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+%%
+%% %CopyrightBegin%
+%%
+%% Copyright Ericsson AB 1996-2009. All Rights Reserved.
+%%
+%% The contents of this file are subject to the Erlang Public License,
+%% Version 1.1, (the "License"); you may not use this file except in
+%% compliance with the License. You should have received a copy of the
+%% Erlang Public License along with this software. If not, it can be
+%% retrieved online at http://www.erlang.org/.
+%%
+%% Software distributed under the License is distributed on an "AS IS"
+%% basis, WITHOUT WARRANTY OF ANY KIND, either express or implied. See
+%% the License for the specific language governing rights and limitations
+%% under the License.
+%%
+%% %CopyrightEnd%
+%%
+
+%%
+-module(cols).
+
+-export([start/0, init/0]).
+
+%% internal export.
+-export([make_board_elem/3]).
+
+%%======================================================================
+%% Contents
+%%=====================
+%% 1. The actual program
+%% 2. Graphics
+%% 3. Data structures and stuff
+%% 4. Lambdas
+%%======================================================================
+
+
+-define(COLORS, {red,green,blue,grey,yellow,{66,153,130}}).
+-define(HIGHFILE, "./cols.high").
+-define(HEIGHT, 17).
+-define(LEFT, 50).
+-define(SIZE, 15).
+-define(VERSION, "v0.9").
+-define(WIDTH, 8).
+
+-record(state, {bit,board,nextbit,ticks, score=0}).
+%%----------------------------------------------------------------------
+%% Consists of three boxes.
+%%----------------------------------------------------------------------
+-record(bit, {x,y,topColor, middleColor, bottomColor,
+ top_gsobj,mid_gsobj,bot_gsobj}).
+
+%%======================================================================
+%% 1. The actual program
+%%======================================================================
+
+start() ->
+ spawn_link(cols,init,[]).
+
+init() ->
+ make_graphics(),
+ {A,B,C} = erlang:now(),
+ random:seed(A,B,C),
+ NextBit = make_bit(),
+ Board = make_screen_board(),
+ S = #state{bit=make_bit(), board=Board, ticks=update_timer(1),
+ score=make_score(), nextbit=new_bit_xy(NextBit, -2,5)},
+ gs:config(win, [{map, true}]),
+ loop(S).
+
+make_graphics() ->
+ G = gs:start(),
+ H = ?HEIGHT*?SIZE,
+ W = ?WIDTH*?SIZE,
+ BotMargin = 100,
+ gs:create(window, win, G, [{destroy,true},{map, true},{title, "cols"},
+ {height, H+BotMargin}, {width, W+?LEFT+10},
+ {bg, grey},{keypress,true}]),
+ gs:create(canvas, can, win, [{bg, black},
+ {height, H+BotMargin},
+ {width, W+?LEFT+20}]),
+ gs:create(text, can, [{text, "Next"}, {coords, [{5, 45}]}, {fg, red}]),
+ gs:create(image, help, can, [{coords,[{5,7}]},
+ {load_gif, dir() ++ "/help.gif"},
+ {buttonpress,true}]),
+ draw_borders().
+
+loop(State) ->
+ receive
+ Event -> loop(update(Event, State))
+ end.
+
+%%----------------------------------------------------------------------
+%% How fast speed should be doubled
+%%----------------------------------------------------------------------
+-define(DBL_TICKS, 300).
+
+update_timer(Ticks) ->
+ K = 0.001/?DBL_TICKS,
+ M = 1.001-K,
+ Q = K*Ticks+M,
+ Timeout = round(1/math:log(Q)),
+ timer:send_after(Timeout, self(), fall_timeout),
+ Ticks+1.
+
+add_score({ScoreObj, NScore}, DScore) ->
+ NScore2 = NScore + DScore,
+ gs:config(ScoreObj, [{text, io_lib:format("Score: ~w", [NScore2])}]),
+ {ScoreObj, NScore2}.
+
+
+update({gs,_Obj,keypress,_Data, ['Left'|_]}, State) ->
+ #state{bit=Bit, board = Board} = State,
+ #bit{x=X,y=Y} = Bit,
+ if X > 0 ->
+ case is_board_empty(Board, X-1,Y) of
+ true ->
+ State#state{bit=new_bit_xy(Bit, X-1, Y)};
+ false ->
+ State
+ end;
+ true -> State
+ end;
+
+update({gs,_Obj,keypress,_Data, ['Right'|_]}, State) ->
+ #state{bit=Bit, board = Board} = State,
+ #bit{x=X,y=Y} = Bit,
+ if X < ?WIDTH - 1 ->
+ case is_board_empty(Board, X+1, Y) of
+ true ->
+ State#state{bit=new_bit_xy(Bit, X+1, Y)};
+ false ->
+ State
+ end;
+ true -> State
+ end;
+
+update({gs,_Obj,keypress,_Data, ['Up'|_]}, State) ->
+ State#state{bit=shift_bits(State#state.bit)};
+
+update({gs,_Obj,keypress,_Data, [Key|_]}, State) ->
+ case drop_key(Key) of
+ true ->
+ #state{bit=Bit, board=Board, score=Score} = State,
+ #bit{x=X,y=Y} = Bit,
+ {NewX, NewY, NewScore} = drop(X,Y,Score,Board),
+ fasten_bit(State#state{bit=new_bit_xy(Bit,NewX, NewY),
+ score=NewScore});
+ false -> State
+ end;
+
+update(fall_timeout, State) ->
+ #state{bit=Bit, board=Board, ticks = Ticks, score=Score} = State,
+ NewY = Bit#bit.y+1,
+ X = Bit#bit.x,
+ case is_fall_ok(Board, X, NewY) of
+ true ->
+ State#state{bit=new_bit_xy(Bit, X, NewY),
+ ticks=update_timer(Ticks), score=add_score(Score, 1)};
+ false ->
+ S1 = fasten_bit(State),
+ S1#state{ticks=update_timer(Ticks)}
+ end;
+
+update({gs,_,destroy,_,_}, _State) ->
+ exit(normal);
+
+update({gs,help,buttonpress,_,_}, State) ->
+ show_help(),
+ State;
+
+update(OtherEvent, State) ->
+ ok=io:format("got other! ~w~n", [OtherEvent]), State.
+
+drop_key('Down') -> true;
+drop_key(space) -> true;
+drop_key(_) -> false.
+
+is_board_empty(Board, X, Y) ->
+ case {color_at(Board, X, Y),
+ color_at(Board, X, Y + 1),
+ color_at(Board, X, Y + 2)} of
+ {black, black, black} -> true;
+ _ -> false
+ end.
+
+%%----------------------------------------------------------------------
+%% Returns: NewState
+%%----------------------------------------------------------------------
+fasten_bit(State) ->
+ #state{board=Board, bit=Bit, nextbit=NextBit, score=Score} = State,
+ #bit{x=X,y=Y,topColor=C1,middleColor=C2,bottomColor=C3} = Bit,
+ B1 = update_screen_element(Board, X, Y, C1),
+ B2 = update_screen_element(B1, X, Y+1, C2),
+ B3 = update_screen_element(B2, X, Y+2, C3),
+ destroy_bit(Bit),
+ #bit{topColor=NC1,middleColor=NC2,bottomColor=NC3} = NextBit,
+ {B4, ExtraScore} = erase_bits(B3, [{X,Y},{X,Y+1},{X,Y+2}], 0),
+ NewBit = make_bit(NC1,NC2,NC3),
+ case is_board_empty(B4, NewBit#bit.x, NewBit#bit.y) of
+ true ->
+ State#state{score=add_score(Score, ExtraScore),
+ bit=NewBit, nextbit=new_colors(NextBit),board=B4};
+ false ->
+ {_GsObj,Score2}=State#state.score,
+ highscore:run(Score2,?HIGHFILE),
+ exit(normal)
+ end.
+
+%%----------------------------------------------------------------------
+%% Args: Check: list of {X,Y} to check.
+%% Returns: {NewBoard, ExtraScore}
+%%----------------------------------------------------------------------
+erase_bits(Board, Checks, ExtraScore) ->
+ ElemsToDelete = elems2del(Checks,Board,[]),
+ NDel = length(ElemsToDelete),
+ if
+ NDel > 0 ->
+ Board2 = delete_elems(Board, ElemsToDelete),
+ {NewBoard, NewCheck} = fall_down(Board2, ElemsToDelete),
+ if NDel > 3 ->
+ {B,ES}=erase_bits(NewBoard,NewCheck,ExtraScore+2*NDel),
+ {NewBoard2, NewCheck2} = bonus(B, NewCheck),
+ erase_bits(NewBoard2, NewCheck2, ES);
+ true ->
+ erase_bits(NewBoard, NewCheck, 2*NDel)
+ end;
+ true -> {Board, ExtraScore}
+ end.
+
+bonus(Board, Check) ->
+ Cols = collect_bottom_bits(0,Board),
+ NewBoard = randomize_columns(5, Board, Cols),
+ NewCheck = update_check(Check, Cols),
+ {NewBoard, NewCheck}.
+
+randomize_columns(0, Board, _) -> Board;
+randomize_columns(N, Board, Cols) ->
+ NewBoard = randomize_columns(Cols,Board),
+ randomize_columns(N-1, NewBoard, Cols).
+
+randomize_columns([],Board) -> Board;
+randomize_columns([X|Xs],Board) ->
+ flush(),
+ timer:sleep(50),
+ randomize_columns(Xs,update_screen_element(Board,X,?HEIGHT-1,rndColor())).
+
+%%----------------------------------------------------------------------
+%% Returns: NewBoard
+%%----------------------------------------------------------------------
+delete_elems(Board, Elems2Del) ->
+ OrgObjs = org_objs(Elems2Del,Board),
+ visual_effect(?SIZE, OrgObjs),
+ NewBoard = update_board(Elems2Del, Board),
+ put_back(OrgObjs),
+ NewBoard.
+
+visual_effect(0,_OrgObjs) -> done;
+visual_effect(Size,OrgObjs) ->
+ set_size(OrgObjs,Size),
+ flush(),
+ timer:sleep(20),
+ visual_effect(Size-1,OrgObjs).
+
+set_size([],_Size) -> done;
+set_size([{GsObj,[{X1,Y1},{_X2,_Y2}]}|T],Size) ->
+ gs:config(GsObj, [{coords, [{X1,Y1},{X1+Size,Y1+Size}]}]),
+ set_size(T,Size).
+
+%%----------------------------------------------------------------------
+%% Note: Loop over columns where something is removed only. (efficiency)
+%% Returns: {ReversedNewColumns (perhaps shorter), Checks}
+%% cols:fall_column([a,b,black,black,c,f,black,d,black], 3, 15, [], []).
+%% should return: {[a,b,c,f,d],[{3,11},{3,12},{3,13}]}
+%%----------------------------------------------------------------------
+fall_column([], _X, _Y, ColumnAcc, ChecksAcc) ->
+ {ColumnAcc, ChecksAcc};
+fall_column([black|Colors], X, Y, ColumnAcc, ChecksAcc) ->
+ case find_box(Colors) of
+ false -> {ColumnAcc, ChecksAcc};
+ NewColors when list(NewColors) ->
+ fall_one_step(NewColors, X, Y, ColumnAcc, ChecksAcc)
+ end;
+fall_column([Color|Colors], X, Y, ColumnAcc, ChecksAcc) ->
+ fall_column(Colors, X, Y-1, [Color | ColumnAcc], ChecksAcc).
+
+find_box([]) -> false;
+find_box([black|Colors]) ->
+ find_box(Colors);
+find_box([Color|Colors]) -> [Color|Colors].
+
+%%----------------------------------------------------------------------
+%% Enters: ([a,b, , ,c,d], 3, 8, Q)
+%% Leaves: ([b,a|Q], [ , , ,c,d], 10, [{3,8},{4,9}])
+%%----------------------------------------------------------------------
+fall_one_step([], X, Y, ColumnAcc, Checks) ->
+ fall_column([], X, Y, ColumnAcc, Checks);
+fall_one_step([black|Colors], X, Y, ColumnAcc, Checks) ->
+ fall_column([black|Colors], X, Y, ColumnAcc, Checks);
+fall_one_step([Color|Colors], X, Y, ColumnAcc, Checks) ->
+ fall_one_step(Colors, X, Y-1, [Color|ColumnAcc],[{X,Y}|Checks]).
+
+%%----------------------------------------------------------------------
+%% Returns: {NewBoard, NewChecks}
+%%----------------------------------------------------------------------
+fall_down(Board1, Elems2Del) ->
+ UpDatedCols = updated_cols(Elems2Del, []),
+ fall_column(UpDatedCols, Board1, []).
+
+fall_column([], NewBoard, NewChecks) -> {NewBoard, NewChecks};
+fall_column([X|Xs], BoardAcc, ChecksAcc) ->
+ OrgColumn = boardcolumn_to_tuple(BoardAcc, X),
+ Column = columntuple_to_list(OrgColumn),
+ {NewColumn, NewChecksAcc} = fall_column(Column, X,?HEIGHT-1,[],ChecksAcc),
+ NewBoardAcc =
+ set_board_column(BoardAcc,X,new_column_list(NewColumn,OrgColumn)),
+ fall_column(Xs,NewBoardAcc,NewChecksAcc).
+
+new_column_list(NewColumn, ColumnTuple) ->
+ Nempty = ?HEIGHT - length(NewColumn),
+ L = make_list(black, Nempty) ++ NewColumn,
+ new_column_list(L, 1, ColumnTuple).
+
+new_column_list([H|T], N, Tuple) ->
+ {GsObj, Color} = element(N, Tuple),
+ [update_screen_element({GsObj, Color},H) | new_column_list(T, N+1, Tuple)];
+new_column_list([], _, _) -> [].
+
+
+%%----------------------------------------------------------------------
+%% Returns: a reversed list of colors.
+%%----------------------------------------------------------------------
+columntuple_to_list(ColumnTuple) when tuple(ColumnTuple) ->
+ columntuple_to_list(tuple_to_list(ColumnTuple),[]).
+
+columntuple_to_list([],Acc) -> Acc;
+columntuple_to_list([{_GsObj, Color}|T],Acc) ->
+ columntuple_to_list(T,[Color|Acc]).
+
+%%======================================================================
+%% 2. Graphics
+%%======================================================================
+
+make_bit() ->
+ make_bit(rndColor(),rndColor(),rndColor()).
+
+make_bit(Tc,Mc,Bc) ->
+ X = ?WIDTH div 2,
+ Y = 0,
+ #bit{x=X,y=Y,topColor= Tc, middleColor=Mc, bottomColor=Bc,
+ top_gsobj = make_box(X,Y,Tc), mid_gsobj=make_box(X,Y+1,Mc),
+ bot_gsobj=make_box(X,Y+2,Bc)}.
+
+new_colors(Bit) ->
+ #bit{top_gsobj=T,mid_gsobj=M,bot_gsobj=B} = Bit,
+ Tc = rndColor(),
+ Mc = rndColor(),
+ Bc = rndColor(),
+ gs:config(T, [{fill, Tc}]),
+ gs:config(M, [{fill, Mc}]),
+ gs:config(B, [{fill, Bc}]),
+ Bit#bit{topColor= Tc, middleColor=Mc, bottomColor=Bc}.
+
+new_bit_xy(Bit, NewX, NewY) ->
+ #bit{x=X,y=Y,top_gsobj=T,mid_gsobj=M,bot_gsobj=B} = Bit,
+ Dx = (NewX - X) * ?SIZE,
+ Dy = (NewY - Y) * ?SIZE,
+ gs:config(T, [{move, {Dx, Dy}}]),
+ gs:config(M, [{move, {Dx, Dy}}]),
+ gs:config(B, [{move, {Dx, Dy}}]),
+ Bit#bit{x=NewX, y=NewY}.
+
+destroy_bit(#bit{top_gsobj=T,mid_gsobj=M,bot_gsobj=B}) ->
+ gs:destroy(T),
+ gs:destroy(M),
+ gs:destroy(B).
+
+shift_bits(Bit) ->
+ #bit{topColor=C1,middleColor=C2,bottomColor=C3,
+ top_gsobj=T,mid_gsobj=M,bot_gsobj=B} = Bit,
+ gs:config(T, {fill,C2}),
+ gs:config(M, {fill,C3}),
+ gs:config(B, {fill,C1}),
+ Bit#bit{topColor=C2, middleColor=C3, bottomColor=C1}.
+
+rndColor() ->
+ Siz = size(?COLORS),
+ element(random:uniform(Siz), ?COLORS).
+
+make_score() ->
+ {gs:create(text, can, [{text, "Score: 0"}, {fg, red},
+ {coords, [{5,?HEIGHT*?SIZE+10}]}]), 0}.
+
+make_screen_board() ->
+ xy_loop({cols,make_board_elem}, make_board(), ?WIDTH, ?HEIGHT).
+
+make_board_elem(X,Y,Board) ->
+ set_board_element(Board,X,Y,{make_box(X,Y,black),black}).
+
+flush() -> gs:read(can, bg).
+
+draw_borders() ->
+ BotY = ?HEIGHT*?SIZE,
+ RightX = ?LEFT + ?SIZE*?WIDTH,
+ LeftX = ?LEFT - 1,
+ gs:create(line,can,[{coords,[{LeftX,0},{LeftX,BotY}]},{fg,white}]),
+ gs:create(line,can,[{coords,[{LeftX,BotY},{RightX,BotY}]},{fg,white}]),
+ gs:create(line,can,[{coords,[{RightX,0},{RightX, BotY}]}, {fg,white}]).
+
+update_screen_element(ScrBoard, X, Y, Color) ->
+ case board_element(ScrBoard,X,Y) of
+ {_GsObj, Color} ->
+ ScrBoard; % don't have to update screen
+ {GsObj, _ScreenColor} ->
+ gs:config(GsObj, color_args(Color)),
+ set_board_element(ScrBoard, X, Y, {GsObj, Color})
+ end.
+
+update_screen_element(ScrElem, Color) ->
+ case ScrElem of
+ {_GsObj, Color} ->
+ ScrElem; % don't have to update screen
+ {GsObj, _ScreenColor} ->
+ gs:config(GsObj, color_args(Color)),
+ {GsObj, Color}
+ end.
+
+
+color_args(black) -> [{fg,black},{fill,black}];
+color_args(Color) -> [{fg,white},{fill,Color}].
+
+%%======================================================================
+%% 3. Data structures and stuff
+%%======================================================================
+
+xy_loop(Fun, Acc, XMax, YMax) ->
+ xy_loop(Fun, Acc, 0, 0, XMax, YMax).
+
+xy_loop(_Fun, Acc, _X, YMax, _XMax, YMax) -> Acc;
+xy_loop(Fun, Acc, XMax, Y, XMax, YMax) ->
+ xy_loop(Fun, Acc, 0, Y+1, XMax, YMax);
+xy_loop(Fun, Acc, X, Y, XMax, YMax) ->
+ xy_loop(Fun, apply(Fun, [X, Y,Acc]), X+1,Y,XMax, YMax).
+
+%%----------------------------------------------------------------------
+%% Returns: a sorted list of {X,Y} to delete.
+%% Pre: PrevDelElems is sorted.
+%%----------------------------------------------------------------------
+erase_bits_at(Board, PrevDelElems, X,Y) ->
+ C = color_at(Board, X, Y),
+ erase_bits_at([vert, horiz, slash, backslash],X,Y,C,Board,PrevDelElems).
+
+erase_bits_at([], _X,_Y,_C,_Board, Elems2Del) -> Elems2Del;
+erase_bits_at([Dir|Ds],X,Y,C,Board, Elems2DelAcc) ->
+ Dx = dx(Dir),
+ Dy = dy(Dir),
+ DelElems = lists:append(check_dir(Board, X-Dx,Y-Dy,-Dx,-Dy,C),
+ check_dir(Board, X,Y,Dx,Dy,C)),
+ N_in_a_row = length(DelElems),
+ if N_in_a_row >= 3 ->
+ erase_bits_at(Ds,X,Y,C,Board,
+ ordsets:union(lists:sort(DelElems),Elems2DelAcc));
+ true -> erase_bits_at(Ds,X,Y,C,Board,Elems2DelAcc)
+ end.
+
+dx(vert) -> 0;
+dx(horiz) -> 1;
+dx(slash) -> 1;
+dx(backslash) -> -1.
+
+dy(vert) -> -1;
+dy(horiz) -> 0;
+dy(slash) -> -1;
+dy(backslash) -> -1.
+
+
+%%----------------------------------------------------------------------
+%% Returns: list of {X,Y} to delete.
+%%----------------------------------------------------------------------
+check_dir(Board, X, Y, Dx, Dy, Color)
+ when X >= 0, X < ?WIDTH, Y >= 0, Y < ?HEIGHT ->
+ case color_at(Board, X, Y) of
+ Color ->
+ [{X,Y} | check_dir(Board, X+Dx, Y+Dy, Dx, Dy, Color)];
+ _OtherColor ->
+ []
+ end;
+check_dir(_Board, _X, _Y, _Dx, _Dy, _Color) -> [].
+
+make_box(X, Y, Color) ->
+ make_box(X, Y, 1, 1, Color).
+
+%%----------------------------------------------------------------------
+%% Returns: GsObj
+%%----------------------------------------------------------------------
+make_box(X, Y, Height, Width, Color) ->
+ Opts = if Color == black -> [{fg, black}, {fill, black}];
+ true -> [{fill, Color}, {fg, white}] end,
+ gs:create(rectangle, can, [{coords, [{?LEFT + X * ?SIZE, Y * ?SIZE},
+ {?LEFT + X * ?SIZE + (?SIZE*Width)-1,
+ Y * ?SIZE + (?SIZE*Height)-1}]}|Opts]).
+
+is_fall_ok(_Board, _NewX, NewY) when NewY+2 >= ?HEIGHT -> false;
+is_fall_ok(Board, NewX, NewY) ->
+ case color_at(Board, NewX, NewY+2) of
+ black ->
+ true;
+ _ -> false
+ end.
+
+color_at(Board, X, Y) ->
+ {_GsObj, Color} = board_element(Board, X, Y),
+ Color.
+
+
+%%----------------------------------------------------------------------
+%% X:0..?WIDTH-1, Y:0..?HEIGHT
+%%----------------------------------------------------------------------
+make_board() ->
+ list_to_tuple(make_list(make_column(), ?WIDTH)).
+
+board_element(Board, X, Y) ->
+ element(Y+1, element(X+1, Board)).
+
+set_board_element(Board, X, Y, NewValue) ->
+ Col = element(X+1, Board),
+ NewCol=setelement(Y+1,Col, NewValue),
+ setelement(X+1, Board, NewCol).
+
+make_column() ->
+ list_to_tuple(make_list(black, ?HEIGHT)).
+
+make_list(_Elem, 0) -> [];
+make_list(Elem, N) -> [Elem|make_list(Elem,N-1)].
+
+boardcolumn_to_tuple(Board, X) ->
+ element(X+1, Board).
+
+set_board_column(Board, X, NewCol) when length(NewCol) == ?HEIGHT ->
+ setelement(X+1, Board, list_to_tuple(NewCol)).
+
+show_help() ->
+ W = gs:create(window, win, [{title, "cols Help"}, {width, 300},
+ {height,300}, {map, true}]),
+ gs:create(label, W, [{x,0},{y,0},{height, 200},{width,300},{justify,center},
+ {label, {text,
+ "cols $Revision: 1.23 $"
+ "\nby\n"
+ "Klas Eriksson, [email protected]\n\n"
+ "Help: Use arrows and space keys.\n"
+ " Try to get 3 in-a-row.\n"
+ " More than 3 gives bonus."}}]),
+ B=gs:create(button, W, [{x,100},{y,250}, {label, {text, "Dismiss"}}]),
+ receive
+ {gs, B, click, _, _} -> ok
+ end,
+ gs:destroy(W).
+
+%%======================================================================
+%% 4. Lambdas
+%%======================================================================
+
+drop(X,Y,Score,Board) ->
+ case is_fall_ok(Board, X, Y+1) of
+ true -> drop(X,Y+1,add_score(Score, 1),Board);
+ false -> {X,Y, Score}
+ end.
+
+elems2del([], _Board,Elems2DelAcc) -> Elems2DelAcc;
+elems2del([{X,Y}|Checks],Board,Elems2DelAcc) ->
+ NewElems2DelAcc = ordsets:union(erase_bits_at(Board,Elems2DelAcc,X,Y),
+ Elems2DelAcc),
+ elems2del(Checks,Board,NewElems2DelAcc).
+
+collect_bottom_bits(?WIDTH,_Board) -> [];
+collect_bottom_bits(X,Board) ->
+ case color_at(Board, X, ?HEIGHT-1) of
+ black -> collect_bottom_bits(X+1,Board);
+ _AcolorHere -> [X|collect_bottom_bits(X+1,Board)]
+ end.
+
+update_check(_Check,[]) -> [];
+update_check(Check,[X|Xs]) ->
+ case lists:member({X, ?HEIGHT-1}, Check) of
+ true -> update_check(Check,Xs);
+ false -> [{X, ?HEIGHT-1}|update_check(Check,Xs)]
+ end.
+
+org_objs([],_Board) -> [];
+org_objs([{X,Y}|XYs],Board) ->
+ {GsObj, _Color} = board_element(Board, X, Y),
+ [{GsObj, lists:sort(gs:read(GsObj, coords))}|org_objs(XYs,Board)].
+
+update_board([],Board) -> Board;
+update_board([{X,Y}|XYs], Board) ->
+ update_board(XYs,update_screen_element(Board, X, Y, black)).
+
+put_back([]) -> done;
+put_back([{GsObj, Coords}|Objs]) ->
+ gs:config(GsObj, [{coords, Coords}]),
+ put_back(Objs).
+
+updated_cols([], UpdColsAcc) -> UpdColsAcc;
+updated_cols([{X,_Y}|XYs], UpdColsAcc) ->
+ case lists:member(X,UpdColsAcc) of
+ true -> updated_cols(XYs,UpdColsAcc);
+ false -> updated_cols(XYs,[X|UpdColsAcc])
+ end.
+
+%% This is not an application so we don't have their way of knowing
+%% a private data directory where the GIF files are located (this directory).
+%% We can find GS and makes it relative from there /kgb
+
+-define(EbinFromGsPriv,"../contribs/ebin").
+
+dir()->
+ GsPrivDir = code:priv_dir(gs),
+ filename:join(GsPrivDir,?EbinFromGsPriv).