execute( 1, 0) exit
elsif k='Z' and X > 1 and Y < H then execute(-1, 1) exit
elsif k='X' and Y < H then execute( 0, 1) exit
elsif k='C' and X < W and Y < H then execute( 1, 1) exit
end if
end while
printScore();
end procedure
function existsMoves()
for y=-1 to +1 do
for x=-1 to +1 do
if (x or y)
and X+x>=1 and X+x<=W
and Y+y>=1 and Y+y<=H then
integer ch = board[Y+y,X+x];
if ch!=' ' and countSteps(ch-'0', x, y) then
return true
end if
end if
end for
end for
return false;
end function
procedure play()
while true do
cursor(NO_CURSOR); createBoard();
while true do
displayBoard(); getInput()
if not existsMoves() then exit end if
end while
displayBoard(); text_color(7);
position( 8,19); puts(1,"+----------------------------------------+");
position( 9,19); puts(1,"| GAME OVER |");
position(10,19); puts(1,"| PLAY AGAIN(Y/N)? |");
position(11,19); puts(1,"+----------------------------------------+");
position(10,48); cursor(BLOCK_CURSOR);
if upper(wait_key())!='Y' then return end if
end while
end procedure
play()
PicoLisp
Computer play by selecting random road. Demo is here.
(load "@lib/simul.l")
(seed (in "/dev/urandom" (rd 8)))
(scl 6)
# N - number
# C - Color
# F - flag to draw candidates
# A - @ mark
(de display ()
(let P 0
(wait 500)
(prin "^[[2J")
(for L G
(for This L
# count cleared cells
(and (lt0 (: N)) (inc 'P))
(prin
"^[[0;"
(if (or (: A) (: F)) 100 (: C))
"m"
(cond
((: A) "@")
((lt0 (: N)) " ")
(T (: N)) )
"^[[0m" ) )
(prinl) )
(prinl
"Score: "
S
" "
(round (*/ P 1.0 100.0 1738.0) 2)
"%" ) ) )
(de roads (Lst Flg)
(mapc
'((L)
(with C
(do (car L)
(setq This ((cadr L) This))
(=: F Flg) ) ) )
Lst )
(display) )
(let
(Colors (simul~shuffle (31 32 33 35 91 92 93 94 96))
G (simul~grid 22 79)
C NIL
S 0 )
# set random grid
(for L G
(for This L
(let X (rand 1 9)
(=: N X)
(=: C (get Colors X)) ) ) )
# set random startpoint
(with (get G (rand 1 22) (rand 1 79))
(setq C This)
(=: A 0) )
(display)
(loop
(NIL
(setq Z
(extract
'((D)
(with C
(let? S (with (D This) (: N))
(and
(do S
(NIL (setq This (D This)))
(NIL (gt0 (: N)))
'next )
(list S D This) ) ) ) )
'(simul~west
simul~east
simul~south
simul~north
((X) (simul~south (simul~west X)))
((X) (simul~north (simul~west X)))
((X) (simul~south (simul~east X)))
((X) (simul~north (simul~east X))) ) ) ) )
# XXX
(roads Z T)
(roads Z)
# select road randomly
(let L (get Z (rand 1 (length Z)))
(with C
(inc 'S (: N))
# clear value of "old" Center
(=: N -1)
(=: A)
# clear selected road
(do (car L)
(inc 'S (: N))
(=: N -1)
(setq This ((cadr L) This)) ) )
# set new Center
(with (caddr L)
(setq C This)
(=: A 0) ) )
(display) ) )
(bye)
Raku
# 20200913 added Raku programming solution
srand 123456;
my @board = [ (1..9).roll xx my \w = 79 ] xx my \h = 22 ;
my \X = $ = w.rand.Int ; my \Y = $ = h.rand.Int;
@board[Y;X] = '@';
my \score = $ = 0;
sub execute (\y,\x) {
my \i = $ = @board[Y+y;X+x];
if countSteps(i, x, y) {
score += i;
@board[ Y + y*$_ ; X + x*$_ ] = ' ' for ^i;
@board[ Y += y*i ; X += x*i ] = '@';
}
}
sub countSteps(\i, \x, \y) {
my \tX = $ = X ; my \tY = $ = Y;
for ^i {
tX += x; tY += y;
return False if tX < 0 or tY < 0 or tX ≥ w or tY ≥ h or @board[tY;tX] eq ' '
}
return True;
}
sub existsMoves {
for (-1 .. 1) X (-1 .. 1) -> (\x,\y) {
next if x == 0 and y == 0;
next if X+x < 0 or X+x > w or Y+y < 0 or Y+y > h ;
my \i = @board[Y+y;X+x];
return True if ( i ne ' ' and countSteps(i, x, y) )
}
return False;
}
loop {
for @board { .join.print ; print "\r\n" } ;
{ say "Game over." and last } unless existsMoves();
print "Current score : ", score, "\r\n";
given my $c = $*IN.getc {
when 'q' { say "So long." and last}
when 'e' { execute(-1,-1) if X > 0 and Y > 0 } # North-West
when 'r' { execute(-1, 0) if Y > 0 } # North
when 't' { execute(-1, 1) if X < w and Y > 0 } # North-East
when 'd' { execute( 0,-1) if X > 0 } # West
when 'g' { execute( 0, 1) if X < w } # East
when 'x' { execute( 1,-1) if X > 0 and Y < h } # South-West
when 'c' { execute( 1, 0) if Y < h } # South
when 'v' { execute( 1, 1) if X < w and Y < h } # South-East
}
}
REXX
This REXX version's only dependency is that the DOS command cls is used to clear the terminal screen.
No attempt was made to validate the input the input arguments (parameters) for this REXX program.
Pointers (above and to the right of) the grid are included to help identify where the current location is.
/*REXX program lets a user play the game of GREED (by Matthew Day) from the console. */
parse arg sw sd @ b ?r . /*obtain optional argumenst from the CL*/
if sw=='' | sw=="," then sw= 79 /*cols specified? Then use the default*/
if sd=='' | sd=="," then sd= 22 /*rows " " " " " */
if @=='' | @=="," then @= '@' /*here " " " " " */
if b=='' | b=="," then b= ' ' /*blank " " " " " */
if datatype(?r, 'W') then call random ,,?r /*maybe use a seed for the RANDOM BIF*/
if length(@)==2 & datatype(@,'X') then @=x2c(@) /*maybe use @ char for current pos. */
if length(b)==2 & datatype(b,'X') then b=x2c(b) /* " " B char for background. */
signal on halt /*handle pressing of Ctrl-Break key. */
call init /* [↓] CLR is reset if there's an err*/
clr=1; do until # == sw*sd; ??= /*keep playing until the grid is blank.*/
call show clr /*show the playing field (grid) to term*/
call ask; clr= 1 /*obtain user's move, validate, or quit*/
if \move() then do; clr= 0 /*perform the user's move per @ loc.*/
if ??==@. then say ____ "invalid move: moving out of bounds."
if ??==b then say ____ "invalid move: moving into a blank."
end
call show 0
end /*until*/ /* [↑] Also, if out─of─bounds, LEAVE. */
if show(1)==sw*sd then say ____ "You've won, the grid is blank, your score is: " #
exit 2
exit 0 /*stick a fork in it, we're all done. */
/*──────────────────────────────────────────────────────────────────────────────────────*/
ask: do forever /*play 'til done, or no possible moves.*/
say ____ 'moves:' ____ ' Q= ◄↑ W= ↑ E= ►↑'
say ____ 'moves:' ____ ' A= ◄ D= ►'
say ____ 'moves:' ____ ' Z= ◄↓ X= ↓ C= ►↓'
say ____
say ____ 'enter a move ──or── QUIT (the score is: ' #")"
parse pull z 2 1 what . 1 oz; upper z what
if abbrev('QUIT', what, 2) | abbrev("QQUIT", what, 2) then leave
if length( space(oz) )==1 & pos(z, 'QWEADZXC')\==0 then return
say ____ '***error*** invalid direction for a move:' space(oz); say
end /*forever*/
halt: say; say ____ 'quitting.'; exit 1
/*──────────────────────────────────────────────────────────────────────────────────────*/
init: @.= 'ff'x; $.=.; ____= copies("─", 8) /*out─of─bounds literal; fence for SAYs*/
do r=1 for sd
do c=1 for sw; @.r.c= random(1, 9) /*assign grid area to random digs (1►9)*/
end /*c*/
end /*r*/
!r= random(1, sd); !c= random(1, sw); @.!r.!c= @; return /*assign 1st position*/
/*──────────────────────────────────────────────────────────────────────────────────────*/
move: @.!r.!c= '≤'; $r= !r; $c= !c; ??= /*blank out this "start" position. */
@@=. /*nullify the count of move positions. */
do until @@==0; select
when z== 'Q' then do; !r= !r - 1; !c= !c - 1; end
when z== 'W' then !r= !r - 1
when z== 'E' then do; !r= !r - 1; !c= !c + 1; end
when z== 'A' then !c= !c - 1
when z== 'D' then !c= !c + 1
when z== 'Z' then do; !r= !r + 1; !c= !c - 1; end
when z== 'X' then !r= !r + 1
when z== 'C' then do; !r= !r + 1; !c= !c + 1; end
end /*select*/
?= @.!r.!c; if ?==@. | ?==b then do; !r= $r; !c= $c; ??= ?; return 0
end
if @@==. then @@=?; if datatype(@@, 'W') then @@= @@ - 1 /*diminish cnt.*/
@.!r.!c= '±' /*nullify (later, a blank) position. */
end /*until*/
@.!r.!c= @; return 1 /*signify current grid position with @ */
/*──────────────────────────────────────────────────────────────────────────────────────*/
show: arg tell; #=0; if tell then do; "CLS"; say left('', !c)"↓"; end
do r=1 for sd; _= ' ' /* [↑] DOS cmd CLS clears the screen*/
do c=1 for sw /*construct row of the grid for display*/
if @.r.c=="±" & ??\=='' then @.r.c= $.r.c /*Is this a temp blank? Restore*/
if @.r.c=="±" & ?? =='' then @.r.c= b /*Is this a temp blank? Blank. */
if @.r.c=="≤" & ??\=='' then @.r.c= $.r.c /*Is this a temp a @ ? Restore*/
if @.r.c=="≤" & ?? =='' then @.r.c= b /*Is this a temp a @ ? Blank. */
?= @.r.c; _= _ || ? /*construct a line of the grid for term*/
if ?==b | ?==@ then #= # + 1 /*Position==b ─or─ @? Then bump score.*/
if tell then $.r.c= @.r.c /*create a backup grid for re─instating*/
end /*c*/
if r==!r then _= _ '◄' /*indicate row of current position. */
if tell then say _ /*display a row of grid to screen. */
end /*r*/; say; return # /*SHOW also counts # of blanks (score).*/
A note on the OUTPUT sections: each (cleared) screen displayed is shown below as a separate OUTPUT section.
The following are the screen shots when inputs used (size of the grid) are: 22 10
- output : the 1st screen shown.
↓ 1636166561333644938615925878672969839136949348125385742112849651343354296271245 4935939188413836477495369151362748736256329449564639583731265554747438655579797 2761827294343258918258167935625127433626644177165772453435474591949917695547965 5336784646373682676398688475989972451499776252164989899239191733912697265898925 4952948995581413589577455233495962736898536553933712711747529619371573895413265 5328643745672485468516645326176482571162377128958669252244431799914145324756787 9682648416475828434376154259111596818112819626518754715385939211764235211148126 4771918124154627513339665771138169237888886368882335865655526894655352121961215 794644718989445262471866768299551827168758297323537929749@815519895387457566428 ◄ 9347969832617624113866732722842121521854745888458198852913265875445986923272597 ──────── moves: ──────── Q= ◄↑ W= ↑ E= ►↑ ──────── moves: ──────── A= ◄ D= ► ──────── moves: ──────── Z= ◄↓ X= ↓ C= ►↓ ──────── ──────── enter a move ──or── enter QUIT to quit. (score is: 1) e ◄■■■■■■■■■■■■■ user input
- output : the 2nd screen shown.
↓ 1636166561333644938615925878672969839136949348125385742112849651343354296271245 4935939188413836477495369151362748736256329449564639583731265554747438655579797 2761827294343258918258167935625127433626644177165772453435474591949917695547965 53367846463736826763986884759899724514997762521649898992391917@3912697265898925 ◄ 4952948995581413589577455233495962736898536553933712711747529 19371573895413265 532864374567248546851664532617648257116237712895866925224443 799914145324756787 96826484164758284343761542591115968181128196265187547153859 9211764235211148126 4771918124154627513339665771138169237888886368882335865655 26894655352121961215 794644718989445262471866768299551827168758297323537929749 815519895387457566428 9347969832617624113866732722842121521854745888458198852913265875445986923272597 ──────── moves: ──────── Q= ◄↑ W= ↑ E= ►↑ ──────── moves: ──────── A= ◄ D= ► ──────── moves: ──────── Z= ◄↓ X= ↓ C= ►↓ ──────── ──────── enter a move ──or── enter QUIT to quit. (score is: 6) quit ◄■■■■■■■■■■■■■ user input ──────── quitting.
Wren
See Greed/Wren.
Z80 Assembly
See Greed/Z80 Assembly.