├── .gitattributes ├── FUNDING.yml ├── README.md ├── ROADMAP.md └── sys ├── data ├── attribution.txt ├── benchmark │ └── random.json ├── codeSnippets.txt ├── desktop │ ├── desktopGfx.png │ └── icons │ │ ├── boardgame.png │ │ ├── cards.png │ │ ├── disk.png │ │ ├── document.png │ │ ├── folder.png │ │ ├── folderGray.png │ │ ├── folderLib.png │ │ ├── font.png │ │ ├── game.png │ │ ├── hardDrive.png │ │ ├── miniscript.png │ │ ├── picture-2x.png │ │ ├── picture.png │ │ ├── puzzle.png │ │ └── sound.png ├── englishWords.txt ├── fatbits │ ├── Brush-1.png │ ├── Brush-10.png │ ├── Brush-11.png │ ├── Brush-12.png │ ├── Brush-2.png │ ├── Brush-3.png │ ├── Brush-4.png │ ├── Brush-5.png │ ├── Brush-6.png │ ├── Brush-7.png │ ├── Brush-8.png │ ├── Brush-9.png │ ├── alphaSlider.png │ ├── closeBtnStrong.png │ ├── closeBtnWeak.png │ ├── colorSwatch.png │ ├── colorSwatchBkgnd.png │ ├── colorSwatchFrame.png │ ├── diamondKnob.png │ ├── lightnessSlider.png │ ├── modeSymmetry.png │ ├── palettes │ │ ├── Arcade-29.png │ │ ├── Atari-8bit.png │ │ ├── NES.png │ │ ├── Pico8.png │ │ └── PyxelEdit.png │ ├── scaleSlider.png │ ├── toolBlur.png │ ├── toolBrush.png │ ├── toolButtonDown.png │ ├── toolButtonUp.png │ ├── toolDarken.png │ ├── toolDrawEllipse.png │ ├── toolDrawRect.png │ ├── toolErase.png │ ├── toolEyedropper.png │ ├── toolFill.png │ ├── toolFillEllipse.png │ ├── toolFillRect.png │ ├── toolLighten.png │ ├── toolLine.png │ ├── toolMove.png │ ├── toolPencil.png │ ├── toolReplaceColor.png │ └── toolSelect.png ├── keyLayout.grfon ├── platformDemoMap.txt ├── soundlab │ └── SoundLabBG.png └── td-maps.txt ├── demo ├── 2dVis.ms ├── TD.ms ├── acey-deucey.ms ├── angles.ms ├── asteroids.ms ├── balloons.ms ├── benchmarks.ms ├── breakout.ms ├── cardFlip.ms ├── countdown.ms ├── demos.ms ├── desktop.ms ├── dogYears.ms ├── drumMachine.ms ├── fatbits.ms ├── flappyBat.ms ├── forestFire.ms ├── globe.ms ├── inputCheck.ms ├── lcars.ms ├── levelEditor.ms ├── maze.ms ├── mochiBounce.ms ├── neko.ms ├── pigDice.ms ├── platformer.ms ├── quadris.ms ├── road.ms ├── scribble.ms ├── soundLab.ms ├── specialChars.ms ├── speedConquest.ms ├── springball.ms ├── spriteDemo.ms ├── spriteStretch.ms ├── stars.ms ├── sunset.ms ├── textAdventure.ms ├── theMatrix.ms ├── therapist.ms ├── ticTacToe.ms ├── turtleDemo.ms ├── typing.ms └── wumpusTrap.ms ├── fonts ├── AppleChancery-14.bmf ├── Arial14.bmf ├── Arial14Bold.bmf ├── ArialBlack18.bmf ├── ArialBlack22.bmf ├── Galactic-16.bmf ├── Georgia-14.bmf ├── Georgia-24.bmf ├── NotoSans-14.bmf ├── NotoSans-24.bmf ├── NotoSansBold-14.bmf ├── NotoSansBold-24.bmf ├── NotoSansBoldItalic-14.bmf ├── NotoSansBoldItalic-24.bmf ├── NotoSansItalic-14.bmf ├── NotoSansItalic-24.bmf ├── NotoSerif-14.bmf ├── NotoSerif-24.bmf ├── NotoSerifBold-14.bmf ├── NotoSerifBold-24.bmf ├── NotoSerifBoldItalic-14.bmf ├── NotoSerifBoldItalic-24.bmf ├── NotoSerifItalic-14.bmf ├── NotoSerifItalic-24.bmf ├── minimicro-mono-12.bmf ├── minimicro-mono-16.bmf ├── minimicro-mono-20.bmf ├── minimicro-pro-12.bmf ├── minimicro-pro-16.bmf └── minimicro-pro-20.bmf ├── help ├── _default.txt ├── coding.txt ├── community.txt ├── demos.txt ├── dlc.txt ├── files.txt ├── gfx.txt ├── import.txt ├── input.txt ├── shells.txt ├── sound.init.txt ├── sound.txt ├── sprites.txt ├── text.txt ├── tiles.txt ├── topics.txt └── wtf.txt ├── lib ├── bmfFonts.ms ├── chars.ms ├── dateTime.ms ├── events.ms ├── grfon.ms ├── gui.ms ├── importUtil.ms ├── json.ms ├── listUtil.ms ├── mapUtil.ms ├── mathUtil.ms ├── matrixUtil.ms ├── pathUtil.ms ├── qa.ms ├── sounds.ms ├── spriteControllers.ms ├── stringUtil.ms ├── styledText.ms ├── tc.ms ├── textUtil.ms ├── tileUtil.ms ├── tsv.ms └── turtle.ms ├── pics ├── 1bitTiles.png ├── Asteroids-2X.png ├── Balloon.png ├── Beam.png ├── Block.png ├── Block2.png ├── Block3.png ├── Block4.png ├── Burst.png ├── ColorWheel.png ├── Dart.png ├── Enemies.png ├── Fighter.png ├── Ghost-tiny.png ├── Ghost.png ├── Gradient.png ├── Heart.png ├── ImageAttribution.txt ├── KP │ ├── KP-climb1.png │ ├── KP-climb2.png │ ├── KP-fallen.png │ ├── KP-jump.png │ ├── KP-run1.png │ ├── KP-run2.png │ ├── KP-stand.png │ └── KP-wave.png ├── Key.png ├── Minnie.png ├── Mochi.png ├── Pipe.png ├── PipeCap.png ├── Rock.png ├── SimplePlatformTiles.png ├── SliderThumb.png ├── Spaceship.png ├── TileShapes.png ├── TwoCornerTiles.png ├── UFO.png ├── Wumpus.png ├── XO │ ├── O-blue.png │ ├── O-red.png │ ├── O-white.png │ ├── X-blue.png │ ├── X-red.png │ └── X-white.png ├── animals │ ├── bat-1.png │ ├── bat-2.png │ ├── bat-3.png │ ├── bat-4.png │ ├── bat-5.png │ ├── bear.png │ ├── bunny.png │ ├── camel.png │ ├── cat.png │ ├── chicken.png │ ├── chinchilla.png │ ├── cow.png │ ├── crocodile.png │ ├── dog.png │ ├── eagle.png │ ├── fish-blue.png │ ├── fish-clown.png │ ├── flamingo.png │ ├── frog.png │ ├── hedgehog.png │ ├── horse.png │ ├── hummingbird.png │ ├── koala.png │ ├── mouse.png │ ├── neko-dog.png │ ├── neko-tabby.png │ ├── neko.png │ ├── panda.png │ ├── rhinoceros.png │ ├── scorpion.png │ ├── sheep.png │ ├── snail.png │ ├── spider.png │ └── turtle.png ├── arrows │ ├── arrow1.png │ ├── arrow2.png │ ├── circleHat.png │ └── circlePoint.png ├── blockTiles.png ├── cards │ ├── cardBack_blue1.png │ ├── cardBack_blue2.png │ ├── cardBack_blue3.png │ ├── cardBack_blue4.png │ ├── cardBack_blue5.png │ ├── cardBack_green1.png │ ├── cardBack_green2.png │ ├── cardBack_green3.png │ ├── cardBack_green4.png │ ├── cardBack_green5.png │ ├── cardBack_red1.png │ ├── cardBack_red2.png │ ├── cardBack_red3.png │ ├── cardBack_red4.png │ ├── cardBack_red5.png │ ├── cardClubs10.png │ ├── cardClubs2.png │ ├── cardClubs3.png │ ├── cardClubs4.png │ ├── cardClubs5.png │ ├── cardClubs6.png │ ├── cardClubs7.png │ ├── cardClubs8.png │ ├── cardClubs9.png │ ├── cardClubsA.png │ ├── cardClubsJ.png │ ├── cardClubsK.png │ ├── cardClubsQ.png │ ├── cardDiamonds10.png │ ├── cardDiamonds2.png │ ├── cardDiamonds3.png │ ├── cardDiamonds4.png │ ├── cardDiamonds5.png │ ├── cardDiamonds6.png │ ├── cardDiamonds7.png │ ├── cardDiamonds8.png │ ├── cardDiamonds9.png │ ├── cardDiamondsA.png │ ├── cardDiamondsJ.png │ ├── cardDiamondsK.png │ ├── cardDiamondsQ.png │ ├── cardHearts10.png │ ├── cardHearts2.png │ ├── cardHearts3.png │ ├── cardHearts4.png │ ├── cardHearts5.png │ ├── cardHearts6.png │ ├── cardHearts7.png │ ├── cardHearts8.png │ ├── cardHearts9.png │ ├── cardHeartsA.png │ ├── cardHeartsJ.png │ ├── cardHeartsK.png │ ├── cardHeartsQ.png │ ├── cardJoker.png │ ├── cardSpades10.png │ ├── cardSpades2.png │ ├── cardSpades3.png │ ├── cardSpades4.png │ ├── cardSpades5.png │ ├── cardSpades6.png │ ├── cardSpades7.png │ ├── cardSpades8.png │ ├── cardSpades9.png │ ├── cardSpadesA.png │ ├── cardSpadesJ.png │ ├── cardSpadesK.png │ └── cardSpadesQ.png ├── dice │ ├── DieFace0.png │ ├── DieFace1.png │ ├── DieFace2.png │ ├── DieFace3.png │ ├── DieFace4.png │ ├── DieFace5.png │ └── DieFace6.png ├── digits.png ├── earth_day.jpg ├── earth_night.jpg ├── food │ ├── Apple.png │ ├── Bananas.png │ ├── Burger.png │ ├── Cake.png │ ├── Carrot.png │ ├── Cheese.png │ ├── Cookie.png │ ├── Donut.png │ ├── Muffin.png │ ├── Pizza.png │ └── Sushi.png ├── gamePieces │ ├── blackBishop.png │ ├── blackKing.png │ ├── blackKnight.png │ ├── blackPawn.png │ ├── blackQueen.png │ ├── blackRook.png │ ├── pieceWhite_border00.png │ ├── pieceWhite_border01.png │ ├── pieceWhite_border02.png │ ├── pieceWhite_border03.png │ ├── pieceWhite_border04.png │ ├── pieceWhite_border05.png │ ├── pieceWhite_border06.png │ ├── pieceWhite_border07.png │ ├── pieceWhite_border08.png │ ├── pieceWhite_border09.png │ ├── pieceWhite_border10.png │ ├── pieceWhite_border11.png │ ├── pieceWhite_border12.png │ ├── pieceWhite_border13.png │ ├── pieceWhite_border14.png │ ├── pieceWhite_border15.png │ ├── pieceWhite_border16.png │ ├── pieceWhite_border17.png │ ├── pieceWhite_border18.png │ ├── whiteBishop.png │ ├── whiteKing.png │ ├── whiteKnight.png │ ├── whitePawn.png │ ├── whiteQueen.png │ └── whiteRook.png ├── hextiles-55x64.png ├── hextiles-64x55.png ├── maelstrom │ ├── asteroid.png │ ├── asteroid2.png │ ├── comet.png │ ├── explosion.png │ ├── explosion2.png │ ├── healthCan.png │ ├── portal.png │ ├── rock.png │ ├── ship.png │ ├── sphere.png │ ├── spikeyBall.png │ ├── ufoGreen.png │ └── ufoPurple.png ├── plants │ ├── palmTree.png │ ├── treeTop1A.png │ ├── treeTop1B.png │ ├── treeTop1C.png │ ├── treeTop1D.png │ ├── treeTop2A.png │ ├── treeTop2B.png │ ├── treeTop2C.png │ ├── treeTrunk.png │ ├── treeTrunkShadow1.png │ └── treeTrunkShadow2.png ├── shapes │ ├── Circle.png │ ├── CircleThick.png │ ├── CircleThickInv.png │ ├── CircleThin.png │ ├── CircleThinInv.png │ ├── Heart.png │ ├── HeartThick.png │ ├── HeartThickInv.png │ ├── HeartThin.png │ ├── HeartThinInv.png │ ├── Hexagon.png │ ├── HexagonThick.png │ ├── HexagonThickInv.png │ ├── HexagonThin.png │ ├── HexagonThinInv.png │ ├── Octagon.png │ ├── OctagonThick.png │ ├── OctagonThickInv.png │ ├── OctagonThin.png │ ├── OctagonThinInv.png │ ├── Pentagon.png │ ├── PentagonThick.png │ ├── PentagonThickInv.png │ ├── PentagonThin.png │ ├── PentagonThinInv.png │ ├── Septagon.png │ ├── SeptagonThick.png │ ├── SeptagonThickInv.png │ ├── SeptagonThin.png │ ├── SeptagonThinInv.png │ ├── Square.png │ ├── SquareThick.png │ ├── SquareThickInv.png │ ├── SquareThin.png │ ├── SquareThinInv.png │ ├── Star.png │ ├── StarThick.png │ ├── StarThickInv.png │ ├── StarThin.png │ ├── StarThinInv.png │ ├── Triangle.png │ ├── TriangleThick.png │ ├── TriangleThickInv.png │ ├── TriangleThin.png │ ├── TriangleThinInv.png │ └── pies │ │ ├── Pie136.png │ │ ├── Pie136Thin.png │ │ ├── Pie180.png │ │ ├── Pie180Thin.png │ │ ├── Pie20.png │ │ ├── Pie20Thin.png │ │ ├── Pie224.png │ │ ├── Pie224Thin.png │ │ ├── Pie270.png │ │ ├── Pie270Thin.png │ │ ├── Pie315.png │ │ ├── Pie315Thin.png │ │ ├── Pie340.png │ │ ├── Pie340Thin.png │ │ ├── Pie45.png │ │ ├── Pie45Thin.png │ │ ├── Pie90.png │ │ └── Pie90Thin.png ├── tank.png ├── tankBase.png ├── tankTurret.png ├── textures │ ├── Asphalt.png │ ├── Bricks.png │ ├── BricksRed.png │ ├── Concrete.png │ ├── Dirt.png │ ├── Fabric.png │ ├── Grass.png │ ├── Grid.png │ ├── Leather.png │ ├── Marble.png │ ├── Marble2.png │ ├── Plaster.png │ ├── PlasterSwirl.png │ ├── Road.png │ ├── RoadCrossing.png │ ├── Sand.png │ ├── StoneWall.png │ ├── Tiles.png │ ├── ToonBrickA.png │ ├── ToonBrickB.png │ ├── ToonCarpetA.png │ ├── ToonCarpetB.png │ ├── ToonDirtA.png │ ├── ToonDirtB.png │ ├── ToonGrassA.png │ ├── ToonGrassB.png │ ├── ToonRockA.png │ ├── ToonRockB.png │ ├── ToonWoodA.png │ ├── ToonWoodB.png │ ├── Weave.png │ └── Wood.png └── vehicles │ ├── limo.png │ ├── pickup.png │ ├── sedan.png │ ├── semiTruck.png │ └── sportsCar.png ├── sounds ├── airburst.wav ├── aminPluck.wav ├── attribution.txt ├── blam.wav ├── bling.wav ├── blip-alert.wav ├── blip-assert.wav ├── blip-ok.wav ├── blip-question.wav ├── blip-thinking.wav ├── blip-what.wav ├── blipA4.wav ├── bongo.wav ├── bonus.wav ├── celloLongC4.wav ├── celloShortC4.wav ├── cha-ching.wav ├── chime-light.wav ├── chirp.wav ├── cowbell.wav ├── elecGuitarC4.wav ├── fanfare.wav ├── guitarPluck.wav ├── guitarPluckC4.wav ├── hihat.wav ├── hihat2.wav ├── hit.wav ├── hornC4.wav ├── hornLongC4.wav ├── munch.wav ├── organ-tada.wav ├── pew.wav ├── pianoLongC4.wav ├── pickup.wav ├── pop.wav ├── radar.wav ├── raspberry.wav ├── snare.wav ├── snare2.wav ├── stretch.wav ├── switchOff.wav ├── switchOn.wav ├── swoosh.wav ├── synthPluck.wav ├── ting.wav ├── tinkle-ring.wav ├── tom.wav ├── trumpetC4.wav ├── twinkle.wav ├── wooble.wav └── woodblock.wav ├── startup.ms └── tips.txt /.gitattributes: -------------------------------------------------------------------------------- 1 | *.ms linguist-language=MiniScript 2 | -------------------------------------------------------------------------------- /FUNDING.yml: -------------------------------------------------------------------------------- 1 | github: JoeStrout 2 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # minimicro-sysdisk 2 | 3 | Contents of the /sys disk for the [Mini Micro](https://miniscript.org/MiniMicro) virtual computer. 4 | 5 | Here you can also find the [Roadmap](ROADMAP.md) of upcoming features for Mini Micro and closely related projects. 6 | -------------------------------------------------------------------------------- /sys/data/attribution.txt: -------------------------------------------------------------------------------- 1 | englishWords.txt 2 | ================ 3 | The "englishWords.txt" file is derived from the "12dicts" package 4 | (http://wordlist.aspell.net/12dicts/) by Alan Beale. It is 5 | essentially the file in that package called 3of6game.txt, and is 6 | a collection designed to be particularly useful for word games. 7 | It contains 64,662 English words, from "a" to "zygotes". 8 | 9 | The original file had additional characters (^, &, $, +, or !) 10 | appended to some words to denote word type or origin. These 11 | annotations have been removed in the englishWords.txt file, for 12 | simplicity of use. Of course you can go download the original 13 | package if you find you have use for them. 14 | 15 | If you publish a program using this data, please add a credit 16 | along the lines of: 17 | "Word list based on 12dicts package by Alan Beale." 18 | 19 | -------------------------------------------------------------------------------- /sys/data/codeSnippets.txt: -------------------------------------------------------------------------------- 1 | ===for loop 2 | for _loopVar_ in _range_ 3 | _code_ 4 | end for 5 | ===while loop 6 | while _condition_ 7 | _code_ 8 | end while 9 | ===if block 10 | if _condition_ then 11 | _code_ 12 | end if 13 | ===if/else block 14 | if _condition_ then 15 | _code_ 16 | else 17 | _otherCode_ 18 | end if 19 | ===if/else-if block 20 | if _condition_ then 21 | _code_ 22 | else if _condition2_ then 23 | _code2_ 24 | else 25 | _code3_ 26 | end if 27 | ===function definition 28 | _name_ = function(_parameters_) 29 | _code_ 30 | end function 31 | ===class definition 32 | _Name_ = {} 33 | _Name_._property_ = _value_ 34 | _Name_._methodName_ = function(_parameters_) 35 | _code_ 36 | end function 37 | -------------------------------------------------------------------------------- /sys/data/desktop/desktopGfx.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/JoeStrout/minimicro-sysdisk/d1c6f092232ef3cd0a8d38eb77fb8618e7e052e9/sys/data/desktop/desktopGfx.png -------------------------------------------------------------------------------- /sys/data/desktop/icons/boardgame.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/JoeStrout/minimicro-sysdisk/d1c6f092232ef3cd0a8d38eb77fb8618e7e052e9/sys/data/desktop/icons/boardgame.png -------------------------------------------------------------------------------- /sys/data/desktop/icons/cards.png: 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. . . . . . . . . . . . . . . . . . . . . . . . . 8 | . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 | . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 | . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 | . . . . . . . . . . . . . . . . . . . 48 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 | . . . . . . . . . . . . . . . . . . . 66 78 78 78 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 | . . . . . . . . . . . . . . . . . . . 49 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 | . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 | . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 | . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 | . . . 71 . . . . . . . . . . . . 76 76 76 76 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 | . . . 77 77 77 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 . 26 . . . . . . . 19 | . . . . . . . . . . . . 48 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 24 24 . . . . . . . 20 | . . . . . . . . 75 75 75 75 63 75 75 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 24 25 . . . . . . . 21 | . . . . . . . . . . . . 49 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 24 26 24 24 . . . . . . 22 | . . . . . . . . . . . . 49 . . . . . 52 52 52 52 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 24 24 24 24 . . . . . . 23 | . . . . . . . . . . . . 49 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 24 80 25 24 . . . . . . 24 | . 33 . . 52 50 50 50 50 50 52 . 49 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 24 92 24 26 . . . . . . 25 | . 16 16 0 0 5 5 5 5 5 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 26 | 6 16 16 16 4 17 17 17 17 17 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 -------------------------------------------------------------------------------- /sys/data/soundlab/SoundLabBG.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/JoeStrout/minimicro-sysdisk/d1c6f092232ef3cd0a8d38eb77fb8618e7e052e9/sys/data/soundlab/SoundLabBG.png -------------------------------------------------------------------------------- /sys/data/td-maps.txt: -------------------------------------------------------------------------------- 1 | ..*........... 2 | ..#......ww... 3 | ..#.....wwww.. 4 | ..#........... 5 | ..########.... 6 | ....#....#.... 7 | ....#....##### 8 | ..ww####...... 9 | ...ww..#...... 10 | .......#...... 11 | -------------------------------------------------------------------------------- /sys/demo/acey-deucey.ms: -------------------------------------------------------------------------------- 1 | // Acey Deucey card game 2 | // (Text-based version) 3 | 4 | // Define some common stuff that makes this code work both 5 | // in Mini Micro, and in command-line MiniScript. 6 | if version.hostName == "Mini Micro" then 7 | clear 8 | chaChing = file.loadSound("/sys/sounds/cha-ching.wav") 9 | hit = file.loadSound("/sys/sounds/hit.wav") 10 | else 11 | // For command-line MiniScript, make dummy mock-ups 12 | // for the Sound class and our two sounds. 13 | Sound = {} 14 | Sound.play = null 15 | chaChing = new Sound 16 | hit = new Sound 17 | end if 18 | 19 | // Print the welcome message. 20 | print "Welcome to Acey Deucey!" 21 | print "On each round, you ante $2." 22 | print "You are then dealt two cards." 23 | print "Choose how much to bet, then one more card is dealt:" 24 | print " If the new card falls between the first two, you win 2X your bet!" 25 | print " If the new card falls outside the first two, you lose your bet." 26 | print " If the new card matches either of the first two cards exactly, you lose 2X!" 27 | print 28 | 29 | // Initialize our money and card values. 30 | // (We use the Unicode code points for the suit characters.) 31 | money = 100 32 | cardValues = ["A", "2", "3", "4", "5", "6", "7", "8", "9", "J", "Q", "K"] 33 | suits = [char(9827), char(9830), char(9829), char(9824)] 34 | 35 | // Initialize the deck with all combinations of value and suit. 36 | deck = [] 37 | for cv in cardValues 38 | for suit in suits 39 | deck.push cv + suit 40 | end for 41 | end for 42 | deck.shuffle 43 | discard = [] 44 | 45 | // Function to deal a card from our deck, 46 | // leaving it on the discard pile. 47 | deal = function 48 | if deck.len == 0 then 49 | globals.deck = discard 50 | globals.discard = [] 51 | deck.shuffle 52 | end if 53 | discard.push deck.pop 54 | return discard[-1] 55 | end function 56 | 57 | // Calculate the "rank" of a card. 58 | cardRank = function(card, aceHigh=false) 59 | card = card[0] 60 | if card == "A" then return 1 + 12*aceHigh 61 | return cardValues.indexOf(card) + 1 62 | end function 63 | 64 | // Get the user's bet. Make sure it's valid. 65 | getBet = function 66 | while true 67 | betStr = input("Enter bet (0 to skip, Q to quit): ").upper 68 | if betStr == "Q" then return betStr 69 | if val(betStr) < 0 then 70 | print "A negative bet? Nice try!" 71 | else if val(betStr) > money then 72 | print "You only have $" + money + "." 73 | else 74 | return betStr 75 | end if 76 | end while 77 | end function 78 | 79 | // Main loop. 80 | while money > 2 81 | globals.money = money - 2 82 | print 83 | print "You have $" + money + "." 84 | wait 85 | card1 = deal 86 | rank1 = cardRank(card1, false) 87 | card2 = deal 88 | rank2 = cardRank(card2, true) 89 | print " Card 1: " + card1 + " (Rank: " + rank1 + ")" 90 | wait 0.5 91 | print " Card 2: " + card2 + " (Rank: " + rank2 + ")" 92 | wait 0.5 93 | if rank1 == rank2 then 94 | print "Matched pair: ante lost." 95 | wait 96 | continue 97 | end if 98 | 99 | betStr = getBet 100 | if betStr == "Q" then break 101 | bet = val(betStr) 102 | if bet <= 0 then 103 | print "Chicken!" 104 | continue 105 | end if 106 | card3 = deal 107 | rank3 = cardRank(card3) 108 | print " Card 3: " + card3 + " (Rank: " + rank3 + ")" 109 | wait 110 | if rank3 == rank1 or rank3 == rank2 then 111 | print "Ohhh! Double loss!" 112 | hit.play 113 | globals.money = money - bet * 2 114 | else if rank3 < rank1 and rank3 < rank2 then 115 | print "Too low!" 116 | globals.money = money - bet 117 | else if rank3 > rank1 and rank3 > rank2 then 118 | print "Too high!" 119 | globals.money = money - bet 120 | else 121 | print "You win!" 122 | chaChing.play 123 | globals.money = money + bet 124 | end if 125 | wait 126 | end while 127 | 128 | // Print the result. 129 | if money == 0 then print "You are totally broke." 130 | if money > 0 then print "You end the day with $" + money + "." 131 | if money < 0 then print "You owe the bank $" + (-money) + "!" 132 | print "Thanks for playing!" 133 | 134 | 135 | -------------------------------------------------------------------------------- /sys/demo/cardFlip.ms: -------------------------------------------------------------------------------- 1 | import "matrixUtil" 2 | import "mathUtil" 3 | 4 | CardSprite = new Sprite 5 | CardSprite.frontImage = file.loadImage("/sys/pics/cards/cardHeartsK.png") 6 | CardSprite.backImage = file.loadImage("/sys/pics/cards/cardBack_green4.png") 7 | CardSprite.localBounds = new Bounds 8 | CardSprite.localBounds.width = CardSprite.frontImage.width 9 | CardSprite.localBounds.height = CardSprite.frontImage.height 10 | CardSprite.faceUp = 1 // range from 0 (back) to 1 (front) 11 | CardSprite.image = CardSprite.frontImage 12 | CardSprite.x = 480 13 | CardSprite.y = 320 14 | CardSprite.target = {} // may contain any of x, y, scale, and faceUp 15 | CardSprite.speed = {} // any of xy, scale, and faceUp 16 | CardSprite.speed.xy = 1000 // pixels/sec 17 | CardSprite.speed.scale = 1 // in scale units/sec 18 | CardSprite.speed.faceUp = 2 // in flips/sec 19 | CardSprite._lastFaceUp = -1 // (for internal use) 20 | 21 | CardSprite.localToWorld = function(x,y) 22 | if self.rotation == 0 then 23 | return [self.x + x * self.scale, 24 | self.y + y * self.scale] 25 | else 26 | ang = self.rotation * pi / 180 27 | sinAng = sin(ang); cosAng = cos(ang) 28 | x = x * self.scale; y = y * self.scale 29 | return [self.x + x * cosAng - y * sinAng, 30 | self.y + y * cosAng + x * sinAng] 31 | end if 32 | end function 33 | 34 | CardSprite.update = function(dt=0.016) 35 | if self.target.hasIndex("x") and self.target.hasIndex("y") then 36 | mathUtil.moveTowardsXY self, self.target, self.speed.xy * dt 37 | end if 38 | if self.target.hasIndex("scale") then 39 | self.scale = mathUtil.moveTowards(self.scale, 40 | self.target.scale, self.speed.scale * dt) 41 | end if 42 | if self.target.hasIndex("faceUp") then 43 | self.faceUp = mathUtil.moveTowards(self.faceUp, 44 | self.target.faceUp, self.speed.faceUp * dt) 45 | end if 46 | if self.faceUp != self._lastFaceUp then 47 | f = self.faceUp % 2; if f < 0 then f = f + 2 48 | if f < 0.5 or f > 1.5 then 49 | self.image = self.backImage 50 | else 51 | self.image = self.frontImage 52 | end if 53 | theta = pi * f 54 | h = self.image.height / 2 55 | w = self.image.width / 2 56 | c = [] 57 | if f <= 1 then 58 | c.push self.localToWorld(-w * cos(theta), -h - sin(theta) * w/2) 59 | c.push self.localToWorld( w * cos(theta), -h) 60 | c.push self.localToWorld( w * cos(theta), h) 61 | c.push self.localToWorld(-w * cos(theta), h + sin(theta) * w/2) 62 | else 63 | c.push self.localToWorld(-w * cos(theta), -h) 64 | c.push self.localToWorld( w * cos(theta), -h + sin(theta) * w/2) 65 | c.push self.localToWorld( w * cos(theta), h - sin(theta) * w/2) 66 | c.push self.localToWorld(-w * cos(theta), h) 67 | end if 68 | if f > 0.5 and f < 1.5 then 69 | // swap left-right, otherwise the image appears backwards 70 | temp = c[0]; c[0] = c[1]; c[1] = temp 71 | temp = c[2]; c[2] = c[3]; c[3] = temp 72 | end if 73 | //print c 74 | self.setCorners c 75 | self._lastFaceUp = self.faceUp 76 | end if 77 | end function 78 | 79 | demo = function 80 | clear 81 | 82 | card = new CardSprite 83 | display(4).sprites.push card 84 | 85 | card.faceUp = 0 86 | text.row = 2; text.column = 27; print "Click to flip!" 87 | origTextColor = text.color 88 | while true 89 | card.update 90 | 91 | if mouse.button and card.contains(mouse) then 92 | if true then 93 | // flip the card (back and forth) 94 | card.target.faceUp = (card.faceUp < 0.5) 95 | else 96 | // flip the card (always the same way) 97 | card.target.faceUp = floor(card.faceUp) + 1 98 | end if 99 | 100 | text.color = color.gray 101 | text.row = 1; text.column = 23 102 | print "card.target.faceUp = " + card.target.faceUp 103 | text.color = origTextColor 104 | end if 105 | if key.available then 106 | k = key.get.code 107 | if k == 17 then // left 108 | card.rotation = card.rotation + 10 109 | else if k == 18 then // right 110 | card.rotation = card.rotation - 10 111 | else if k == 19 then // up 112 | card.scale = card.scale / 0.9 113 | else if k == 20 then // down 114 | card.scale = card.scale * 0.9 115 | else if k == 27 then // esc 116 | return 117 | end if 118 | end if 119 | yield 120 | end while 121 | end function 122 | 123 | if locals == globals then demo 124 | -------------------------------------------------------------------------------- /sys/demo/countdown.ms: -------------------------------------------------------------------------------- 1 | // Countdown 2 | // This is the tiniest Mini Micro demo. 3 | // It shows basic looping, plus use of range, print, and wait. 4 | 5 | for i in range(10,1) 6 | print i + "..." 7 | wait 8 | end for 9 | print "BLASTOFF!" 10 | -------------------------------------------------------------------------------- /sys/demo/dogYears.ms: -------------------------------------------------------------------------------- 1 | // Dog Years 2 | // 3 | // Simple demo of input, print, while, if/else, and break. 4 | // 5 | text.clear 6 | while true 7 | ageStr = input("Enter your age: ") 8 | age = val(ageStr) 9 | if age == 0 then 10 | print "C'mon, don't be shy..." 11 | else if age < 3 then 12 | print "So young! Really? I don't think so..." 13 | else 14 | print "That's " + age*7 + " in dog years." 15 | if age > 30 then print "Wow, you're old!" 16 | break // (exits the "while" loop) 17 | end if 18 | end while 19 | 20 | // If we are returning to the shell, wait for a keypress 21 | if env.hasIndex("shell") and env.shell then 22 | print; print "(Press any key to continue.)" 23 | key.get 24 | end if 25 | -------------------------------------------------------------------------------- /sys/demo/flappyBat.ms: -------------------------------------------------------------------------------- 1 | // Flappy Bat 2 | // a simple-ish Sprite demo. 3 | // Press spacebar to fly. 4 | 5 | // Constants used in the flying code 6 | kSpeed = 16 7 | kGravity = 0.5 8 | kFlapStrength = 5 9 | kMaxRise = 10 10 | kMaxFall = -10 11 | 12 | // clear the displays 13 | text.clear 14 | gfx.clear "#220022" 15 | 16 | // prepare sounds we'll need 17 | flapSnd = file.loadSound("/sys/sounds/swoosh.wav") 18 | hitSnd = file.loadSound("/sys/sounds/hit.wav") 19 | 20 | // load our sprites 21 | d = "/sys/pics/animals/" 22 | frames = [] 23 | for i in range(1,5) 24 | frames.push file.loadImage(d + "bat-" + i + ".png") 25 | end for 26 | pipeImg = file.loadImage("/sys/pics/Pipe.png") 27 | pipecapImg = file.loadImage("/sys/pics/PipeCap.png") 28 | 29 | display(4).mode = displayMode.sprite 30 | disp = display(4) 31 | disp.clear 32 | disp.scrollX = 0 33 | 34 | // Define a Bat class. Even though we're only going to 35 | // need one Bat in this game, defining a class for it 36 | // is a good habit to get into. 37 | Bat = new Sprite 38 | Bat.dy = 0 39 | Bat.frame = 0 40 | Bat.nextFrameTime = 0 41 | Bat.doFlap = false 42 | Bat.init = function 43 | self.image = frames[0] 44 | self.x = 100 45 | self.y = 320 46 | end function 47 | Bat.update = function 48 | if time > self.nextFrameTime then 49 | if self.frame < 4 then 50 | self.frame = self.frame + 1 51 | else if self.doFlap then 52 | self.frame = 0 53 | self.doFlap = false 54 | flapSnd.play 1, -0.5, 0.9 + 0.2 * rnd 55 | end if 56 | self.image = frames[self.frame] 57 | self.nextFrameTime = time + 0.05 58 | end if 59 | if self.frame == 0 then 60 | self.dy = self.dy + kFlapStrength 61 | if self.dy > kMaxRise then self.dy = kMaxRise 62 | else 63 | self.dy = self.dy - kGravity 64 | if self.dy < kMaxFall then self.dy = kMaxFall 65 | end if 66 | self.y = self.y + self.dy 67 | self.x = self.x + kSpeed 68 | end function 69 | 70 | // Instantiate our bat, and add it to the sprite display. 71 | bat = new Bat 72 | bat.init 73 | disp.sprites.push bat 74 | 75 | // Define a Pipe class. (We'll need a lot of these.) 76 | Pipe = {} 77 | Pipe.init = function 78 | self.tube = new Sprite 79 | self.tube.image = pipeImg 80 | self.tube.scale = [1, 4] // so it's now 1024 pixels high! 81 | self.tube.tint = "#CCCCFF" 82 | disp.sprites.push self.tube 83 | self.cap = new Sprite 84 | self.cap.image = pipecapImg 85 | self.cap.tint = "#CCCCFF" 86 | disp.sprites.push self.cap 87 | self.setRandomPos 88 | end function 89 | 90 | Pipe.setPos = function(x, height) 91 | self.tube.x = x 92 | self.cap.x = x 93 | if height > 0 then 94 | self.tube.y = height - 544 95 | self.cap.y = height 96 | else 97 | self.cap.y = 640+height 98 | self.tube.y = 1182+height 99 | end if 100 | self.x = x 101 | self.height = height 102 | end function 103 | 104 | Pipe.setRandomPos = function 105 | x = round(disp.scrollX + 1000 + 500*rnd) 106 | h = round(600*(rnd-0.5)) 107 | self.setPos x, h 108 | end function 109 | 110 | Pipe.update = function 111 | // check for collision with bat 112 | if self.x > bat.x-60 and self.x < bat.x+60 then 113 | hit = false 114 | if self.height > 0 then 115 | if bat.y < self.height+30 then hit = true 116 | else 117 | if bat.y > 640+self.height-50 then hit = true 118 | end if 119 | if hit then doGameOver 120 | end if 121 | // check for went off screen 122 | if self.x + 64 - disp.scrollX < 0 then 123 | self.setRandomPos 124 | end if 125 | end function 126 | 127 | // Prepare some initial pipes. 128 | pipes = [] 129 | for i in range(1,3) 130 | p = new Pipe 131 | p.init 132 | p.setPos 1500 + pipes.len*500, p.height 133 | pipes.push p 134 | end for 135 | 136 | // Handle keyboard input 137 | handleKeys = function 138 | if not key.available then return 139 | k = key.get 140 | if k == char(27) or k == "q" then 141 | exit 142 | else 143 | bat.doFlap = true 144 | end if 145 | end function 146 | 147 | // Handle game-over 148 | doGameOver = function 149 | hitSnd.play 150 | text.row = 13 151 | print "GAME OVER!" 152 | print "Your score: " + disp.scrollX 153 | 154 | // If we are returning to the shell, wait for a keypress 155 | if env.hasIndex("shell") and env.shell then key.get 156 | 157 | exit 158 | end function 159 | 160 | // Main loop 161 | while true 162 | bat.update 163 | for p in pipes 164 | p.update 165 | end for 166 | handleKeys 167 | disp.scrollX = disp.scrollX + kSpeed 168 | yield 169 | end while 170 | -------------------------------------------------------------------------------- /sys/demo/forestFire.ms: -------------------------------------------------------------------------------- 1 | // Forest Fire 2 | // a simple cellular automaton using a Text display. 3 | // Press Escape to exit. 4 | 5 | // some constants used in the simulation code below 6 | p = 0.01 // probability of a new tree appearing 7 | f = 0.01 // probability of a fire starting 8 | 9 | maxx = 68 10 | maxy = 25 11 | treeChar = char(57888) 12 | clear 13 | 14 | // display a tree at the given column (x) and row (y) 15 | setTree = function(x,y) 16 | outp.setCell x, y, treeChar 17 | outp.setCellColor x, y, color.green 18 | end function 19 | 20 | // display a fire at the given column (x) and row (y) 21 | setFire = function(x,y) 22 | outp.setCell x, y, "*" 23 | outp.setCellColor x, y, color.orange 24 | end function 25 | 26 | // clear the display at the given column (x) and row (y) 27 | setClear = function(x,y) 28 | outp.setCell x, y, " " 29 | end function 30 | 31 | // Set up two displays, so we can work in one while 32 | // showing the other. 33 | display(1).mode = displayMode.text 34 | disp1 = display(1) 35 | disp1.backColor = "#221100" 36 | disp1.clear 37 | display(2).mode = displayMode.text 38 | disp2 = display(2) 39 | disp2.backColor = disp1.backColor 40 | disp2.clear 41 | 42 | outp = disp1 43 | 44 | // Initialize our current display with a random forest. 45 | for x in range(0, maxx) 46 | for y in range(0, maxy) 47 | if rnd < 0.35 then setTree x,y else setClear x, y 48 | end for 49 | end for 50 | 51 | // function to determine whether any neighbor of the 52 | // tree at the given column (x) and row (y) is on fire 53 | burningNeighbor = function(x,y) 54 | for dx in range(-1,1) 55 | for dy in range(-1,1) 56 | if x+dx < 0 or x+dx > maxx then continue 57 | if y+dy < 0 or y+dy > maxy then continue 58 | if inp.cell(x+dx,y+dy) == "*" then return true 59 | end for 60 | end for 61 | end function 62 | 63 | // Main simulation function: spread fire, or sprout a tree, 64 | // in just one cell. 65 | updateCell = function(x,y) 66 | current = inp.cell(x,y) 67 | if current == "*" then // fire: clears the cell. 68 | setClear x, y 69 | else if current == " " then // empty ground... 70 | // random chance of sprouting a tree 71 | if rnd < p then setTree x, y else setClear x, y 72 | else // tree... 73 | // if it has a burning neighbor, or bad luck, catch fire 74 | if rnd < f or burningNeighbor(x,y) then 75 | setFire x, y 76 | else 77 | setTree x, y 78 | end if 79 | end if 80 | end function 81 | 82 | // Main update function: simulate all cells, and then 83 | // swap which display is current. 84 | update = function(inp, outp) 85 | globals.inp = inp 86 | globals.outp = outp 87 | for x in range(0, maxx) 88 | for y in range(0, maxy) 89 | updateCell x, y 90 | end for 91 | end for 92 | inp.mode = displayMode.off 93 | outp.mode = displayMode.text 94 | end function 95 | 96 | // Main loop. 97 | while not key.pressed("escape") and not key.pressed("q") 98 | update disp1, disp2 99 | wait 0.25 100 | update disp2, disp1 101 | wait 0.25 102 | if key.available then 103 | k = key.get 104 | if k == char(27) or k.lower == "q" then break 105 | end if 106 | end while 107 | inp.clear 108 | outp.clear 109 | key.clear 110 | display(1).mode = displayMode.off 111 | display(0).mode = displayMode.off 112 | -------------------------------------------------------------------------------- /sys/demo/globe.ms: -------------------------------------------------------------------------------- 1 | // This demo draws a 3D rotating sphere on a SpriteDisplay. 2 | // This works by dividing the sphere into a bunch of little 3 | // square-ish faces, making a sprite for each one from the 4 | // corresponding part of our Earth map, and then using some 5 | // trigonometry (sin and cos) to adjust the position of 6 | // the corners of each face over time. 7 | 8 | bigMapImg = file.loadImage("/sys/pics/earth_day.jpg") 9 | 10 | clear 11 | sprites = display(4).sprites 12 | 13 | sections = 12 // how many longitudinal sections (east/west) 14 | secW = bigMapImg.width / sections 15 | rings = 8 // how many latitudinal sections (north/south) 16 | ringH = bigMapImg.height / rings 17 | R = 200 // globe radius on screen 18 | 19 | // build a sprite for each little rectangular portion of the map 20 | for i in range(0, sections-1) 21 | for j in range(0, rings-1) 22 | sp = new Sprite 23 | sp.image = bigMapImg.getImage(i*secW, j*ringH, secW, ringH) 24 | yangBot = (10 + 160/rings * j) * pi/180 25 | yangTop = (10 + 160/rings * (j+1)) * pi/180 26 | sp.yBot = 320 - R * cos(yangBot) 27 | sp.yTop = 320 - R * cos(yangTop) 28 | sp.rBot = R * sin(yangBot) // radius at bottom 29 | sp.rTop = R * sin(yangTop) // radius at top 30 | sp.x = 480; sp.y = (sp.yBot + sp.yTop)/2 31 | sp.angLeft = i * 2*pi/sections 32 | sp.angRight = (i+1) * 2*pi/sections 33 | sprites.push sp 34 | end for 35 | end for 36 | 37 | // position all the sprites where they should be on screen 38 | // for the given rotation 39 | positionSprites = function(rotDegrees) 40 | dang = rotDegrees * pi/180 41 | for sp in sprites 42 | corners = [] 43 | corners.push [480+sp.rBot*cos(sp.angLeft+dang), sp.yBot] 44 | corners.push [480+sp.rBot*cos(sp.angRight+dang), sp.yBot] 45 | corners.push [480+sp.rTop*cos(sp.angRight+dang), sp.yTop] 46 | corners.push [480+sp.rTop*cos(sp.angLeft+dang), sp.yTop] 47 | sp.setCorners corners 48 | if corners[1][0] > corners[0][0] then 49 | sp.tint = color.white 50 | else 51 | sp.tint = color.clear 52 | end if 53 | end for 54 | end function 55 | 56 | // Main program: animate the globe! 57 | rot = 0 58 | startTime = time 59 | while not key.pressed("escape") and not key.pressed("q") 60 | yield 61 | positionSprites rot 62 | rot = rot + 1 63 | if env.hasIndex("shell") and env.shell and env.autorun then 64 | // in auto-run mode, exit after 20 seconds 65 | if time - startTime > 20 then exit 66 | end if 67 | end while 68 | key.clear 69 | 70 | -------------------------------------------------------------------------------- /sys/demo/inputCheck.ms: -------------------------------------------------------------------------------- 1 | // This program scans all inputs, and displays 2 | // which ones are currently pressed or wiggled. 3 | 4 | import "textUtil" 5 | 6 | // First, gather up all possible inputs. 7 | allInputs = [] 8 | for i in range(0,19) 9 | allInputs.push "joystick button " + i 10 | for joyNum in range(1,8) 11 | allInputs.push "joystick " + joyNum + " button " + i 12 | end for 13 | end for 14 | for c in "abcdefghijklmnopqrstuvwxyz0123456789-=[]\;',./`" 15 | allInputs.push c 16 | end for 17 | for kpKey in "123456789+-/*" 18 | allInputs.push "[" + kpKey + "]" 19 | end for 20 | for f in range(1,15) 21 | allInputs.push "f" + f 22 | end for 23 | for mod in ["shift", "ctrl", "alt", "cmd"] 24 | allInputs.push "left " + mod 25 | allInputs.push "right " + mod 26 | end for 27 | for k in ["backspace", "tab", "return", "escape", 28 | "space", "delete", "enter", "insert", "home", "end", 29 | "page up", "page down", "up", "down", "left", "right"] 30 | allInputs.push k 31 | end for 32 | for i in range(0, 5) 33 | allInputs.push "mouse " + i 34 | end for 35 | 36 | // Also gather the names of all analog axes. 37 | allAxes = ["Horizontal", "Vertical", 38 | "Mouse X", "Mouse Y", "Mouse ScrollWheel", 39 | "Tilt X", "Tilt Y", "Tilt Z"] 40 | for i in range(1,16) 41 | allAxes.push "JoyAxis" + i 42 | for joyNum in range(1,8) 43 | allAxes.push "Joy" + joyNum + "Axis" + i 44 | end for 45 | end for 46 | 47 | // Main update function: scan all inputs, and 48 | // display any which are currently active. 49 | update = function 50 | active = [] 51 | for btn in allInputs 52 | if key.pressed(btn) then active.push btn 53 | end for 54 | for ax in allAxes 55 | if key.axis(ax,0) != 0 then 56 | active.push ax + " (" + 57 | round(key.axis(ax,0),2) + " raw, " + 58 | round(key.axis(ax),2) + " smooth)" 59 | end if 60 | end for 61 | for row in range(9, 19) 62 | textUtil.clearRow row 63 | end for 64 | for i in active.indexes 65 | if i == 0 or i == 10 then text.row = 19 66 | text.column = 5 + 30 * (i > 9) 67 | print active[i] 68 | end for 69 | end function 70 | 71 | if locals == globals then 72 | // Prepare display 73 | clear 74 | text.row = 25; text.column = 28 75 | print "INPUT CHECK" 76 | print 77 | print "Press any key, mouse, or controller inputs to" 78 | print "see their names below. (Press Ctrl+C to exit.)" 79 | 80 | // Main loop 81 | while true 82 | update 83 | yield 84 | end while 85 | end if 86 | -------------------------------------------------------------------------------- /sys/demo/pigDice.ms: -------------------------------------------------------------------------------- 1 | // Pig the Dice Game for two or more players. 2 | 3 | if version.hostName != "Mini Micro" then 4 | // This code can work even in plain vanilla MiniScript, 5 | // if we just define a couple of functions: 6 | clear = null 7 | key = {} 8 | key.get = function 9 | s = input("") 10 | if s == "" then s = char(13) 11 | return s[0] 12 | end function 13 | text = {} 14 | end if 15 | 16 | // Print title and instructions 17 | print "Pig Dice" 18 | print " a dice game for 2 or more players" 19 | print 20 | print "Each player takes turns rolling a 6-sided die 1 or more times." 21 | print "On your turn, you accumulate points equal to the sum of your rolls." 22 | print "But if you roll a 1, you lose all the points accumulated on that" 23 | print "turn. So you have to ask yourself:" 24 | print 25 | print " Do you feel lucky?" 26 | print 27 | print "First player to 100 points wins!" 28 | print 29 | 30 | // Define the Player class 31 | Player = {} 32 | Player.score = 0 33 | Player.doTurn = function 34 | rolls = 0 35 | pot = 0 36 | print self.name + "'s Turn!" 37 | while true 38 | if self.score + pot >= goal then 39 | print " " + self.name.upper + " WINS WITH " + (self.score + pot) + "!" 40 | exit 41 | else 42 | text.delimiter = "" 43 | if rolls == 0 then 44 | print self.name + " ready! Press R to roll! " 45 | else 46 | print self.name + ", you have " + pot + " in the pot. [R]oll or [H]old? " 47 | end if 48 | inp = key.get 49 | text.delimiter = char(13) 50 | end if 51 | if inp == "" or inp[0].upper == "R" then 52 | print "Roll" 53 | die = ceil(rnd*6) 54 | // The Mini Micro font includes the Unicode symbols for 6-sided dice. 55 | // They are char(9856) through char(9861). So we can get the right 56 | // symbol for the die we rolled as: 57 | dieFace = char(9855 + die) 58 | if die == 1 then 59 | print " You roll a " + dieFace + ". Busted!" 60 | return 61 | else 62 | pot = pot + die 63 | rolls = rolls + 1 64 | print " You roll a " + dieFace + ", for a total of " + pot + "." 65 | end if 66 | else 67 | print "Hold" 68 | self.score = self.score + pot 69 | return 70 | end if 71 | end while 72 | end function 73 | 74 | // Create the players 75 | playerCount = val(input("Enter number of players (2 or more): ")) 76 | if playerCount < 2 then 77 | print "OK, come back when you have 2 or more players!" 78 | exit 79 | end if 80 | players = [] 81 | for i in range(0, playerCount-1) 82 | p = new Player 83 | p.name = "Player " + (i+1) 84 | s = input("Enter " + p.name + " name (or hit Return for " + p.name + "): ") 85 | if s != "" then p.name = s 86 | players.push p 87 | end for 88 | 89 | // Set the goal (adjust this for a shorter or longer game) 90 | goal = 100 91 | 92 | // Main loop 93 | while true 94 | for player in players 95 | print 96 | scores = [] 97 | for p in players 98 | scores.push p.name + ": " + p.score 99 | end for 100 | print scores.join(" | ") 101 | 102 | player.doTurn 103 | if player.score >= goal then break 104 | end for 105 | end while 106 | -------------------------------------------------------------------------------- /sys/demo/road.ms: -------------------------------------------------------------------------------- 1 | // Road demo. This program illustrates how to make a 2 | // pseudo-3D effect, like the classic arcade game "Outrun", 3 | // by stretching each road-section sprite so that it appears 4 | // to lay flat, and they recede into the distance. 5 | 6 | import "listUtil" 7 | 8 | clear 9 | sd = display(4) 10 | 11 | RoadSprite = new Sprite 12 | RoadSprite.image = file.loadImage("/sys/pics/textures/Road.png") 13 | RoadSprite.turn = 0 14 | RoadSprite.slope = 0 15 | 16 | // Prepare a list of road sections. We'll move these down 17 | // and adjust them on each frame to make an infinite road. 18 | roadSprites = [] 19 | for i in range(15) 20 | roadSprites.push new RoadSprite 21 | if i % 2 == 0 then roadSprites[-1].tint = color.silver 22 | end for 23 | sd.sprites = roadSprites 24 | 25 | // Perspective factor: how much things should appear smaller 26 | // as they get further away (z). 27 | perspectiveFactor = function(z) 28 | return 300 / (300 + z) 29 | end function 30 | 31 | // Update all the road sprites, with the first one 32 | // having its bottom at the given z. 33 | updateSprites = function(z=0) 34 | midx = 480 35 | angle = 0 36 | elevation = 0 37 | 38 | p = perspectiveFactor(z) 39 | y = 320 - 320 * p 40 | sectionHeight = 60 * p 41 | rhw = 300 * p 42 | 43 | for spr in roadSprites 44 | // section bottom (near side) 45 | spr.x = midx 46 | sectionHeight = 320-320*perspectiveFactor(z+200) - y 47 | spr.y = y + sectionHeight/2 48 | corners = [[midx-rhw, y], [midx+rhw, y]] 49 | 50 | if y >= 0 then 51 | angle = angle + spr.turn 52 | elevation = elevation + spr.slope 53 | else 54 | // apply just some fraction of the angle, 55 | // based on how much of this section is visible 56 | f = (sectionHeight+y)/sectionHeight 57 | angle = angle + spr.turn * f 58 | elevation = elevation + spr.slope * f 59 | end if 60 | 61 | // section top (far side) 62 | z = z + 200 63 | p = perspectiveFactor(z) 64 | y = 320 + (3*elevation - 320) * p 65 | rhw = 300 * p 66 | midx = midx + 100 * angle/500 67 | corners.push [midx+rhw, y] 68 | corners.push [midx-rhw, y] 69 | spr.setCorners corners 70 | end for 71 | end function 72 | 73 | // Track sections: each road section will get two numbers: 74 | // [turn, slope]. 75 | straight = [[0,0]] * 15 76 | rightTurn = [[1,0], [5,0], [10,0]] + [[20,0]]*10 + [[10,0], [5,0], [1,0]] 77 | leftTurn = [[-1,0], [-5,0], [-10,0]] + [[-20,0]]*10 + [[-10,0], [-5,0], [-1,0]] 78 | leftRight = leftTurn + rightTurn 79 | rightLeft = rightTurn + leftTurn 80 | slopeUp = []; slopeDown = [] 81 | for i in range(1,20) 82 | slopeUp.push [0, i]; slopeDown.push [0, -i] 83 | end for 84 | for i in range(20, 1) 85 | slopeUp.push [0, i]; slopeDown.push [0, -i] 86 | end for 87 | 88 | // Define our track by combining track sections. 89 | track = straight + leftTurn + slopeUp + slopeDown + rightTurn + 90 | straight + slopeDown + leftTurn + slopeUp + straight + 91 | leftRight + straight + rightLeft + rightLeft + straight 92 | 93 | text.row = 25 94 | prevColor = text.color 95 | text.color = "#444444" 96 | print "Press Esc to quit, any other key to pause/step," 97 | print "and Return to unpause." 98 | text.color = prevColor 99 | 100 | // Main loop. 101 | trackIdx = 0 102 | z = 0 103 | paused = false 104 | while true 105 | updateSprites z 106 | z = z - 20 107 | if z < -200 then 108 | newSection = roadSprites.pull 109 | newSection.turn = track[trackIdx][0] 110 | newSection.slope = track[trackIdx][1] 111 | trackIdx = (trackIdx + 1) % track.len 112 | roadSprites.push newSection 113 | sd.sprites = roadSprites[:] 114 | sd.sprites.reverse 115 | z = z + 200 116 | end if 117 | yield 118 | if paused then 119 | if key.get == char(10) then paused = false 120 | else if key.available then 121 | paused = true 122 | end if 123 | if key.pressed("escape") then exit 124 | end while 125 | 126 | -------------------------------------------------------------------------------- /sys/demo/scribble.ms: -------------------------------------------------------------------------------- 1 | // Scribble 2 | // A simple demonstration of mouse input & Graphics drawing. 3 | // Press Escape or Control-C to exit. 4 | 5 | colors = ["red","green","blue","yellow","purple","aqua"] 6 | clear 7 | gfx.clear 8 | textColor = text.color 9 | 10 | setColor = function(n) 11 | globals.colorNum = n 12 | gfx.color = color[colors[n]] 13 | text.row = 25 14 | text.column = 0 15 | text.color = gfx.color 16 | text.print colors[n] + " "*20 17 | text.color = textColor 18 | end function 19 | setColor 0 20 | 21 | text.delimiter = "" 22 | text.row = 0 23 | print "Left mouse button: sketch Right mouse button: change color" 24 | text.delimiter = char(13) 25 | 26 | // Main loop: 27 | 28 | prev = {} 29 | lastRMB = false // (RMB = Right Mouse Button) 30 | while not key.pressed("escape") 31 | // The mouse might move within this loop, so let's grab a copy 32 | // of it right away as "m", and use only that. 33 | m = {"x": mouse.x, "y": mouse.y} 34 | 35 | // If the button is down, draw a line from our previous mouse position. 36 | if mouse.button then gfx.line prev.x, prev.y, m.x, m.y 37 | // ...and then remember that as the previous position next time. 38 | prev = m 39 | 40 | // If the right mouse button is clicked, change the color. 41 | rmb = mouse.button(1) 42 | if rmb and not lastRMB then setColor (colorNum + 1) % colors.len 43 | lastRMB = rmb 44 | 45 | yield 46 | end while 47 | 48 | key.clear 49 | -------------------------------------------------------------------------------- /sys/demo/specialChars.ms: -------------------------------------------------------------------------------- 1 | // A simple program to display all the special characters 2 | // in the built-in Mini Micro font. 3 | 4 | codes = [] 5 | codes.push [7, "(Beep)"] 6 | codes.push [9, "(Tab)"] 7 | codes.push [13, "(Line Break)"] 8 | codes.push [17, "Left Arrow"] 9 | codes.push [18, "Right Arrow"] 10 | codes.push [19, "Up Arrow"] 11 | codes.push [20, "Down Arrow"] 12 | codes.push [21, "Unprintable char"] 13 | codes.push [134, "(Inverse mode on)"] 14 | codes.push [135, "(Inverse mode off)"] 15 | codes.push [176, "Degrees"] 16 | codes.push [181, "Mu"] 17 | codes.push [960, "Pi"] 18 | codes.push [964, "Tau"] 19 | codes.push [57856, "Button Cap Left"] 20 | codes.push [57857, "Button Cap Right"] 21 | codes.push [57872, "Figure Standing"] 22 | codes.push [57873, "Figure Waiting"] 23 | codes.push [57874, "Figure Tap Foot"] 24 | codes.push [57875, "Figure Akimbo"] 25 | codes.push [57888, "Tree"] 26 | codes.push [8592, "Left Arrow"] 27 | codes.push [8593, "Up Arrow"] 28 | codes.push [8594, "Right Arrow"] 29 | codes.push [8595, "Down Arrow"] 30 | codes.push [8226, "Bullet"] 31 | codes.push [8230, "Ellipsis"] 32 | codes.push [9744, "Empty Box"] 33 | codes.push [9745, "Checked Box"] 34 | codes.push [9746, "Box with X"] 35 | codes.push [9824, "Spade"] 36 | codes.push [9827, "Club"] 37 | codes.push [9829, "Heart"] 38 | codes.push [9830, "Diamond"] 39 | codes.push [9856, "Die Face 1"] 40 | codes.push [9857, "Die Face 2"] 41 | codes.push [9858, "Die Face 3"] 42 | codes.push [9859, "Die Face 4"] 43 | codes.push [9860, "Die Face 5"] 44 | codes.push [9861, "Die Face 6"] 45 | 46 | clear 47 | row = 25 48 | column = 0 49 | printMore = function(s) 50 | text.row = row 51 | text.column = column 52 | print s 53 | globals.row = row - 1 54 | if 25 - row >= codes.len/2 then 55 | globals.row = 25 56 | globals.column = 36 57 | end if 58 | end function 59 | 60 | for pair in codes 61 | if pair[1][0] == "(" then c = " " else c = char(pair[0]) 62 | printMore ("char(" + pair[0] + ") ")[:12] + c + " " + pair[1] 63 | end for 64 | 65 | print 66 | print 67 | -------------------------------------------------------------------------------- /sys/demo/springball.ms: -------------------------------------------------------------------------------- 1 | // Ball-and-spring physics demo 2 | 3 | // Try experimenting with Ball.damping and Spring.k to see 4 | // what different behavior you get! 5 | 6 | import "mathUtil" 7 | 8 | gravity = 10 9 | 10 | Ball = new Sprite 11 | Ball.image = file.loadImage("/sys/pics/shapes/CircleThick.png") 12 | Ball.scale = 0.25 13 | Ball.vx = 0 14 | Ball.vy = 0 15 | Ball.mass = 10 16 | Ball.forceX = 0 17 | Ball.forceY = 0 18 | Ball.damping = 0.2 19 | Ball.update = function(dt) 20 | // assume our forces have already been calculated; 21 | // do simple Newtonian physics (F = ma, so a = F/m) 22 | self.vx = self.vx + self.forceX / self.mass 23 | self.vy = self.vy + self.forceY / self.mass 24 | // also, accelerate due to gravity 25 | self.vy = self.vy - gravity * dt 26 | // and slow down due to damping (friction) 27 | self.vx = self.vx - self.vx * self.damping / self.mass 28 | self.vy = self.vy - self.vy * self.damping / self.mass 29 | // update position 30 | self.x = self.x + self.vx * dt 31 | self.y = self.y + self.vy * dt 32 | // then do bounds checking against the walls 33 | self.x = mathUtil.clamp(self.x, 5, 955) 34 | self.y = mathUtil.clamp(self.y, 5, 635) 35 | end function 36 | balls = [] 37 | 38 | Spring = new Sprite 39 | Spring.image = file.loadImage("/sys/pics/shapes/Square.png") 40 | Spring.ballA = null 41 | Spring.ballB = null 42 | Spring.k = 15 // (spring constant, or "stiffness") 43 | Spring.idealLength = 100 44 | Spring.update = function(dt) 45 | self.x = (self.ballA.x + self.ballB.x) / 2 46 | self.y = (self.ballA.y + self.ballB.y) / 2 47 | self.rotation = atan(self.ballA.y - self.ballB.y, 48 | self.ballA.x - self.ballB.x) * 180/pi 49 | length = mathUtil.distance(self.ballA, self.ballB) 50 | self.scale = [length / self.image.width, 5 / self.image.height ] 51 | if length < self.idealLength then 52 | // compressed: tint red 53 | t = (self.idealLength - length) / (self.idealLength/2) 54 | self.tint = color.lerp(color.gray, "#FF8080", t) 55 | else 56 | // stretched: tint blue 57 | t = (length - self.idealLength) / self.idealLength 58 | self.tint = color.lerp(color.gray, "#8080FF", t) 59 | end if 60 | end function 61 | springs = [] 62 | 63 | connected = function(bA, bB) 64 | for spr in springs 65 | if (spr.ballA == bA and spr.ballB == bB) or 66 | (spr.ballB == bA and spr.ballA == bB) then return true 67 | end for 68 | return false 69 | end function 70 | 71 | doOneStep = function(dt = 0.1) 72 | // Clear all the forces on the balls 73 | for b in balls; b.forceX = 0; b.forceY = 0; end for 74 | 75 | // Apply spring forces for all the springs 76 | for spr in springs 77 | bA = spr.ballA 78 | bB = spr.ballB 79 | // calculate the amount of pulling force of the spring 80 | dx = bB.x - bA.x // (dx,dy points from A towards B) 81 | dy = bB.y - bA.y 82 | dist = sqrt(dx*dx + dy*dy) 83 | f = (dist - spr.idealLength) * spr.k 84 | // apply this to X and Y of the balls, in the proper 85 | // direction for each ball 86 | fX = f * dx / dist 87 | fY = f * dy / dist 88 | bA.forceX = bA.forceX + fX; bA.forceY = bA.forceY + fY 89 | bB.forceX = bB.forceX - fX; bB.forceY = bB.forceY - fY 90 | end for 91 | 92 | // Then, update all balls, then all springs 93 | for b in balls; b.update dt; end for 94 | for spr in springs; spr.update dt; end for 95 | end function 96 | 97 | 98 | clear 99 | display(4).type = displayMode.sprite 100 | disp = display(4) 101 | 102 | // create some balls 103 | for ang in range(0, 2*pi, pi/6) 104 | b = new Ball 105 | b.x = 480 + 80 * cos(ang) 106 | b.y = 320 + 80 * sin(ang) 107 | balls.push b 108 | end for 109 | 110 | // connect them with springs 111 | for i in balls.indexes 112 | for j in range(1, balls.len+4, 5) 113 | bA = balls[i] 114 | bB = balls[(i + j) % balls.len] 115 | if connected(bA, bB) then continue 116 | spr = new Spring 117 | spr.ballA = bA 118 | spr.ballB = bB 119 | spr.idealLength = mathUtil.distance(bA, bB) 120 | disp.sprites.push spr 121 | springs.push spr 122 | spr.update 123 | end for 124 | end for 125 | // (draw balls on top of springs) 126 | for b in balls; disp.sprites.push b; end for 127 | 128 | // run the simulation, and allow the user to grab any 129 | // ball with the mouse and drag it around. 130 | grabbed = null 131 | lastMouse = {"x":mouse.x, "y":mouse.y} 132 | while true 133 | yield 134 | if mouse.button then 135 | if grabbed == null then 136 | for b in balls 137 | if mathUtil.distance(mouse, b) < 10 then grabbed = b 138 | end for 139 | else 140 | // drag the ball with the mouse directly 141 | b.x = mouse.x 142 | b.y = mouse.y 143 | b.vx = mouse.x - lastMouse.x 144 | b.vy = mouse.y - lastMouse.y 145 | end if 146 | else 147 | grabbed = null 148 | end if 149 | lastMouse.x = mouse.x; lastMouse.y = mouse.y 150 | doOneStep 151 | end while 152 | 153 | -------------------------------------------------------------------------------- /sys/demo/spriteDemo.ms: -------------------------------------------------------------------------------- 1 | // Sprite Demo 2 | // 3 | // This is a simple demo in which you move the Wumpus 4 | // around the screen to catch the heart. 5 | // Press Escape or Control-C to exit. 6 | 7 | // Prepare the displays 8 | text.clear 9 | gfx.clear 10 | c = text.color 11 | text.color = color.gray 12 | text.row = 25 13 | print "(Use arrows or joystick to move; Esc to exit.)" 14 | text.color = c 15 | 16 | display(4).mode = displayMode.sprite 17 | disp = display(4) 18 | disp.clear 19 | 20 | // Prepare the "target" (heart) sprite 21 | target = new Sprite 22 | target.image = file.loadImage("/sys/pics/Heart.png") 23 | disp.sprites.push target 24 | 25 | // Prepare the player (wumpus) sprite 26 | wumpus = new Sprite 27 | wumpus.image = file.loadImage("/sys/pics/Wumpus.png") 28 | disp.sprites.push wumpus 29 | wumpus.x = 100 30 | wumpus.y = 100 31 | 32 | // Move the target to a new random position 33 | moveTarget = function 34 | target.x = 100 + 760*rnd 35 | target.y = 100 + 440*rnd 36 | end function 37 | moveTarget 38 | 39 | // Handle catching the target 40 | catchTarget = function 41 | // move the target to a new position 42 | moveTarget 43 | // draw a star in the background (because why not?) 44 | c = color.rgb(100+155*rnd, 100+155*rnd, 100+155*rnd) 45 | gfx.setPixel 960*rnd, 640*rnd, c 46 | end function 47 | 48 | // Main loop 49 | while not key.pressed("escape") 50 | // move/rotate the wumpus using arrow keys, WASD, or a gamepad 51 | inputH = key.axis("Horizontal") 52 | wumpus.x = wumpus.x + 10 * inputH 53 | if inputH < -0.5 then 54 | if wumpus.rotation < 10 then wumpus.rotation = wumpus.rotation + 2 55 | else if inputH > 0.5 then 56 | if wumpus.rotation > -10 then wumpus.rotation = wumpus.rotation - 2 57 | else if wumpus.rotation != 0 then 58 | wumpus.rotation = wumpus.rotation - sign(wumpus.rotation) 59 | end if 60 | inputV = key.axis("Vertical") 61 | wumpus.y = wumpus.y + inputV * 10 62 | if key.pressed("escape") then exit 63 | 64 | // animate the target, and check for collision 65 | target.scale = 1 + abs(sin(time*3) * 0.2) 66 | dist = sqrt((wumpus.x-target.x)^2 + (wumpus.y-target.y)^2) 67 | if dist < 64 then catchTarget 68 | 69 | // wait for next frame 70 | yield 71 | end while 72 | key.clear 73 | -------------------------------------------------------------------------------- /sys/demo/spriteStretch.ms: -------------------------------------------------------------------------------- 1 | import "mathUtil" 2 | clear 3 | print "Grab any corner and drag with the mouse." 4 | 5 | stretch = file.loadSound("/sys/sounds/stretch.wav") 6 | stretch.loop = true 7 | 8 | spr = new Sprite 9 | spr.image = file.loadImage("/sys/pics/textures/BricksRed.png") 10 | spr.x = 480 11 | spr.y = 320 12 | display(4).sprites.push spr 13 | corners = spr.corners 14 | 15 | dragCorner = function(index) 16 | text.row = 1; print "Dragging corner " + index 17 | stretch.play 18 | volume = 0.5 19 | prevPos = [mouse.x, mouse.y] 20 | while mouse.button 21 | yield 22 | newPos = [mouse.x, mouse.y] 23 | d = mathUtil.distance(newPos, prevPos) 24 | volume = mathUtil.moveTowards(volume, d/10, 0.05) 25 | stretch.adjust volume 26 | if d == 0 then continue 27 | corners[index] = newPos 28 | spr.setCorners corners 29 | prevPos = newPos 30 | end while 31 | stretch.stop 32 | text.row = 1; print " " * 60 33 | end function 34 | 35 | while true 36 | if mouse.button then 37 | bestIndex = null 38 | bestDist = 200 39 | for i in corners.indexes 40 | d = mathUtil.distance(mouse, corners[i]) 41 | if d < bestDist then 42 | bestDist = d 43 | bestIndex = i 44 | end if 45 | end for 46 | if bestIndex != null then dragCorner bestIndex 47 | end if 48 | 49 | yield 50 | if key.pressed("escape") then exit 51 | end while 52 | 53 | 54 | -------------------------------------------------------------------------------- /sys/demo/stars.ms: -------------------------------------------------------------------------------- 1 | // Tiny program to generate a star field. 2 | // Demonstrates gfx.clear, gfx.setPixel, rnd, 3 | // and your basic for-loop. 4 | 5 | colors = ["#FFFFFF", "#AAAAFF", "#FFFFAA", "#FFCCCC"] 6 | gfx.clear 7 | for i in range(1000) 8 | gfx.setPixel rnd*960, rnd*640, colors[rnd * colors.len] 9 | end for 10 | 11 | // If we are returning to the shell, wait for a keypress 12 | if env.hasIndex("shell") and env.shell then key.get 13 | -------------------------------------------------------------------------------- /sys/demo/sunset.ms: -------------------------------------------------------------------------------- 1 | // Fun little graphical demo. 2 | 3 | gfx.clear 4 | 5 | // Draw the sky, in blocks that get darker/redder with each step. 6 | horizon = gfx.height * 0.4 7 | y = horizon 8 | h = 3 9 | step = 0 10 | while y < gfx.height 11 | c = rgb(180 - step*5, 5 + step*5, 10 + step*20) 12 | gfx.fillRect 0, y, gfx.width, h + 1, c 13 | y = y + h 14 | h = h * 1.5 15 | step = step + 1 16 | end while 17 | 18 | // Draw the sun. 19 | midx = gfx.width/2 20 | c = rgb(240,200,100) 21 | gfx.fillEllipse midx-100, horizon-80, 200, 160, c 22 | 23 | // Draw the water (just a solid dark blue) 24 | gfx.fillRect 0, 0, gfx.width, horizon, rgb(0,0,50) 25 | 26 | // Draw the reflection lines. 27 | y = horizon 28 | h = 3 29 | w = 100 30 | c = rgb(120,100,75) 31 | while y > 0 32 | dx = (rnd-0.5) * w/10 + (rnd-0.5) * w/10 33 | gfx.fillRect midx-w+dx, y-h, w*2, 1, c 34 | h = h * 1.1 35 | w = w * 1.02 36 | y = y - h 37 | end while 38 | 39 | // If we are returning to the shell, wait for a keypress; 40 | // or if we're in auto-run mode, just wait a short time 41 | if env.hasIndex("shell") and env.shell then 42 | if env.autorun then wait 3 else key.get 43 | end if 44 | 45 | // Remember, to clear the screen, just do: gfx.clear 46 | -------------------------------------------------------------------------------- /sys/demo/theMatrix.ms: -------------------------------------------------------------------------------- 1 | // What is Mini Micro? 2 | // 3 | // A demo of direct manipulation of the text display. 4 | 5 | // Load /sys/lib/chars, so we can use chars.printable 6 | import "chars" 7 | 8 | // Gather all the characters we're going to use. 9 | characters = [] 10 | for i in range(33,127) + range(161,255) 11 | characters.push char(i) 12 | end for 13 | characters = characters + chars.printable 14 | 15 | // Define a Drop class, to represent one dropping 16 | // column of text. 17 | Drop = {} 18 | Drop.x = 0 19 | Drop.y = 26 20 | Drop.length = 30 21 | Drop.framesPerUpdate = 2 22 | Drop.framesTillNextUpdate = 1 23 | 24 | // Initialize a drop with random settings. 25 | Drop.init = function 26 | self.x = floor(68 * rnd) 27 | self.framesPerUpdate = 1 + ceil(3*rnd) 28 | self.length = round(10 + 10*rnd + 10*rnd) 29 | end function 30 | 31 | // Calculate the topmost row in the drop 32 | Drop.top = function 33 | return self.y + self.length 34 | end function 35 | 36 | // Update a drop. 37 | Drop.update = function 38 | self.framesTillNextUpdate = self.framesTillNextUpdate - 1 39 | if self.framesTillNextUpdate > 0 then return 40 | self.framesTillNextUpdate = self.framesPerUpdate 41 | 42 | self.y = self.y - 1 43 | if self.y >= 0 then 44 | text.setCell self.x, self.y, 45 | characters[characters.len * rnd] 46 | text.setCellColor self.x, self.y, "#88FF00" 47 | end if 48 | for y in range(self.top, 0, -1) 49 | if y <= self.y then break 50 | if y > 25 then continue 51 | if y == self.top then 52 | c = text.backColor 53 | else 54 | c = text.cellColor(self.x, y) 55 | c = "#00" + c[3:] // (reduce Red to zero) 56 | c = color.lerp(c, text.backColor, 0.1) 57 | end if 58 | text.setCellColor self.x, y, c 59 | end for 60 | end function 61 | 62 | // Keep a list of all the active drops 63 | drops = [] 64 | 65 | // Main loop 66 | text.clear 67 | startTime = time 68 | while not key.pressed("escape") 69 | // every now and then, add a new drop 70 | if rnd < 0.25 then 71 | noob = new Drop 72 | noob.init 73 | for d in drops 74 | if d.x == noob.x and d.top > 24 then 75 | // ensure drop tails don't overlap new drops, 76 | // at least initially 77 | d.length = 24 - d.y 78 | end if 79 | end for 80 | drops.push noob 81 | end if 82 | 83 | // update all the existing drops 84 | for drop in drops 85 | drop.update 86 | end for 87 | 88 | // filter out any drops that are done 89 | if drops then 90 | for i in range(drops.len-1) 91 | if drops[i].top < 0 then drops.remove i 92 | end for 93 | end if 94 | 95 | if env.hasIndex("shell") and env.shell and env.autorun then 96 | // in auto-run mode, exit after 20 seconds 97 | if time - startTime > 20 then exit 98 | end if 99 | 100 | yield 101 | end while 102 | key.clear 103 | -------------------------------------------------------------------------------- /sys/demo/turtleDemo.ms: -------------------------------------------------------------------------------- 1 | // Simple demonstration of "turtle graphics" 2 | // (using the turtle module in /sys/lib/turtle) 3 | 4 | import "turtle" 5 | clear 6 | 7 | // Clear the display the turtle is using. 8 | // (You could assign a different display if you like.) 9 | display(Turtle.displayNum).clear 10 | 11 | // Create and show the turtle 12 | t = new Turtle 13 | t.show // omit this, or call t.hide, for an invisible turtle 14 | 15 | // Define the colors we want to use 16 | colors = [color.red, color.purple, color.blue, 17 | color.green, color.yellow, color.orange] 18 | 19 | // Loop and draw 20 | for x in range(0,300) 21 | // set turtle ink color 22 | t.color = colors[x % 6] 23 | 24 | // set the pen size 25 | t.penSize = round(1 + x/100) 26 | 27 | // turn left 59°, then move forward some amount 28 | t.left 59 29 | t.forward x 30 | 31 | // wait (optional; makes it slow enough to see!) 32 | wait 0.01 33 | end for 34 | 35 | text.row = 0 36 | 37 | // If we are returning to the shell, wait for a keypress; 38 | // or if we're in auto-run mode, just wait a short time 39 | if env.hasIndex("shell") and env.shell then 40 | if env.autorun then wait 3 else key.get 41 | end if 42 | -------------------------------------------------------------------------------- /sys/fonts/AppleChancery-14.bmf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/JoeStrout/minimicro-sysdisk/d1c6f092232ef3cd0a8d38eb77fb8618e7e052e9/sys/fonts/AppleChancery-14.bmf -------------------------------------------------------------------------------- /sys/fonts/Arial14.bmf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/JoeStrout/minimicro-sysdisk/d1c6f092232ef3cd0a8d38eb77fb8618e7e052e9/sys/fonts/Arial14.bmf -------------------------------------------------------------------------------- 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Just press 7 | the `Tab` key to accept the suggested text. 8 | 9 | To break out of any program, press Control-C. 10 | To clear the screen, enter `clear` 11 | 12 | For more help, enter `help "topics"` 13 | Remember to use quotation marks! 14 | -------------------------------------------------------------------------------- /sys/help/coding.txt: -------------------------------------------------------------------------------- 1 | Commands related to coding (programming): 2 | `load "filename"` -- load a program into memory 3 | `save "filename"` -- save current program to disk 4 | `run` -- run current program 5 | `reset` -- delete current program from memory 6 | `source` -- print source code of current program 7 | `edit` -- edit current program in graphical editor 8 | 9 | See also `help "import"` for info about the `import` command. 10 | -------------------------------------------------------------------------------- /sys/help/community.txt: -------------------------------------------------------------------------------- 1 | The MiniScript community is a friendly, welcoming place and always 2 | supportive of new coders. We communicate mainly via Discord and 3 | web forums. 4 | 5 | Join the community via the links near the bottom of 6 | `https://miniscript.org/`! 7 | -------------------------------------------------------------------------------- /sys/help/demos.txt: -------------------------------------------------------------------------------- 1 | Mini Micro has a number of demos on the `/sys` disk. To run them: 2 | 3 | 1. Change to the `/sys/demo` directory: 4 | 5 | `cd "/sys/demo"` (don't forget the quotes!) 6 | 7 | 2. List the files: 8 | 9 | `dir` 10 | 11 | 3. Load one, for example: 12 | 13 | `load "drumMachine"` 14 | 15 | 4. Run it! 16 | 17 | `run` 18 | 19 | 5. You can quit most demos by pressing the `Esc` key. Others 20 | will provide some other way to exit, or in a pinch, pressing 21 | `Control-C` will always break out. 22 | 23 | Then use `clear` to clear the screen, `edit` to look at the code, 24 | or go back to step 4 or step 1 above! 25 | -------------------------------------------------------------------------------- /sys/help/dlc.txt: -------------------------------------------------------------------------------- 1 | Downloadable Content 2 | 3 | In addition to the small games/demos available in the `/sys/demo` 4 | folder, there are larger, more polished games and programs which 5 | can be downloaded from the web. Many of these are available at 6 | `https://miniscript.org/MiniMicro/dlc`. To use them: 7 | 8 | 1. Go to that URL in your favorite web browser. 9 | 10 | 2. Download one of the programs you find there. It should come 11 | down as a .minidisk file, for example, `WorldConquest.minidisk`. 12 | 13 | 3. Click on the top disk slot below the screen. From the pop-up 14 | menu that appears, choose `Mount Disk File…`. 15 | 16 | 4. Select the .minidisk file you downloaded in Step 2. 17 | 18 | 5. Enter `reboot` to reboot Mini Micro with the new disk. 19 | 20 | To get back to your own files, click the disk slot again, and use 21 | either `Mount Folder` or `Mount Disk File` to load your own user disk. 22 | -------------------------------------------------------------------------------- /sys/help/files.txt: -------------------------------------------------------------------------------- 1 | file-related commands: 2 | `pwd` -- print working directory 3 | `cd "path"` -- change directory to path 4 | `dir` -- list files in working directory 5 | `mkdir "dirname"` -- create a directory 6 | `load "filename"` -- load a program into memory 7 | `save "filename"` -- save current program to disk 8 | `view "filename"` -- preview any file 9 | 10 | Note that there are three disks available: 11 | `"/sys"` -- system disk (read-only) 12 | `"/usr"` -- user disk (top slot; read/write) 13 | `"/usr2"` -- secondary user disk (bottom slot; read/write) 14 | To find the fun stuff, enter: `cd "/sys/demo"`, then: `dir` 15 | -------------------------------------------------------------------------------- /sys/help/gfx.txt: -------------------------------------------------------------------------------- 1 | Basic graphics-related commands: 2 | `gfx.clear color.navy` -- clear graphics (color defaults to black) 3 | `gfx.color = color.purple` -- set the color for subsequent drawing 4 | `gfx.line x1,y1,x2,y2` -- draw a line from `x1`,`y1` to `x2`,`y2` 5 | `gfx.fillRect left,bottom,width,height` -- fill a rectangle 6 | `gfx.fillEllipse left,bottom,width,height` -- fill an ellipse 7 | 8 | -------------------------------------------------------------------------------- /sys/help/import.txt: -------------------------------------------------------------------------------- 1 | The `import` command loads a MiniScript file from the current 2 | directory, `/usr/lib`, `/sys/lib`, or some path defined in 3 | `env.importPaths`. Any values defined by that code then become 4 | available in a map of the same name. Example: 5 | 6 | `import "mathUtil"` 7 | `print mathUtil.radToDeg(2*pi)` // prints 360 8 | 9 | Some modules, like `listUtil`, `stringUtil`, and `mapUtil`, extend these 10 | built-in types with new methods. For example, the built-in `list` 11 | type does not have a `.reverse` method, but it does once you import 12 | "listUtil": 13 | 14 | `import "listUtil"` 15 | `x = [1,2,3]` 16 | `x.reverse` // x is now [3, 2, 1] 17 | 18 | Be sure to `view` (or `load` and `edit`) the modules in `/sys/lib` 19 | to see what they do, and how they work! 20 | -------------------------------------------------------------------------------- /sys/help/input.txt: -------------------------------------------------------------------------------- 1 | Functions to get various kinds of input from the user: 2 | 3 | `input(prompt)` -- print prompt, and return user-entered string 4 | 5 | `key.available` -- returns 1 if there is key in the buffer 6 | `key.get` -- waits for and returns a single key 7 | `key.clear` -- clears the keyboard buffer 8 | `key.pressed(k)` -- returns 1 if key k is currently pressed 9 | `key.axis(h)` -- joystick axis h ("Horizontal" or "Vertical") 10 | 11 | `mouse.x` -- current mouse X position, in pixels from left 12 | `mouse.y` -- current mouse Y position, in pixels from bottom 13 | `mouse.button(which=0)` -- returns 1 if mouse button is pressed 14 | -------------------------------------------------------------------------------- /sys/help/shells.txt: -------------------------------------------------------------------------------- 1 | In Mini Micro, a "shell" is a program that launches other programs, 2 | and which is automatically re-run when those other programs exit. 3 | You can make any program a shell by storing its path in `env.shell`. 4 | 5 | The `/sys/demo` directory contains three shell programs: 6 | 7 | `demos`: lists and easily runs a subset of demos 8 | `desktop`: a simple desktop-style graphical interface 9 | `lcars`: a futuristic sci-fi graphical interface 10 | 11 | In addition, these are defined (by code in `/sys/startup.ms`) as 12 | commands in their own right. So, for example, you can launch the 13 | desktop shell by just entering `desktop` at the command line. 14 | 15 | Once you have a shell defined in `env.shell`, you can return to it 16 | from the command line (or a program) by using `exit`. But note that 17 | pressing control-C will always break out to the MiniScript prompt, 18 | even if a shell is defined. -------------------------------------------------------------------------------- /sys/help/sound.init.txt: -------------------------------------------------------------------------------- 1 | The parameters to Sound.init are as follows: 2 | 3 | 1. duration: length of the sound, in seconds. (Default 1.) 4 | 5 | 2. freq: sound frequency, in Hz. May be a simple number, e.g. 6 | `440`, or a list of numbers to interpolate, e.g. `[2000,100,4000]`. 7 | 8 | 3. envelope: the volume of the sound over its duration. This 9 | can be a single number or a list of numbers, from 0 (silent) to 10 | 1 (full volume). Default is 1 (full volume for the entire sound). 11 | A common choice is [1, 0], which starts out full volume and fades 12 | to silence by the end of the sound. 13 | 14 | 4. waveform: a list of numbers defining one cycle of the sound 15 | wave. [1, -1] produces a sawtooth wave (the default). The 16 | Sound class has several predefined waves: `sineWave`, `squareWave`, 17 | `triangleWave`, `sawtoothWave`, and `noiseWave`. 18 | 19 | -------------------------------------------------------------------------------- /sys/help/sound.txt: -------------------------------------------------------------------------------- 1 | Sounds in Mini Micro can be loaded from a file, or synthesized 2 | in code. To load from a file: 3 | 4 | `chaChing = file.loadSound("/sys/sounds/cha-ching.wav")` 5 | `chaChing.play` 6 | 7 | To synthesize from scratch, create a new Sound, then call the 8 | `.init` method with duration, frequency, envelope, and waveform. 9 | (All parameters are optional.) Example: 10 | 11 | `pew = new Sound` 12 | `pew.init 0.3, [4000,100], [1,0], Sound.triangleWave` 13 | `pew.play` 14 | 15 | Experiment with the options above and make some noise! 16 | For more detail, enter: `help "sound.init"` 17 | 18 | -------------------------------------------------------------------------------- /sys/help/sprites.txt: -------------------------------------------------------------------------------- 1 | Sprites are little pictures you can efficiently move, scale, and 2 | rotate. To use them you must: 3 | 4 | 1. Set up a sprite display. For example: 5 | 6 | `display(4).mode = displayMode.sprite` // prepare display 4 7 | `disp = display(4)` // get a reference to it called `disp` 8 | `disp.clear` // clear any previous sprites 9 | 10 | 2. Load a sprite from an image on disk: 11 | 12 | `sp = new Sprite` // create a sprite 13 | `sp.image = file.loadImage("/sys/pics/Mochi.png")` // load image 14 | 15 | 3. Append the sprite to the display, and animate as desired. 16 | 17 | `disp.sprites.push sp` // add sprite to display 18 | `sp.x = 480` // set horizontal position 19 | `sp.y = 320` // set vertical position 20 | `sp.rotation = 45` // set rotation, in degrees 21 | `sp.scale = 0.5` // set scale -------------------------------------------------------------------------------- /sys/help/text.txt: -------------------------------------------------------------------------------- 1 | Basic text-related commands: 2 | `text.clear` -- clear the text display 3 | `print s` -- print contents of `s` 4 | `input(prompt)` -- print prompt, then return user input 5 | `text.color = color.yellow` -- change text foreground color 6 | `text.inverse = true` -- set inverse mode 7 | `text.row = 10` -- put the text cursor on row 10 8 | `text.column = 50` -- put the text cursor on column 50 9 | -------------------------------------------------------------------------------- /sys/help/tiles.txt: -------------------------------------------------------------------------------- 1 | Tile displays let you efficiently draw a grid of cells using tiles 2 | (little pictures) taken from a tile set (a large image containing 3 | many smaller tiles). Basic usage: 4 | 5 | 1. Set up a tile display. For example: 6 | 7 | `display(4).mode = displayMode.tile` // prepare display 4 8 | `tiles = display(4)` // get a reference to it called `tiles` 9 | `tiles.clear` // clear any previous tiles 10 | 11 | 2. Load a tileset from an image on disk: 12 | 13 | `tiles.tileSet = file.loadImage("/sys/pics/SimplePlatformTiles.png")` 14 | 15 | 3. Define tile set parameters, and display options: 16 | 17 | `tiles.tileSetTileSize = 64` // define size of tiles in tile set 18 | `tiles.cellSize = 128` // define size of cells on screen 19 | `tiles.extent = [20,10]` // set number of columns and rows 20 | 21 | 4. Set individual cells by specifying the index of a tile in the 22 | tile set. 23 | 24 | `tiles.setCell 4, 0, 1` // set column 4, row 1 to tile #1 25 | -------------------------------------------------------------------------------- /sys/help/topics.txt: -------------------------------------------------------------------------------- 1 | Available topics: 2 | files coding demos 3 | text sound input 4 | graphics sprites tiles 5 | shells dlc community 6 | wtf 7 | 8 | (Access these with, for example: `help "demos"`) 9 | -------------------------------------------------------------------------------- /sys/help/wtf.txt: -------------------------------------------------------------------------------- 1 | Mini Micro allows you to override (shadow) standard intrinsics 2 | like `print` or `file`, and replace standard globals like `text`. 3 | 4 | With great power comes great responsibility. Casually changing 5 | these standard globals/intrinsics can cause standard system 6 | functions like `cd`, `dir`, and even `help` to malfunction. 7 | 8 | When that happens, try the `wtf` command (short for "Why The 9 | Failure"). If you've replaced `wtf`, then try `_savedGlobals.wtf`. 10 | This will scan your current global variables for potential 11 | problems, and offer to fix them. 12 | 13 | Tips for avoiding such problems: 14 | 1. Minimize global variables in general; organize your code 15 | into functions. 16 | 17 | 2. When you must use global variables, avoid names already in 18 | use by the system, like `file`, `dir`, `text`, and `clear`. 19 | -------------------------------------------------------------------------------- /sys/lib/chars.ms: -------------------------------------------------------------------------------- 1 | // This module contains names for all the special characters 2 | // supported by Mini Micro. 3 | // 4 | // To use: 5 | // 1. add this line near the top of your program: 6 | // import "chars" 7 | // 2. in your code, just write something like: 8 | // print chars.checkedBox 9 | 10 | 11 | // These display as arrows, and are also the characters you would get 12 | // from key.get if the user presses the arrow keys on the keyboard: 13 | left = char(17) 14 | right = char(18) 15 | up = char(19) 16 | down = char(20) 17 | 18 | // These are the official Unicode code points for the arrows: 19 | leftArrow = char(8592) 20 | upArrow = char(8593) 21 | rightArrow = char(8594) 22 | downArrow = char(8595) 23 | 24 | // Upside-down question mark: 25 | unprintable = char(21) 26 | 27 | // Button caps: turn on inverse mode, and print these on either side 28 | // of a caption, and it looks like a button: 29 | buttonCapLeft = char(57856) 30 | buttonCapRight = char(57857) 31 | 32 | // A stick figure in various states of emotion: 33 | figureStanding = char(57872) 34 | figureWaitingToeDown = char(57873) 35 | figureWaitingToeUp = char(57874) 36 | figureAkimbo = char(57875) 37 | 38 | // Some misc. glyphs: 39 | mu = char(181) 40 | invertedBang = char(161) 41 | copyright = char(169) 42 | lineEndSymbol = char(172) 43 | registered = char(174) 44 | degrees = char(176) 45 | invertedQuestion = char(191) 46 | multSign = char(215) 47 | divSign = char(247) 48 | pi = char(960) 49 | tau = char(964) 50 | bullet = char(8226) 51 | tree = char(57888) 52 | ellipsis = char(8230) 53 | 54 | // Checkboxes: 55 | emptyBox = char(9744) 56 | checkedBox = char(9745) 57 | boxWithX = char(9746) 58 | 59 | // Card suits: 60 | spade = char(9824) 61 | club = char(9827) 62 | heart = char(9829) 63 | diamond = char(9830) 64 | 65 | // Faces of a 6-sided die: 66 | dieFace = {} 67 | dieFace[1] = char(9856) 68 | dieFace[2] = char(9857) 69 | dieFace[3] = char(9858) 70 | dieFace[4] = char(9859) 71 | dieFace[5] = char(9860) 72 | dieFace[6] = char(9861) 73 | 74 | // Invisible characters that, when printed, make something happen: 75 | inverseOn = char(134) 76 | inverseOff = char(135) 77 | bell = char(7) 78 | 79 | // Other miscellaneous control characters: 80 | backup = char(8) 81 | tab = char(9) 82 | esc = char(27) 83 | returnKey = char(10) 84 | enterKey = char(3) 85 | 86 | // Collections: 87 | printable = [leftArrow, upArrow, rightArrow, downArrow, unprintable, 88 | buttonCapLeft, buttonCapRight, 89 | figureStanding, figureWaitingToeDown, figureWaitingToeUp, figureAkimbo, 90 | mu, invertedBang, copyright, lineEndSymbol, registered, degrees, 91 | invertedQuestion, multSign, divSign, pi, tau, bullet, tree, ellipsis, 92 | emptyBox, checkedBox, boxWithX, 93 | spade, club, heart, diamond] + dieFace.values 94 | 95 | allPrintable = [] 96 | for code in range(32,126) + [161, 165, 169, 172, 174, 176] + range(191,255) 97 | allPrintable.push char(code) 98 | end for 99 | allPrintable = allPrintable + printable 100 | 101 | if locals == globals then 102 | text.clear 103 | text.row = 25 104 | print "Special characters:" 105 | print 106 | printAlign = function(label, text) 107 | print " " * (30 - label.len) + label + ": " + text 108 | end function 109 | printAlign "left or leftArrow", leftArrow 110 | printAlign "up or upArrow", upArrow 111 | printAlign "right or rightArrow", rightArrow 112 | printAlign "down or rightArrow", downArrow 113 | printAlign "unprintable", unprintable 114 | printAlign "buttonCapLeft", buttonCapLeft 115 | printAlign "buttonCapRight", buttonCapRight 116 | printAlign "figureStanding", figureStanding 117 | printAlign "figureWaitingToeDown", figureWaitingToeDown 118 | printAlign "figureWaitingToeUp", figureWaitingToeUp 119 | printAlign "figureAkimbo", figureAkimbo 120 | printAlign "mu, pi, tau", mu + " " + pi + " " + tau 121 | printAlign "bullet, ellipsis, degrees", [bullet, ellipsis, degrees].join 122 | printAlign "copyright, registered", [copyright, registered].join 123 | printAlign "tree", tree 124 | printAlign "emptyBox", emptyBox 125 | printAlign "checkedBox", checkedBox 126 | printAlign "boxWithX", boxWithX 127 | printAlign "spade, club, heart, diamond", [spade, club, heart, diamond].join 128 | printAlign "dieFace[1] - dieFace[6]", [dieFace[1], dieFace[2], dieFace[3], 129 | dieFace[4], dieFace[5], dieFace[6]].join 130 | print 131 | 132 | // Since this code has been run in the global scope, it's hidden the 133 | // intrinsic `pi` function, which will cause weird bugs in other code. So: 134 | globals.remove "pi" 135 | end if 136 | -------------------------------------------------------------------------------- /sys/lib/dateTime.ms: -------------------------------------------------------------------------------- 1 | // Date/Time support module. 2 | // 3 | // Mini Micro supports dates/times in two different formats: as a string 4 | // (by default in SQL format), and as a number of seconds since a reference 5 | // date (Jan 01, 2000). The numeric format is useful for doing date/time 6 | // calculations, like finding the amount of time between two dates, or adding 7 | // some amount of time to a starting date/time. 8 | 9 | // nowVal: get the current date/time, as a number. 10 | nowVal = function 11 | return _dateVal 12 | end function 13 | 14 | // now: return the current date/time as a string 15 | now = function(format="yyyy-MM-dd HH:mm:ss") 16 | return _dateStr(_dateVal, format) 17 | end function 18 | 19 | // str: convert a date (string or number) to a string with the given format. 20 | // If format is not specified, uses standard SQL date/time format. 21 | // For details on the format specifiers you can use, see: 22 | // https://docs.microsoft.com/en-us/dotnet/standard/base-types/custom-date-and-time-format-strings 23 | str = function(date, format="yyyy-MM-dd HH:mm:ss") 24 | return _dateStr(date, format) 25 | end function 26 | 27 | // val: convert a date string to a number. 28 | // If no date string is given, returns the current time (same as nowVal). 29 | val = function(dateStr) 30 | return _dateVal(dateStr) 31 | end function 32 | 33 | // year: get the year of the given date, as a number. 34 | year = function(date) 35 | return _dateStr(date, "yyyy").val 36 | end function 37 | 38 | // month: get the month of the given date, as a number from 1 to 12. 39 | month = function(date) 40 | return _dateStr(date, "%M").val 41 | end function 42 | 43 | // day: get the day of the given date, as a number from 1 to 31. 44 | day = function(date) 45 | return _dateStr(date, "%d").val 46 | end function 47 | 48 | // hour: get the hour of the given date/time, as a number from 0 to 23. 49 | hour = function(date) 50 | return _dateStr(date, "%H").val 51 | end function 52 | 53 | // minute: get the minute of the given date/time, as a number from 0 to 59. 54 | minute = function(date) 55 | return _dateStr(date, "%m").val 56 | end function 57 | 58 | // second: get the second of the given date, as a number from 0 to 59. 59 | second = function(date) 60 | return _dateStr(date, "%s").val 61 | end function 62 | 63 | // Weekday name abbreviations, in the order returned by the weekday function. 64 | // DO NOT CHANGE THESE, or the weekday function will no longer work. 65 | weekdayNames = "Sun Mon Tue Wed Thu Fri Sat".split 66 | 67 | // weekday: get the day of the week for the given date, from 0 (Sunday) to 6 (Saturday). 68 | weekday = function(date) 69 | return weekdayNames.indexOf(_dateStr(date, "ddd")) 70 | end function 71 | 72 | runUnitTests = function 73 | print "It is now: " + now 74 | print "Unit testing: dateTime" 75 | 76 | errorCount = 0 77 | assertEqual = function(actual, expected, note) 78 | if actual != expected then 79 | print "Unit test failure (" + note + "): expected " + expected + ", got " + actual 80 | outer.errorCount = errorCount + 1 81 | end if 82 | end function 83 | 84 | dstr = "1971-10-29 01:23:45" 85 | dval = val(dstr) 86 | assertEqual dval, -889137375 87 | assertEqual year(dval), 1971, "year (from val)" 88 | assertEqual month(dval), 10, "month (from val)" 89 | assertEqual day(dval), 29, "day (from val)" 90 | assertEqual hour(dval), 1, "hour (from val)" 91 | assertEqual minute(dval), 23, "minute (from val)" 92 | assertEqual second(dval), 45, "second (from val)" 93 | assertEqual weekday(dval), 5, "weekday (from val)" // (Friday) 94 | 95 | assertEqual year(dstr), 1971, "year (from str)" 96 | assertEqual month(dstr), 10, "month (from str)" 97 | assertEqual day(dstr), 29, "day (from str)" 98 | assertEqual hour(dstr), 1, "hour (from str)" 99 | assertEqual minute(dstr), 23, "minute (from str)" 100 | assertEqual second(dstr), 45, "second (from str)" 101 | assertEqual weekday(dstr), 5, "weekday (from str)" // (Friday) 102 | 103 | nextDay = str(dval + 24*60*60) 104 | assertEqual nextDay, "1971-10-30 01:23:45" 105 | 106 | if errorCount == 0 then 107 | print "All tests passed. Happy day!" 108 | else 109 | print errorCount + " error" + "s" * (errorCount!=1) + " found." 110 | end if 111 | end function 112 | 113 | 114 | if locals == globals then 115 | runUnitTests 116 | // Normally, dateTime would not be run in the global space, so its 117 | // special str and val methods would not hide the intrinsics... but 118 | // since it was, let's remove those so as to not cause grief. 119 | dateTime = {"str":@str, "val":@val} 120 | globals.remove "str" 121 | globals.remove "val" 122 | end if 123 | -------------------------------------------------------------------------------- /sys/lib/importUtil.ms: -------------------------------------------------------------------------------- 1 | // This module provides a small set of utilities to help with importing 2 | // other modules in larger programs. 3 | 4 | 5 | // ensureImport: check whether the given module has been imported already 6 | // (or is in the process of being imported). If so, return immediately. 7 | // If not, then import that module into the global namespace. 8 | globals.ensureImport = function(moduleName) 9 | if globals.hasIndex(moduleName) then return 10 | globals[moduleName] = "PENDING" // (module is being imported now) 11 | import moduleName 12 | globals[moduleName] = locals[moduleName] 13 | end function 14 | 15 | -------------------------------------------------------------------------------- /sys/lib/sounds.ms: -------------------------------------------------------------------------------- 1 | // sounds 2 | // 3 | // This is just a little module of handy synthesized sounds you might 4 | // want to use in your own games, demos, or quick testing. It also 5 | // serves as examples of how to define synthesized sounds in code. 6 | // 7 | // Example usage: 8 | // import "sounds" 9 | // sounds.bounce.play 10 | 11 | all = [] 12 | 13 | bounce = new Sound 14 | bounce.init 0.3, [100,1000], [1,0] 15 | all.push bounce 16 | 17 | ding = new Sound 18 | ding.init 0.5, noteFreq(72), [1, 0] 19 | all.push ding 20 | 21 | dingHi = new Sound 22 | dingHi.init 0.5, noteFreq(84), [1, 0] 23 | all.push dingHi 24 | 25 | daDing = new Sound 26 | daDing.init 0.5, noteFreq(72), [1, 1, 0] 27 | dd2 = new Sound 28 | dd2.init 0.5, noteFreq(84), [0]*40 + range(1,0,-0.01) 29 | daDing.mix dd2 30 | all.push daDing 31 | 32 | fall = new Sound 33 | fall.init 1, [1000, 20], [1, 0.5, 0.1, 0] 34 | all.push fall 35 | 36 | land = new Sound 37 | land.init 0.1, 440, [0.1,0], Sound.noiseWave 38 | all.push land 39 | 40 | pew = new Sound 41 | pew.init 0.2, [2000,200], [1,0] 42 | all.push pew 43 | 44 | pew2 = new Sound 45 | pew2.init 0.25, [2000,100], [1,0] 46 | all.push pew2 47 | 48 | bip = new Sound 49 | bip.init 0.1, noteFreq(42), [0.3,0] 50 | boop = new Sound 51 | boop.init 0.1, noteFreq(44), [0.3,0] 52 | 53 | ds6 = noteFreq(75+12) 54 | gs5 = noteFreq(80) 55 | a5 = noteFreq(81) 56 | d7 = noteFreq(74+12*2) 57 | uhoh = new Sound 58 | uhoh.init 0.6, ds6, [1,1,0,1,0,0,0,0,0] 59 | a2 = new Sound 60 | a2.init 0.6, gs5, [1,1,0,1,0,0,0,0,0] 61 | b1 = new Sound 62 | b1.init 0.6, a5, [0,0,0,0,1,1,1,1,1] 63 | b2 = new Sound 64 | b2.init 0.6, d7, [0,0,0,0,1,1,1,1,1] 65 | uhoh.mix(a2,0.7) 66 | uhoh.mix(b1,1) 67 | uhoh.mix(b2,0.3) 68 | all.push uhoh 69 | 70 | wow = new Sound 71 | wow.init 0.5, noteFreq(72), 1, Sound.noiseWave 72 | all.push wow 73 | 74 | warning = new Sound 75 | warning.duration = 0.5 76 | warning.freq = 120 77 | warning.waveform = [] 78 | for i in range(7) 79 | // a series of decreasing triangles 80 | warning.waveform = warning.waveform + 81 | [i/7, i/7*0.8, i/7*0.6, i/7*0.4, i/7*0.2, 0] 82 | end for 83 | warning.envelope = [1,1,1,1,0] * 9 84 | all.push warning 85 | 86 | roboWhat = new Sound 87 | roboWhat.init 0.4, [60,120], 1, warning.waveform 88 | all.push roboWhat 89 | 90 | roboSad = new Sound 91 | roboSad.init 0.6, [130, 60], [1,1,0], warning.waveform 92 | all.push roboSad 93 | 94 | doop = new Sound 95 | doop.init 1, 440, [1,1,0], Sound.squareWave 96 | doopMix = new Sound 97 | doopMix.init 1, 441, [1,1,0], Sound.squareWave 98 | doop.mix doopMix 99 | all.push doop 100 | 101 | engineLoop = new Sound 102 | engineLoop.init 3, 1, 1, Sound.noiseWave 103 | engineLoop.loop = true 104 | all.push engineLoop 105 | 106 | ufoLoop = new Sound 107 | ufoLoop.init 2, 108 | [noteFreq(80), noteFreq(76), noteFreq(80), noteFreq(80)]*10, 0.25 109 | ufoLoop.fadeIn = 0; ufoLoop.fadeOut = 0 110 | ufoLoop.loop = true 111 | all.push ufoLoop 112 | 113 | byName = {} 114 | for kv in locals 115 | if all.indexOf(@kv.value) != null then 116 | byName[kv.key] = @kv.value 117 | end if 118 | end for 119 | 120 | demo = function 121 | import "textUtil" 122 | clear 123 | text.delimeter = char(13) 124 | print "A selection of synthesized sounds:" 125 | print 126 | names = byName.indexes.sort 127 | for i in names.indexes 128 | print " " * (i<10) + i + ". " + names[i] 129 | end for 130 | print 131 | row = text.row 132 | while true 133 | textUtil.clearRect 0, 0, 68, row + 1 134 | text.row = row 135 | istr = input("Sound number (or Return to exit): ") 136 | if istr == "" then break 137 | name = names[val(istr)] 138 | print name + " "*40 139 | byName[name].play 140 | if byName[name].loop then 141 | print "(Looping sound - press any key to stop.)" 142 | key.get 143 | byName[name].stop 144 | else 145 | wait 146 | end if 147 | end while 148 | print " "*40 149 | end function 150 | 151 | if globals == locals then demo 152 | 153 | 154 | -------------------------------------------------------------------------------- /sys/pics/1bitTiles.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/JoeStrout/minimicro-sysdisk/d1c6f092232ef3cd0a8d38eb77fb8618e7e052e9/sys/pics/1bitTiles.png -------------------------------------------------------------------------------- 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(Yeah, we love Kenney.) 13 | 14 | animals: 15 | bats based on bat-32x32 by MoikMellah on OpenGameArt 16 | neko sprite sheets: public domain, from https://bomvel.neocities.org/neko/ 17 | other animals based on art licensed from FlatIcon.com 18 | 19 | germs: pixel artwork by Joe Strout 20 | 21 | Mochi.png, Pipe.png, PipeCap.png, Wumpus.png, Spaceship.png, UFO.png: all by Joe Strout 22 | 23 | hextiles: adapted from "Pastel Resources Hex Tiles" by qubodup on OpenGameart.org (CC-BY-SA 3 license). 24 | 25 | food: commissioned artwork by Karekis on fiverr.com. 26 | 27 | maelstrom: artwork from the classic Mac game Maelstrom by Andrew Welch and Ian Gilman, released under the "Attribution" Creative Commons license. 28 | 29 | plants: adapted from artwork by ak-blanc on OpenGameArt.org. 30 | 31 | vehicles: adapted from artwork by TRBRY and TituroFox on OpenGameArt.org. 32 | 33 | textures: mostly from publicdomaintextures.com, except for the "Toon" textures which were commissioned from lucasserapiao on fiverr.com; the Road textures which are by drummyfish on OpenGameArt.org; and the Marble textures adapted from ambientCG.com (CC0 1.0 license). 34 | -------------------------------------------------------------------------------- /sys/pics/KP/KP-climb1.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/JoeStrout/minimicro-sysdisk/d1c6f092232ef3cd0a8d38eb77fb8618e7e052e9/sys/pics/KP/KP-climb1.png -------------------------------------------------------------------------------- /sys/pics/KP/KP-climb2.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/JoeStrout/minimicro-sysdisk/d1c6f092232ef3cd0a8d38eb77fb8618e7e052e9/sys/pics/KP/KP-climb2.png -------------------------------------------------------------------------------- /sys/pics/KP/KP-fallen.png: -------------------------------------------------------------------------------- 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has four basic types: numbers, strings, lists, and maps. 8 | Sometimes truth is a little fuzzy. 9 | You can use `*` with strings and lists to make things repeat. 10 | You can use `+` with any data type. 11 | You can use `-` to lop off the end of a string. 12 | Strings, lists, and maps are considered `true` if they are nonempty. 13 | Numbers are considered true if they are not zero. 14 | Use parentheses only when you really need them. 15 | `round(x, 2)` rounds x to 2 decimal places. 16 | `rnd` returns a random number between 0 and 1. 17 | `m[rnd * m.len]` gets a random element from list `m`. 18 | Join the community at `http://miniscript.org`! 19 | "Everybody should learn how to program a computer... because it\nteaches you how to think." -- Steve Jobs 20 | Use the `view` command to preview any file. 21 | Use `@` to check the parameters of a function, e.g.: `@gfx.drawPoly` 22 | Stuck at a `...]` prompt? Press `Control-C`! 23 | Press `Control-C` to break out of a running program. 24 | Use the `pprint` command to "pretty print" a list or map. 25 | Use the `findFile` command to easily get the path to any file. 26 | Both `run` and `edit` can work alone on the current program, or\nyou can add a path to a file. 27 | Too lazy to type a program path? Try `run findFile`! 28 | Use the `demos` command to easily browse and run a subset of demos,\nor even auto-run them for an "attract" mode! 29 | Prefer a GUI? Try the `desktop` command! 30 | For a 24th-century experience, try the `lcars` command. 31 | When standard commands like `cd` appear broken, try the `wtf` command. --------------------------------------------------------------------------------