export const game_init = function (block, generator) { generator.definitions_.import_blocklygame = "import blocklygame"; var code = generator.statementToCode(block, "DO0") + 'blocklygame.initMap(\'block_id=' + block.id + '\');\n' var code_piece = []; code_piece = code.split("\n"); for (var i = 0; i < code_piece.length; i++) { if ((code_piece[i].indexOf(" ") >= 0)) { code_piece[i] = code_piece[i].replace(" ", ""); } } code = "" for (var i = 0; i < code_piece.length; i++) { code += code_piece[i] + '\n' } return code; } // export const move_direction = function(block) { // generator.definitions_.import_blocklygame = "import blocklygame"; // var Direction = this.getFieldValue('direction'); // return 'actor.moveDirection('+Direction+',\'block_id=' + block.id + '\');\n'; // } export const move_direction_steps = function (block, generator) { generator.definitions_.import_blocklygame = "import blocklygame"; var times = generator.valueToCode(this, 'times', generator.ORDER_ATOMIC); var Direction = this.getFieldValue('direction'); var d = 'actor.moveDirection(' + Direction + ',\'block_id=' + block.id + '\');\n', d = generator.addLoopTrap(d, block.id) || generator.PASS; return 'for _my_variable in range(' + times + '):\n\t' + d; } export const move_related_to_spirite = function (block, generator) { generator.definitions_.import_blocklygame = "import blocklygame"; var times = generator.valueToCode(this, 'times', generator.ORDER_ATOMIC); var Direction = this.getFieldValue('Direction'); if (Direction == 'f') { Direction = 0; } else { Direction = 2 } var d = 'dire=(actor.direction+' + Direction + ")%4\n\t" + 'actor.moveDirection(dire,\'block_id=' + block.id + '\');\n', d = generator.addLoopTrap(d, block.id) || generator.PASS; return 'for _my_variable in range(' + times + '):\n\t' + d; } export const initSettedMap = function (block, generator) { generator.definitions_.import_blocklygame = "import blocklygame"; var level = this.getFieldValue('level'); return 'blocklygame.settedMap(' + level + ',\'block_id=' + block.id + '\');\n' + 'actor=blocklygame.Actor(\'car\',2);\n'; } // export const move_forward = function(block) { // generator.definitions_.import_blocklygame = "import blocklygame"; // return 'actor.moveForward(\'block_id=' + block.id + '\');\n'; // } // export const move_backward = function(block) { // generator.definitions_.import_blocklygame = "import blocklygame"; // var code = 'actor.moveBackward(\'block_id=' + block.id + '\');\n'; // return code; // } export const Turn = function (block, generator) { generator.definitions_.import_blocklygame = "import blocklygame"; var dropdown_Direction = this.getFieldValue('Direction'); var code = 'actor.turn(\'' + dropdown_Direction + "','block_id=" + block.id + '\');\n'; return code; } export const isDone = function (block, generator) { generator.definitions_.import_blocklygame = "import blocklygame"; var code = 'actor.isDone(\'block_id=' + block.id + '\')'; return [code, generator.ORDER_ATOMIC]; } export const isPath = function (block, generator) { generator.definitions_.import_blocklygame = "import blocklygame"; var dropdown_Direction = this.getFieldValue('Direction'); var code = 'actor.isPath(' + dropdown_Direction + ",'block_id=" + block.id + '\')'; return [code, generator.ORDER_ATOMIC]; } export const is_Related_Path = function (block, generator) { generator.definitions_.import_blocklygame = "import blocklygame"; var dropdown_Direction = this.getFieldValue('Direction'); switch (dropdown_Direction) { case 'f': dropdown_Direction = 0; break; case "b": dropdown_Direction = 2; break; case "r": dropdown_Direction = 1; break; case "l": dropdown_Direction = 3; break; } var code = 'actor.isPath(' + "(actor.direction+" + dropdown_Direction + ")%4" + ",'block_id=" + block.id + '\')'; return [code, generator.ORDER_ATOMIC]; } // 从这里开始是新的块 export const get_actor_point = function (block, generator) { generator.definitions_.import_blocklygame = "import blocklygame"; var code = 'actor.getPoint(\'block_id=' + block.id + '\')'; return [code, generator.ORDER_ATOMIC]; } export const game_get_local_img = function (_, generator) { var dropdown_type = this.getFieldValue('type'); generator.definitions_.import_blocklygame = "import blocklygame"; var code = dropdown_type; return [code, generator.ORDER_ATOMIC]; } export const set_map = function (block, generator) { generator.definitions_.import_blocklygame = "import blocklygame"; var value_x = generator.valueToCode(this, 'x', generator.ORDER_ATOMIC); var value_y = generator.valueToCode(this, 'y', generator.ORDER_ATOMIC); var startPos_x = generator.valueToCode(this, 'startPos_x', generator.ORDER_ATOMIC); var startPos_y = generator.valueToCode(this, 'startPos_y', generator.ORDER_ATOMIC); var endPos_x = generator.valueToCode(this, 'endPos_x', generator.ORDER_ATOMIC); var endPos_y = generator.valueToCode(this, 'endPos_y', generator.ORDER_ATOMIC); return 'blocklygame.setMap(' + value_x + ',' + value_y + ',' + startPos_x + ',' + startPos_y + ',' + endPos_x + ',' + endPos_y + ",'block_id=" + block.id + '\');\n'; } export const set_map_bg = function (block, generator) { generator.definitions_['import_blocklygame'] = 'import blocklygame'; var bg_pic = generator.valueToCode(this, 'background', generator.ORDER_ATOMIC); return 'blocklygame.set_map_bg(' + bg_pic + ",'block_id=" + block.id + '\');\n'; } export const game_get_character_img = function (_, generator) { var dropdown_type = this.getFieldValue('type'); generator.definitions_.import_blocklygame = "import blocklygame"; var code = dropdown_type; return [code, generator.ORDER_ATOMIC]; } export const initialize = function (block, generator) { generator.definitions_.import_blocklygame = "import blocklygame"; // var value_character = this.getFieldValue('character'); var value_direction = "1" // this.getFieldValue('direction'); var value_character = generator.valueToCode(this, 'character', generator.ORDER_ATOMIC); return 'actor=blocklygame.Actor(' + value_character + ',' + value_direction + ",'block_id=" + block.id + '\');\n'; } export const place_item = function (block, generator) { generator.definitions_.import_blocklygame = "import blocklygame"; var value_posx = generator.valueToCode(this, 'posx', generator.ORDER_ATOMIC); var value_posy = generator.valueToCode(this, 'posy', generator.ORDER_ATOMIC); var value_item = this.getFieldValue('item'); return 'blocklygame.placeItem(' + value_posx + ',' + value_posy + ',' + value_item + ",'block_id=" + block.id + '\');\n'; } export const game_get_path_img = function (_, generator) { var dropdown_type = this.getFieldValue('type'); generator.definitions_.import_blocklygame = "import blocklygame"; var code = dropdown_type; return [code, generator.ORDER_ATOMIC]; } export const set_pathtype = function (block, generator) { generator.definitions_['import_blocklygame'] = 'import blocklygame'; var path_type = generator.valueToCode(this, 'pathtype', generator.ORDER_ATOMIC); return 'blocklygame.setPathType(' + path_type + ",'block_id=" + block.id + '\');\n'; // return 'actor.getPoint();\n'; } export const isBarrier = function (block, generator) { generator.definitions_.import_blocklygame = "import blocklygame"; var dropdown_Direction = this.getFieldValue('direction'); var code = 'actor.isBarrier(' + dropdown_Direction + ",'block_id=" + block.id + '\')'; return [code, generator.ORDER_ATOMIC]; } export const is_Related_Barrier = function (block, generator) { generator.definitions_.import_blocklygame = "import blocklygame"; var dropdown_Direction = this.getFieldValue('direction'); switch (dropdown_Direction) { case 'f': dropdown_Direction = 0; break; case "b": dropdown_Direction = 2; break; case "r": dropdown_Direction = 1; break; case "l": dropdown_Direction = 3; break; } var code = 'actor.isBarrier(' + "(actor.direction+" + dropdown_Direction + ")%4" + ",'block_id=" + block.id + '\')'; return [code, generator.ORDER_ATOMIC]; } export const randomOil = function (block, generator) { generator.definitions_.import_blocklygame = "import blocklygame"; return 'actor.randomOil(\'block_id=' + block.id + '\');\n'; } export const isOilFull = function (block, generator) { generator.definitions_.import_blocklygame = "import blocklygame"; var code = 'actor.isOilFull(\'block_id=' + block.id + '\')'; return [code, generator.ORDER_ATOMIC]; } export const isLightGreen = function (block, generator) { generator.definitions_.import_blocklygame = "import blocklygame"; var code = 'actor.isLightGreen(\'block_id=' + block.id + '\')'; return [code, generator.ORDER_ATOMIC]; } export const addOil = function (block, generator) { generator.definitions_.import_blocklygame = "import blocklygame"; var code = 'actor.addOil(\'block_id=' + block.id + '\');\n'; return code; } export const isCirculationRight = function (block, generator) { generator.definitions_.import_blocklygame = "import blocklygame"; var code = 'actor.isCirculationRight(\'block_id=' + block.id + '\');\n'; return code; } export const checkMarker = function (block, generator) { generator.definitions_.import_blocklygame = "import blocklygame"; var marker = this.getFieldValue('marker'); var code = 'actor.checkMarker(' + marker + ',\'block_id=' + block.id + '\')'; return [code, generator.ORDER_ATOMIC]; } export const getMarkerNum = function (block, generator) { generator.definitions_['import_blocklygame'] = 'import blocklygame'; var marker = this.getFieldValue('marker'); var code = 'actor.getMarkerNum(' + marker + ',\'block_id=' + block.id + '\')'; return [code, generator.ORDER_ATOMIC]; } export const randomPlaceBarrier = function (block, generator) { generator.definitions_.import_blocklygame = "import blocklygame"; var value_posx = generator.valueToCode(this, 'posx', generator.ORDER_ATOMIC); var value_posy = generator.valueToCode(this, 'posy', generator.ORDER_ATOMIC); return 'blocklygame.randomPlaceBarrier(' + value_posx + ',' + value_posy + ",'block_id=" + block.id + '\');\n'; } export const settedSimpleMap = function (block, generator) { generator.definitions_.import_blocklygame = "import blocklygame"; var level = this.getFieldValue('level'); return 'blocklygame.settedSimpleMap(' + level + ',\'block_id=' + block.id + '\');\n'; } export const find_books_by_dichotomy = function (_, generator) { var VALUE_INPUT_N = generator.valueToCode(this, "N", generator.ORDER_ATOMIC); generator.setups_["find_books_by_dichotomy"] = ` def find_books_by_dichotomy(N): counter = 0 left = 0 right = N key = N i = (left + right) / 2 while i != key: counter = counter + 1 if i > key: right = i else: left = i i = ((left + right) + 1) / 2 print(counter,end ="")\n`; return `find_books_by_dichotomy(${VALUE_INPUT_N})\n`; } export const find_books_by_sequence = function (_, generator) { var VALUE_INPUT_N = generator.valueToCode(this, "N", generator.ORDER_ATOMIC); generator.setups_["find_books_by_sequence"] = ` def find_books_by_sequence(N): counter = 1 key = N i = 1 while i != key: counter = counter + 1 i = i + 1 print(counter,end ="")\n`; return `find_books_by_sequence(${VALUE_INPUT_N})\n`; }