Added type-code checking for the standard container objects.

Strict

Public

' Preprocessor related:
#Rem
#If TARGET = "glfw" Or TARGET = "sexy"
	#GLFW_TARGET = True
#End
#End

#UTIL_IMPLEMENTED = True

#If IOELEMENT_IMPLEMENTED
	#UTIL_SUPPORT_IOELEMENTS = True
#Else
	#UTIL_SUPPORT_IOELEMENTS = False
#End

#If CONFIG = "debug"
	#DEBUG_PRINT = True
#Else
	#DEBUG_PRINT = False
#End

#If CONFIG = "release"
	#DEBUG_PRINT_ON_ERROR = True
#Else
	#DEBUG_PRINT_ON_ERROR = False
#End

#DEBUG_PRINT_QUOTES = False

#READ_LINE_QUICKLY = True

#If HOST = "winnt"
	#WRITE_LINE_ENDTYPE = "CRLF"
#Else
	#WRITE_LINE_ENDTYPE = "LF"
#End

' Imports (Public):
Import autostream

Import byteorder
Import imagedimensions
Import retrostrings
Import stringutil
Import vector

#If CONSOLE_IMPLEMENTED
	Import console
#End

Import sizeof
Import time

#If Not BRL_GAMETARGET_IMPLEMENTED
	Import mojoemulator
#End

' Imports (Private):
Private

' Unofficial:
#If UTIL_SUPPORT_IOELEMENTS
	Import ioelement
#End

' Official:

' BRL:
Import brl.databuffer
Import brl.stream
Import brl.filepath

Public

' Constant variable(s):

' Type codes (Mainly used for generic classes):
Const TYPE_OBJECT:Int			= 0
Const TYPE_INT:Int				= 1
Const TYPE_BOOL:Int				= 2
Const TYPE_FLOAT:Int			= 3
Const TYPE_STRING:Int			= 4

' Ascii codes:
Const ASCII_CARRIAGE_RETURN:Int = 13
Const ASCII_LINE_FEED:Int = 10

' Used mainly for external code where '-9999...' isn't ever going to be valid.
' You should stick to 'Null' in most cases; try not to use this.
Const NOVAR:Int = -999999

' This acts as a general "automatic-value".
' Basically, you can check against this for things like manually defined array-lengths.
Const UTIL_AUTO:Int = -1

' This is for situations where the length of something can be optional.
Const AUTOMATIC_LENGTH:Int = -1

Const ErrorTemplate:String = "[ERROR] {Debug}: " ' + Space
Const LogTemplate:String = "[Info] {Debug}: " ' + Space

' Global variable(s) (Public):
#If CONSOLE_IMPLEMENTED
	Global DebugConsole:Console = Null
#End

' A global stack logging randomization seeds.
' This is commonly accessed by the 'PushSeed' and 'PopSeed' functions.
Global SeedStack:Stack<Int> = Null

' Global variable(s) (Private):
Private

' Nothing so far.

Public

' Functions:
Function FLAG:Int(ID:Int)
	Return Pow(2, ID)
End

' This command is little-endian only:
Function AsByte:Int(I:Int)
	Return ((I Shl 24) Shr 24)
End

' This command treats data as 8-bit (Turns something like $F7, into $FFFFFFF7)
' This is only applied on little-endian systems,
' please use this command for hex values (Monkey converts hex on compile-time).
Function PaddedHex:Int(I:Int)
	If (Not BigEndian()) Then
		Return AsByte(I)
	Endif

	Return I
End

Function Transfer:Bool(InputStream:Stream, OutputStream:Stream, DataSize:Int)
	' Check for errors:
	If (DataSize = 0) Then Return False
	If (InputStream = Null Or InputStream.Eof()) Then Return False
	If (OutputStream = Null) Then Return False

	' Local variable(s):
	#If FLAG_TEMP_BUFFERS
		Local Data:DataBuffer = New DataBuffer(DataSize)
		Local DataLength:= DataSize ' Data.Length()

		' Read from the input-stream, then write to the output-stream:
		InputStream.Read(Data, 0, DataLength)
		OutputStream.Write(Data, 0, DataLength)

		Data.Discard()
	#Else
		'Local Data:Int[DataSize]

		For Local I:Int = 1 To DataSize ' Data.Length()
			OutputStream.WriteByte(InputStream.ReadByte())
		Next
	#End

	' Return the default response.
	Return True
End

Function Sq:Float(Input:Float)
	Return Pow(Input, 2.0) ' Input * Input
End

Function Sq:Int(Input:Int)
	Return Pow(Input, 2)
End

Function WrapAngle:Float(A:Float)
	While (A < 0.0)
		A += 360.0
	Wend

	While (A > 360.0)
		A -= 360.0
	Wend

	Return A
End

Function WrapColor:Float(C:Float)
	#Rem
	While (C < 0.0)
		C += 255.0
	Wend

	While (C > 255.0)
		C -= 255.0
	Wend
	#End

	Return C Mod 256.0
End

' This command is a helper function for
Function ProcessColorLocation:Int(Point:Int)
	' Check for errors:
	If (Point < 0) Then
		Return 0
	Endif

	Return (SizeOf_Integer_InBits-(SizeOf_Octet_InBits*(Point+1))) ' ((SizeOf_Integer_InBits-SizeOf_Octet_InBits)-(SizeOf_Octet_InBits*Point))
End

' NOTE: This command will produce incorrect color values without all characters present in the encode-string.
Function ColorToString:String(Pixel:Int, Encoding:String="ARGB")
	' Ensure the encoding is always described as uppercase.
	Encoding = Encoding.ToUpper()

	' Return the encoded color-string.
	Return ("R: " + ((Pixel Shr ProcessColorLocation(Encoding.Find("R"))) & $000000FF) +
			", G: " + ((Pixel Shr ProcessColorLocation(Encoding.Find("G"))) & $000000FF) +
			", B: " + ((Pixel Shr ProcessColorLocation(Encoding.Find("B"))) & $000000FF) +
			", A: " + ((Pixel Shr ProcessColorLocation(Encoding.Find("A"))) & $000000FF))
End

Function PrintColor:Void(Pixel:Int, Encoding:String="ARGB")
	Print(ColorToString(Pixel, Encoding))

	Return
End

' This is just a wrapper for the main implementation:
Function PushSeed:Bool()
	Return PushSeed(Seed)
End

' The return value of this function specifies if the seed-stack already existed.
Function PushSeed:Bool(Seed:Int)
	' Local variable(s):
	Local Response:Bool = (SeedStack <> Null)

	If (Not Response) Then
		SeedStack = New IntStack()
	Endif

	SeedStack.Push(Seed)

	' Return the calculated response.
	Return Response
End

' This command retrieves a seed from the seed-stack,
' if no seed exists, the current randomization seed is returned.
Function PopSeed:Int()
	If (SeedStack <> Null) Then
		If (Not SeedStack.IsEmpty()) Then
			Return SeedStack.Pop()
		Endif
	Endif

	' Return the default response.
	Return Seed
End

' This command writes a standard line to a 'Stream'.
' This supports both 'LF', and 'CRLF' line endings currently, and this can be configured with 'WRITE_LINE_ENDTYPE'.
' Though character encoding is supported with this, only ASCII is supported by 'ReadLine'.
Function WriteLine:Bool(S:Stream, Line:String, CharacterEncoding:String="ascii")
	' Check for errors:
	If (S = Null) Then
		Return False
	Endif

	S.WriteString(Line, CharacterEncoding)

	#If WRITE_LINE_ENDTYPE = "CRLF"
		S.WriteByte(ASCII_CARRIAGE_RETURN)
	#End

	S.WriteByte(ASCII_LINE_FEED)

	' Return the default response.
	Return True
End

' This command reads a standard line from a 'Stream'. (This supports both 'LF', and 'CRLF' line endings currently)
' In addition, only 'ASCII' is currently supported.
Function ReadLine:String(S:Stream)
	' Local variable(s):
	Local Position:= S.Position()
	Local Padding:Int = 0 ' * SizeOf_Char
	Local Str:String

	#If Not READ_LINE_QUICKLY
		Local Size:Int = 0
	#End

	While (Not S.Eof())
		Local Char:= S.ReadByte()

		If (Char <> ASCII_LINE_FEED) Then
			If (Char <> ASCII_CARRIAGE_RETURN) Then
				#If READ_LINE_QUICKLY
					Str += String.FromChar(Char)
				#Else
					Size += 1
				#End
			Else
				Padding = 2*SizeOf_Char
			Endif
		Else
			#Rem
				If (Padding = 0) Then
					Padding = 1
				Endif
			#End

			Padding = Max(Padding, 1*SizeOf_Char)

			Exit
		Endif
	Wend

	#If Not READ_LINE_QUICKLY
		S.Seek(Position)

		Str = S.ReadString(Size, "ascii")

		S.Seek(S.Position()+Padding)
	#End

	' Return the string we read from the stream.
	Return Str
End

Function ResizeBuffer:DataBuffer(Buffer:DataBuffer, Size:Int=AUTOMATIC_LENGTH, CopyData:Bool=True, DiscardOldBuffer:Bool=False, OnlyWhenDifferentSizes:Bool=False)
	Local BufferAvailable:Bool = (Buffer <> Null)

	If (BufferAvailable And OnlyWhenDifferentSizes) Then
		If (Size <> AUTOMATIC_LENGTH And Buffer.Length() = Size) Then
			Return Buffer
		Endif
	Endif

	If (Size = AUTOMATIC_LENGTH) Then
		Size = Buffer.Length()
	Endif

	' Allocate a new data-buffer.
	Local B:= New DataBuffer(Size)

	' Copy the buffer's bytes over to 'B'.
	If (BufferAvailable) Then
		If (CopyData) Then
			' Copy the contents of 'Buffer' to the newly generated buffer-object.
			Buffer.CopyBytes(0, B, 0, Buffer.Length())
		Endif

		If (DiscardOldBuffer) Then
			' Discard the old buffer.
			Buffer.Discard()
		Endif
	Endif

	' Return the newly generated buffer.
	Return B
End

#If CONSOLE_IMPLEMENTED
	Function DebugBind:Bool(C:Console)
		If (C = Null) Then Return False

		DebugConsole = C

		' Return the default response.
		Return True
	End
#End

Function DebugError:Void(E:Throwable, StopExecution:Bool=True)
	#If CONFIG = "debug"
		DebugStop()
	#Else
		DebugPrint("Unknown exception has been thrown; continuing anyway.")
	#End

	Return
End

Function DebugError:Void(Msg:String, StopExecution:Bool=True)
	#If DEBUG_PRINT
		' Local variable(s):
		Local TempMsg:String

		If (StopExecution) Then
			TempMsg = ErrorTemplate
		Else
			TempMsg = LogTemplate
		Endif

		#If DEBUG_PRINT_QUOTES
			Msg = Tempmsg + Quote + Msg + Quote
		#Else
			Msg = TempMsg + Msg
		#End

		#If CONSOLE_IMPLEMENTED
			If (DebugConsole <> Null) Then
				DebugConsole.WriteLine(Msg, True)
			Else
		#End

		Print(Msg)

		#If CONSOLE_IMPLEMENTED
			Endif
		#End
	#Else
		' This may change later:
		If (StopExecution) Then
			Msg = ErrorTemplate + Msg
		Endif
	#End

	If (StopExecution) Then
		#If CONFIG = "debug"
			#If DEBUG_PRINT_ON_ERROR
				DebugStop()
			#Else
				Error(Msg)
			#End
		#Else
			#If DEBUG_PRINT
				Local FinalStr:String = (ErrorTemplate + Quote + "Attempt to stop execution failed. (Reason: Release-mode)" + Quote)

				#If CONSOLE_IMPLEMENTED
					If (DebugConsole <> Null) Then
						DebugConsole.WriteLine(FinalStr, True)
					Else
				#End

				Print(FinalStr)

				#If CONSOLE_IMPLEMENTED
					Endif
				#End
			#Else
				Error(Msg)
			#End
		#End
	Endif

	#If CONFIG = "debug"
		' Nothing so far.
	#Else
		' Nothing so far.
	#End

	Return
End

Function DebugPrint:Void(Str:String, StopExecution:Bool=False)
	DebugError(Str, StopExecution)

	Return
End

' The following functions are designed to be used with generic classes:
Function TypeIsObject:Bool(O:Object)
	Return True
End

Function TypeIsObject:Bool(IO:IntObject)
	Return False
End

Function TypeIsObject:Bool(BO:BoolObject)
	Return False
End

Function TypeIsObject:Bool(FO:FloatObject)
	Return False
End

Function TypeIsObject:Bool(SO:StringObject)
	Return False
End

Function TypeIsObject:Bool(I:Int)
	Return False
End

Function TypeIsObject:Bool(B:Bool)
	Return False
End

Function TypeIsObject:Bool(F:Float)
	Return False
End

Function TypeIsObject:Bool(S:String)
	Return False
End

Function TypeOf:Int(O:Object)
	Return TYPE_OBJECT
End

Function TypeOf:Int(IO:IntObject)
	Return TYPE_INT
End

Function TypeOf:Int(BO:BoolObject)
	Return TYPE_BOOL
End

Function TypeOf:Int(FO:FloatObject)
	Return TYPE_FLOAT
End

Function TypeOf:Int(SO:StringObject)
	Return TYPE_STRING
End

Function TypeOf:Int(I:Int)
	Return TYPE_INT
End

Function TypeOf:Int(B:Bool)
	Return TYPE_BOOL
End

Function TypeOf:Int(F:Float)
	Return TYPE_FLOAT
End

Function TypeOf:Int(S:String)
	Return TYPE_STRING
End

' Classes:
Class GenericUtilities<T>
	' Constant variable(s):

	' Comparison response codes (Positive numbers are for error-reporting):
	Const COMPARE_RESPONSE_IDENTICAL:Int			= -1
	Const COMPARE_RESPONSE_WRONG_LENGTH:Int			= -2

	' Other:
	Const AUTO:= UTIL_AUTO

	' Global variable(s):

	' For internal and extern use. That being said, please do not modify this value.
	Global NIL:T

	' Functions:

	' This command gives the user the type-code of 'T'.
	Function Type:Int()
		' Return the type code of 'NIL'.
		Return TypeOf(NIL)
	End

	' This command specifies if 'T' is an object.
	Function IsObject:Bool()
		Return TypeIsObject(NIL)
	End

	' This command wraps the standard 'BoolToString' conversion command.
	Function AsString:String(Input:Bool)
		Return BoolToString(Input)
	End

	' This command reads a string from a standard 'Stream' object.
	Function AsString:String(S:Stream, Length:Int=AUTO, Encoding:String="utf8")
		If (Length = AUTO) Then
			Length = S.Length()
		Endif

		Return S.ReadString(Length, Encoding)
	End

	Function AsString:String(Input:T[], Offset:Int=0, Length:Int=AUTO, AddSpaces:Bool=True)
		' Local variable(s):
		Local Output:String = LeftBracket

		' If no length was specified, use the array's length.
		If (Length = AUTO) Then
			Length = Input.Length()
		Endif

		Local VirtualLength:= Length+Offset

		For Local Index:Int = Offset Until VirtualLength
			Output += Input[Index]

			If (Index+1 < VirtualLength) Then
				Output += Comma

				If (AddSpaces) Then
					Output += Space
				Endif
			Endif
		Next

		Return Output + RightBracket
	End

	Function CopyStringToArray:T[](S:String, Input:T[], Offset:Int=0, Length:Int=AUTO)
		If (Length = AUTO) Then
			Length = Min(S.Length(), Input.Length())
		Endif

		For Local I:Int = Offset Until Length
			Input[I] = S[I]
		Next

		' Just for the sake of convenience, return the 'Input' array.
		Return Input
	End

	Function IndexOfList:T(L:List<T>, Index:Int=0)
		' Local variable(s):
		Local Data:list.Node<T> = L.FirstNode()

		For Local I:= 0 Until Index
			Data = Data.NextNode()

			' Not my favorite method, but it works:
			If (Data = Null) Then
				Return NIL
			Endif
		Next

		' Return the value of the assessed node.
		Return Data.Value()
	End

	Function Zero:T[](Input:T[])
		Return Nil(Input)
	End

	Function Nil:T[](Input:T[])
		For Local Index:= 0 Until Input.Length()
			Input[Index] = NIL
		Next

		Return Input
	End

	Function PrintArray:Void(Input:T[])
		Print(AsString(Input))

		Return
	End

	#Rem
		NOTES:
			* In the event of an error, an empty array will be produced.

			* The 'CopyArray' command's 'FitSource' argument should only be enabled with the
			knowledge that the original destination may have been discarded.

			Your code must reflect this by disregarding the original array,
			and simply assigning the old array to the retrun value.

			EXAMPLE:
				' Local variable(s):
				Local A:T[10], A2:T[3]

				' This will likely produce a new 'T' array, based on the area-delta.
				A2 = CopyArray(A, A2, True)
	#End

	Function CopyArray:T[](Source:T[], Destination:T[], FitSource:Bool)
		Return CopyArray(Source, Destination, 0, 0, AUTO, AUTO, FitSource)
	End

	Function CopyArray:T[](Source:T[], Destination:T[], Source_Offset:Int=0, Destination_Offset:Int=0, Source_Length:Int=AUTO, Destination_Length:Int=AUTO, FitSource:Bool=False)
		If (Source_Length = AUTO) Then
			Source_Length = Source.Length()
		Endif

		If (Destination_Length = AUTO) Then
			Destination_Length = Destination.Length()
		Endif

		' Local variable(s):

		' These two are used as caches for the real lengths of the arrays:
		Local Destination_RealLength:= Destination.Length()
		Local Source_RealLength:= Source.Length()

		' Calculate the source and destination areas:
		Local Source_Area:Int = (Source_Length-Source_Offset)

		' Make sure we have a source to work with:
		If (Source_Area <= 0) Then
			' The source-area is too small for use, return an empty array.
			Return []
		Endif

		Local Destination_Area:Int = (Destination_Length-Destination_Offset)

		' For the sake of safety, we'll also check the destination area:
		If (Destination_Area <= 0) Then
			' The destination-area is too small for use, return an empty array.
			Return []
		Endif

		Local Operation_Area:Int

		If (FitSource And Destination_Area < Source_Area) Then
			Local AreaDelta:Int = (Source_Area-Destination_Area)
			Local NewArea:Int = (Destination_RealLength+AreaDelta)

			If (NewArea > Destination_RealLength) Then
				Destination = Destination.Resize(NewArea)
			Else
				Destination = Destination.Resize(Destination_Length+AreaDelta)
			Endif

			Destination_Area = Source_Area
			Operation_Area = Destination_Area
		Else
			Operation_Area = Min(Source_Area, Destination_Area)
		Endif

		' Copy the contents of the source-array into the destination-array:
		For Local Index:= 0 Until Operation_Area
			Destination[Index+Destination_Offset] = Source[Index+Source_Offset]
		Next

		' Return the destination-array.
		Return Destination
	End

	Function CopyArray:T[](Source:T[])
		Return CloneArray(Source)
	End

	Function CloneArray:T[](Source:T[])
		Return CopyArray(Source, New T[Source.Length()])
	End

	' This command returns a positive number upon an error,
	' otherwise a 'response code' will be given (See the "Contant variable(s)" section for details).
	Function Compare:Int(A1:T[], A2:T[], CheckLength:Bool=True)
		' Local variable(s):
		Local A1_Length:= A1.Length
		Local A2_Length:= A2.Length

		' Check for errors:
		If (CheckLength) Then
			' Make sure they're both the same length.
			If (A1_Length <> A2_Length) Then
				Return COMPARE_RESPONSE_WRONG_LENGTH
			Endif
		Endif

		For Local I:= 0 Until Min(A1_Length, A2_Length)
			If (A1[I] <> A2[I]) Then
				' Not the best of escape methods, but it works.
				Return I
			Endif
		Next

		' Return the default response.
		Return COMPARE_RESPONSE_IDENTICAL
	End

	' This function returns positive if both arrays are identical.
	Function SimpleCompare:Bool(A1:T[], A2:T[], CheckLength:Bool=True)
		Return (Compare(A1, A2, CheckLength) = COMPARE_RESPONSE_IDENTICAL)
	End

	Function Read:T(S:Stream)
		Return Read(S, NIL)
	End

	Function Read:T[](S:Stream, DataArray:T[], Size:Int=AUTO)
		If (Size = AUTO) Then Size = S.ReadInt()

		If (Size > 0) Then
			If (DataArray.Length() = 0) Then
				DataArray = New T[Size]
			Endif
		Endif

		' Local variable(s):
		Local DLength:Int = Min(DataArray.Length, Size)

		For Local Index:= 0 Until DLength
			DataArray[Index] = Read(S, NIL)
		Next

		Return DataArray
	End

	Function Write:Void(S:Stream, DataArray:T[], WriteLength:Bool=True)
		' Local variable(s):
		Local DLength:= DataArray.Length()

		If (WriteLength) Then S.WriteInt(DLength)

		For Local Index:= 0 Until DLength
			Write(S, DataArray[Index])
		Next

		Return
	End

	Function Read:Int(S:Stream, Indentifier:Int, Size:Int=4)
		' Local variable(s):
		Local Data:Int = 0

		If (Size > 1) Then
			If (Size < 4) Then
				Data = S.ReadShort()
			Else
				If (Size > 4) Then
					S.ReadInt()
				Endif

				Data = S.ReadInt()
			Endif
		Else
			Data = S.ReadByte()
		Endif

		Return Data
	End

	Function Write:Void(S:Stream, Data:Int, Size:Int=4)
		Size = IntSize(Size)

		If (Size > 1) Then
			If (Size < 4) Then
				S.WriteShort(Data)
			Else
				If (Size > 4) Then
					S.WriteInt(0)
				Endif

				S.WriteInt(Data)
			Endif
		Else
			S.WriteByte(Data)
		Endif

		Return
	End

	#Rem
	Function Read:Bool(S:Stream, Identifier:Bool)
		Return Read(S, Int(Identifier), 1)
	End

	Function Write:Void(S:Stream, B:Bool)
		Write(S, Int(B), 1)

		Return
	End
	#End

	Function Read:Float(S:Stream, Identifier:Float)
		Return S.ReadFloat()
	End

	Function Write:Void(S:Stream, Data:Float)
		S.WriteFloat(Data)

		Return
	End

	Function Read:String(S:Stream, Data:String, Encoding:String="utf8", Size:Int=AUTO)
		If (Size = AUTO) Then
			Size = S.ReadInt()
		Endif

		Data = S.ReadString(Size, Encoding)

		' Return the newly read string.
		Return Data
	End

	Function Write:Void(S:Stream, Data:String, Encoding:String="utf8", WriteSize:Bool=True)
		If (WriteSize) Then
			S.WriteInt(Data.Length())
		Endif

		S.WriteString(Data, Encoding)

		Return
	End

	#If UTIL_SUPPORT_IOELEMENTS
		Function Read:Void(S:Stream, Data:InputChildElement)
			If (Data = Null) Then
				Return
			Endif

			Data.Load(S)

			Return
		End

		Function Write:Void(S:Stream, Data:OutputChildElement)
			If (Data = Null) Then
				Return
			Endif

			Data.Save(S)
		End
	#End

	' Constructor(s):

	' DO NOT CREATE NEW INSTANCES OF THIS CLASS.
	Method New()
		DebugError("This class should not be used in this was.")
	End
End

Strict

Public

' Preprocessor related:
#Rem
#If TARGET = "glfw" Or TARGET = "sexy"
	#GLFW_TARGET = True
#End
#End

#UTIL_IMPLEMENTED = True

#If IOELEMENT_IMPLEMENTED
	#UTIL_SUPPORT_IOELEMENTS = True
#Else
	#UTIL_SUPPORT_IOELEMENTS = False
#End

#If CONFIG = "debug"
	#DEBUG_PRINT = True
#Else
	#DEBUG_PRINT = False
#End

#If CONFIG = "release"
	#DEBUG_PRINT_ON_ERROR = True
#Else
	#DEBUG_PRINT_ON_ERROR = False
#End

#DEBUG_PRINT_QUOTES = False

#READ_LINE_QUICKLY = True

#If HOST = "winnt"
	#WRITE_LINE_ENDTYPE = "CRLF"
#Else
	#WRITE_LINE_ENDTYPE = "LF"
#End

' Imports (Public):
Import autostream

Import byteorder
Import imagedimensions
Import retrostrings
Import stringutil
Import vector

#If CONSOLE_IMPLEMENTED
	Import console
#End

Import sizeof
Import time

#If Not BRL_GAMETARGET_IMPLEMENTED
	Import mojoemulator
#End

' Imports (Private):
Private

' Unofficial:
#If UTIL_SUPPORT_IOELEMENTS
	Import ioelement
#End

' Official:

' BRL:
Import brl.databuffer
Import brl.stream
Import brl.filepath

Public

' Constant variable(s):

' Type codes (Mainly used for generic classes):
Const TYPE_OBJECT:Int			= 0
Const TYPE_INT:Int				= 1
Const TYPE_BOOL:Int				= 2
Const TYPE_FLOAT:Int			= 3
Const TYPE_STRING:Int			= 4

' Ascii codes:
Const ASCII_CARRIAGE_RETURN:Int = 13
Const ASCII_LINE_FEED:Int = 10

' Used mainly for external code where '-9999...' isn't ever going to be valid.
' You should stick to 'Null' in most cases; try not to use this.
Const NOVAR:Int = -999999

' This acts as a general "automatic-value".
' Basically, you can check against this for things like manually defined array-lengths.
Const UTIL_AUTO:Int = -1

' This is for situations where the length of something can be optional.
Const AUTOMATIC_LENGTH:Int = -1

Const ErrorTemplate:String = "[ERROR] {Debug}: " ' + Space
Const LogTemplate:String = "[Info] {Debug}: " ' + Space

' Global variable(s) (Public):
#If CONSOLE_IMPLEMENTED
	Global DebugConsole:Console = Null
#End

' A global stack logging randomization seeds.
' This is commonly accessed by the 'PushSeed' and 'PopSeed' functions.
Global SeedStack:Stack<Int> = Null

' Global variable(s) (Private):
Private

' Nothing so far.

Public

' Functions:
Function FLAG:Int(ID:Int)
	Return Pow(2, ID)
End

' This command is little-endian only:
Function AsByte:Int(I:Int)
	Return ((I Shl 24) Shr 24)
End

' This command treats data as 8-bit (Turns something like $F7, into $FFFFFFF7)
' This is only applied on little-endian systems,
' please use this command for hex values (Monkey converts hex on compile-time).
Function PaddedHex:Int(I:Int)
	If (Not BigEndian()) Then
		Return AsByte(I)
	Endif

	Return I
End

Function Transfer:Bool(InputStream:Stream, OutputStream:Stream, DataSize:Int)
	' Check for errors:
	If (DataSize = 0) Then Return False
	If (InputStream = Null Or InputStream.Eof()) Then Return False
	If (OutputStream = Null) Then Return False

	' Local variable(s):
	#If FLAG_TEMP_BUFFERS
		Local Data:DataBuffer = New DataBuffer(DataSize)
		Local DataLength:= DataSize ' Data.Length()

		' Read from the input-stream, then write to the output-stream:
		InputStream.Read(Data, 0, DataLength)
		OutputStream.Write(Data, 0, DataLength)

		Data.Discard()
	#Else
		'Local Data:Int[DataSize]

		For Local I:Int = 1 To DataSize ' Data.Length()
			OutputStream.WriteByte(InputStream.ReadByte())
		Next
	#End

	' Return the default response.
	Return True
End

Function Sq:Float(Input:Float)
	Return Pow(Input, 2.0) ' Input * Input
End

Function Sq:Int(Input:Int)
	Return Pow(Input, 2)
End

Function WrapAngle:Float(A:Float)
	While (A < 0.0)
		A += 360.0
	Wend

	While (A > 360.0)
		A -= 360.0
	Wend

	Return A
End

Function WrapColor:Float(C:Float)
	#Rem
	While (C < 0.0)
		C += 255.0
	Wend

	While (C > 255.0)
		C -= 255.0
	Wend
	#End

	Return C Mod 256.0
End

' This command is a helper function for
Function ProcessColorLocation:Int(Point:Int)
	' Check for errors:
	If (Point < 0) Then
		Return 0
	Endif

	Return (SizeOf_Integer_InBits-(SizeOf_Octet_InBits*(Point+1))) ' ((SizeOf_Integer_InBits-SizeOf_Octet_InBits)-(SizeOf_Octet_InBits*Point))
End

' NOTE: This command will produce incorrect color values without all characters present in the encode-string.
Function ColorToString:String(Pixel:Int, Encoding:String="ARGB")
	' Ensure the encoding is always described as uppercase.
	Encoding = Encoding.ToUpper()

	' Return the encoded color-string.
	Return ("R: " + ((Pixel Shr ProcessColorLocation(Encoding.Find("R"))) & $000000FF) +
			", G: " + ((Pixel Shr ProcessColorLocation(Encoding.Find("G"))) & $000000FF) +
			", B: " + ((Pixel Shr ProcessColorLocation(Encoding.Find("B"))) & $000000FF) +
			", A: " + ((Pixel Shr ProcessColorLocation(Encoding.Find("A"))) & $000000FF))
End

Function PrintColor:Void(Pixel:Int, Encoding:String="ARGB")
	Print(ColorToString(Pixel, Encoding))

	Return
End

' This is just a wrapper for the main implementation:
Function PushSeed:Bool()
	Return PushSeed(Seed)
End

' The return value of this function specifies if the seed-stack already existed.
Function PushSeed:Bool(Seed:Int)
	' Local variable(s):
	Local Response:Bool = (SeedStack <> Null)

	If (Not Response) Then
		SeedStack = New IntStack()
	Endif

	SeedStack.Push(Seed)

	' Return the calculated response.
	Return Response
End

' This command retrieves a seed from the seed-stack,
' if no seed exists, the current randomization seed is returned.
Function PopSeed:Int()
	If (SeedStack <> Null) Then
		If (Not SeedStack.IsEmpty()) Then
			Return SeedStack.Pop()
		Endif
	Endif

	' Return the default response.
	Return Seed
End

' This command writes a standard line to a 'Stream'.
' This supports both 'LF', and 'CRLF' line endings currently, and this can be configured with 'WRITE_LINE_ENDTYPE'.
' Though character encoding is supported with this, only ASCII is supported by 'ReadLine'.
Function WriteLine:Bool(S:Stream, Line:String, CharacterEncoding:String="ascii")
	' Check for errors:
	If (S = Null) Then
		Return False
	Endif

	S.WriteString(Line, CharacterEncoding)

	#If WRITE_LINE_ENDTYPE = "CRLF"
		S.WriteByte(ASCII_CARRIAGE_RETURN)
	#End

	S.WriteByte(ASCII_LINE_FEED)

	' Return the default response.
	Return True
End

' This command reads a standard line from a 'Stream'. (This supports both 'LF', and 'CRLF' line endings currently)
' In addition, only 'ASCII' is currently supported.
Function ReadLine:String(S:Stream)
	' Local variable(s):
	Local Position:= S.Position()
	Local Padding:Int = 0 ' * SizeOf_Char
	Local Str:String

	#If Not READ_LINE_QUICKLY
		Local Size:Int = 0
	#End

	While (Not S.Eof())
		Local Char:= S.ReadByte()

		If (Char <> ASCII_LINE_FEED) Then
			If (Char <> ASCII_CARRIAGE_RETURN) Then
				#If READ_LINE_QUICKLY
					Str += String.FromChar(Char)
				#Else
					Size += 1
				#End
			Else
				Padding = 2*SizeOf_Char
			Endif
		Else
			#Rem
				If (Padding = 0) Then
					Padding = 1
				Endif
			#End

			Padding = Max(Padding, 1*SizeOf_Char)

			Exit
		Endif
	Wend

	#If Not READ_LINE_QUICKLY
		S.Seek(Position)

		Str = S.ReadString(Size, "ascii")

		S.Seek(S.Position()+Padding)
	#End

	' Return the string we read from the stream.
	Return Str
End

Function ResizeBuffer:DataBuffer(Buffer:DataBuffer, Size:Int=AUTOMATIC_LENGTH, CopyData:Bool=True, DiscardOldBuffer:Bool=False, OnlyWhenDifferentSizes:Bool=False)
	Local BufferAvailable:Bool = (Buffer <> Null)

	If (BufferAvailable And OnlyWhenDifferentSizes) Then
		If (Size <> AUTOMATIC_LENGTH And Buffer.Length() = Size) Then
			Return Buffer
		Endif
	Endif

	If (Size = AUTOMATIC_LENGTH) Then
		Size = Buffer.Length()
	Endif

	' Allocate a new data-buffer.
	Local B:= New DataBuffer(Size)

	' Copy the buffer's bytes over to 'B'.
	If (BufferAvailable) Then
		If (CopyData) Then
			' Copy the contents of 'Buffer' to the newly generated buffer-object.
			Buffer.CopyBytes(0, B, 0, Buffer.Length())
		Endif

		If (DiscardOldBuffer) Then
			' Discard the old buffer.
			Buffer.Discard()
		Endif
	Endif

	' Return the newly generated buffer.
	Return B
End

#If CONSOLE_IMPLEMENTED
	Function DebugBind:Bool(C:Console)
		If (C = Null) Then Return False

		DebugConsole = C

		' Return the default response.
		Return True
	End
#End

Function DebugError:Void(E:Throwable, StopExecution:Bool=True)
	#If CONFIG = "debug"
		DebugStop()
	#Else
		DebugPrint("Unknown exception has been thrown; continuing anyway.")
	#End

	Return
End

Function DebugError:Void(Msg:String, StopExecution:Bool=True)
	#If DEBUG_PRINT
		' Local variable(s):
		Local TempMsg:String

		If (StopExecution) Then
			TempMsg = ErrorTemplate
		Else
			TempMsg = LogTemplate
		Endif

		#If DEBUG_PRINT_QUOTES
			Msg = Tempmsg + Quote + Msg + Quote
		#Else
			Msg = TempMsg + Msg
		#End

		#If CONSOLE_IMPLEMENTED
			If (DebugConsole <> Null) Then
				DebugConsole.WriteLine(Msg, True)
			Else
		#End

		Print(Msg)

		#If CONSOLE_IMPLEMENTED
			Endif
		#End
	#Else
		' This may change later:
		If (StopExecution) Then
			Msg = ErrorTemplate + Msg
		Endif
	#End

	If (StopExecution) Then
		#If CONFIG = "debug"
			#If DEBUG_PRINT_ON_ERROR
				DebugStop()
			#Else
				Error(Msg)
			#End
		#Else
			#If DEBUG_PRINT
				Local FinalStr:String = (ErrorTemplate + Quote + "Attempt to stop execution failed. (Reason: Release-mode)" + Quote)

				#If CONSOLE_IMPLEMENTED
					If (DebugConsole <> Null) Then
						DebugConsole.WriteLine(FinalStr, True)
					Else
				#End

				Print(FinalStr)

				#If CONSOLE_IMPLEMENTED
					Endif
				#End
			#Else
				Error(Msg)
			#End
		#End
	Endif

	#If CONFIG = "debug"
		' Nothing so far.
	#Else
		' Nothing so far.
	#End

	Return
End

Function DebugPrint:Void(Str:String, StopExecution:Bool=False)
	DebugError(Str, StopExecution)

	Return
End

' The following functions are designed to be used with generic classes:
Function TypeIsObject:Bool(O:Object)
	Return True
End

Function TypeIsObject:Bool(IO:IntObject)
	Return False
End

Function TypeIsObject:Bool(BO:BoolObject)
	Return False
End

Function TypeIsObject:Bool(FO:FloatObject)
	Return False
End

Function TypeIsObject:Bool(SO:StringObject)
	Return False
End

Function TypeIsObject:Bool(I:Int)
	Return False
End

Function TypeIsObject:Bool(B:Bool)
	Return False
End

Function TypeIsObject:Bool(F:Float)
	Return False
End

Function TypeIsObject:Bool(S:String)
	Return False
End

Function TypeOf:Int(O:Object)
	Return TYPE_OBJECT
End

Function TypeOf:Int(I:Int)
	Return TYPE_INT
End

Function TypeOf:Int(B:Bool)
	Return TYPE_BOOL
End

Function TypeOf:Int(F:Float)
	Return TYPE_FLOAT
End

Function TypeOf:Int(S:String)
	Return TYPE_STRING
End

' Classes:
Class GenericUtilities<T>
	' Constant variable(s):

	' Comparison response codes (Positive numbers are for error-reporting):
	Const COMPARE_RESPONSE_IDENTICAL:Int			= -1
	Const COMPARE_RESPONSE_WRONG_LENGTH:Int			= -2

	' Other:
	Const AUTO:= UTIL_AUTO

	' Global variable(s):

	' For internal and extern use. That being said, please do not modify this value.
	Global NIL:T

	' Functions:

	' This command gives the user the type-code of 'T'.
	Function Type:Int()
		' Return the type code of 'NIL'.
		Return TypeOf(NIL)
	End

	' This command specifies if 'T' is an object.
	Function IsObject:Bool()
		Return TypeIsObject(NIL)
	End

	' This command wraps the standard 'BoolToString' conversion command.
	Function AsString:String(Input:Bool)
		Return BoolToString(Input)
	End

	' This command reads a string from a standard 'Stream' object.
	Function AsString:String(S:Stream, Length:Int=AUTO, Encoding:String="utf8")
		If (Length = AUTO) Then
			Length = S.Length()
		Endif

		Return S.ReadString(Length, Encoding)
	End

	Function AsString:String(Input:T[], Offset:Int=0, Length:Int=AUTO, AddSpaces:Bool=True)
		' Local variable(s):
		Local Output:String = LeftBracket

		' If no length was specified, use the array's length.
		If (Length = AUTO) Then
			Length = Input.Length()
		Endif

		Local VirtualLength:= Length+Offset

		For Local Index:Int = Offset Until VirtualLength
			Output += Input[Index]

			If (Index+1 < VirtualLength) Then
				Output += Comma

				If (AddSpaces) Then
					Output += Space
				Endif
			Endif
		Next

		Return Output + RightBracket
	End

	Function CopyStringToArray:T[](S:String, Input:T[], Offset:Int=0, Length:Int=AUTO)
		If (Length = AUTO) Then
			Length = Min(S.Length(), Input.Length())
		Endif

		For Local I:Int = Offset Until Length
			Input[I] = S[I]
		Next

		' Just for the sake of convenience, return the 'Input' array.
		Return Input
	End

	Function IndexOfList:T(L:List<T>, Index:Int=0)
		' Local variable(s):
		Local Data:list.Node<T> = L.FirstNode()

		For Local I:= 0 Until Index
			Data = Data.NextNode()

			' Not my favorite method, but it works:
			If (Data = Null) Then
				Return NIL
			Endif
		Next

		' Return the value of the assessed node.
		Return Data.Value()
	End

	Function Zero:T[](Input:T[])
		Return Nil(Input)
	End

	Function Nil:T[](Input:T[])
		For Local Index:= 0 Until Input.Length()
			Input[Index] = NIL
		Next

		Return Input
	End

	Function PrintArray:Void(Input:T[])
		Print(AsString(Input))

		Return
	End

	#Rem
		NOTES:
			* In the event of an error, an empty array will be produced.

			* The 'CopyArray' command's 'FitSource' argument should only be enabled with the
			knowledge that the original destination may have been discarded.

			Your code must reflect this by disregarding the original array,
			and simply assigning the old array to the retrun value.

			EXAMPLE:
				' Local variable(s):
				Local A:T[10], A2:T[3]

				' This will likely produce a new 'T' array, based on the area-delta.
				A2 = CopyArray(A, A2, True)
	#End

	Function CopyArray:T[](Source:T[], Destination:T[], FitSource:Bool)
		Return CopyArray(Source, Destination, 0, 0, AUTO, AUTO, FitSource)
	End

	Function CopyArray:T[](Source:T[], Destination:T[], Source_Offset:Int=0, Destination_Offset:Int=0, Source_Length:Int=AUTO, Destination_Length:Int=AUTO, FitSource:Bool=False)
		If (Source_Length = AUTO) Then
			Source_Length = Source.Length()
		Endif

		If (Destination_Length = AUTO) Then
			Destination_Length = Destination.Length()
		Endif

		' Local variable(s):

		' These two are used as caches for the real lengths of the arrays:
		Local Destination_RealLength:= Destination.Length()
		Local Source_RealLength:= Source.Length()

		' Calculate the source and destination areas:
		Local Source_Area:Int = (Source_Length-Source_Offset)

		' Make sure we have a source to work with:
		If (Source_Area <= 0) Then
			' The source-area is too small for use, return an empty array.
			Return []
		Endif

		Local Destination_Area:Int = (Destination_Length-Destination_Offset)

		' For the sake of safety, we'll also check the destination area:
		If (Destination_Area <= 0) Then
			' The destination-area is too small for use, return an empty array.
			Return []
		Endif

		Local Operation_Area:Int

		If (FitSource And Destination_Area < Source_Area) Then
			Local AreaDelta:Int = (Source_Area-Destination_Area)
			Local NewArea:Int = (Destination_RealLength+AreaDelta)

			If (NewArea > Destination_RealLength) Then
				Destination = Destination.Resize(NewArea)
			Else
				Destination = Destination.Resize(Destination_Length+AreaDelta)
			Endif

			Destination_Area = Source_Area
			Operation_Area = Destination_Area
		Else
			Operation_Area = Min(Source_Area, Destination_Area)
		Endif

		' Copy the contents of the source-array into the destination-array:
		For Local Index:= 0 Until Operation_Area
			Destination[Index+Destination_Offset] = Source[Index+Source_Offset]
		Next

		' Return the destination-array.
		Return Destination
	End

	Function CopyArray:T[](Source:T[])
		Return CloneArray(Source)
	End

	Function CloneArray:T[](Source:T[])
		Return CopyArray(Source, New T[Source.Length()])
	End

	' This command returns a positive number upon an error,
	' otherwise a 'response code' will be given (See the "Contant variable(s)" section for details).
	Function Compare:Int(A1:T[], A2:T[], CheckLength:Bool=True)
		' Local variable(s):
		Local A1_Length:= A1.Length
		Local A2_Length:= A2.Length

		' Check for errors:
		If (CheckLength) Then
			' Make sure they're both the same length.
			If (A1_Length <> A2_Length) Then
				Return COMPARE_RESPONSE_WRONG_LENGTH
			Endif
		Endif

		For Local I:= 0 Until Min(A1_Length, A2_Length)
			If (A1[I] <> A2[I]) Then
				' Not the best of escape methods, but it works.
				Return I
			Endif
		Next

		' Return the default response.
		Return COMPARE_RESPONSE_IDENTICAL
	End

	' This function returns positive if both arrays are identical.
	Function SimpleCompare:Bool(A1:T[], A2:T[], CheckLength:Bool=True)
		Return (Compare(A1, A2, CheckLength) = COMPARE_RESPONSE_IDENTICAL)
	End

	Function Read:T(S:Stream)
		Return Read(S, NIL)
	End

	Function Read:T[](S:Stream, DataArray:T[], Size:Int=AUTO)
		If (Size = AUTO) Then Size = S.ReadInt()

		If (Size > 0) Then
			If (DataArray.Length() = 0) Then
				DataArray = New T[Size]
			Endif
		Endif

		' Local variable(s):
		Local DLength:Int = Min(DataArray.Length, Size)

		For Local Index:= 0 Until DLength
			DataArray[Index] = Read(S, NIL)
		Next

		Return DataArray
	End

	Function Write:Void(S:Stream, DataArray:T[], WriteLength:Bool=True)
		' Local variable(s):
		Local DLength:= DataArray.Length()

		If (WriteLength) Then S.WriteInt(DLength)

		For Local Index:= 0 Until DLength
			Write(S, DataArray[Index])
		Next

		Return
	End

	Function Read:Int(S:Stream, Indentifier:Int, Size:Int=4)
		' Local variable(s):
		Local Data:Int = 0

		If (Size > 1) Then
			If (Size < 4) Then
				Data = S.ReadShort()
			Else
				If (Size > 4) Then
					S.ReadInt()
				Endif

				Data = S.ReadInt()
			Endif
		Else
			Data = S.ReadByte()
		Endif

		Return Data
	End

	Function Write:Void(S:Stream, Data:Int, Size:Int=4)
		Size = IntSize(Size)

		If (Size > 1) Then
			If (Size < 4) Then
				S.WriteShort(Data)
			Else
				If (Size > 4) Then
					S.WriteInt(0)
				Endif

				S.WriteInt(Data)
			Endif
		Else
			S.WriteByte(Data)
		Endif

		Return
	End

	#Rem
	Function Read:Bool(S:Stream, Identifier:Bool)
		Return Read(S, Int(Identifier), 1)
	End

	Function Write:Void(S:Stream, B:Bool)
		Write(S, Int(B), 1)

		Return
	End
	#End

	Function Read:Float(S:Stream, Identifier:Float)
		Return S.ReadFloat()
	End

	Function Write:Void(S:Stream, Data:Float)
		S.WriteFloat(Data)

		Return
	End

	Function Read:String(S:Stream, Data:String, Encoding:String="utf8", Size:Int=AUTO)
		If (Size = AUTO) Then
			Size = S.ReadInt()
		Endif

		Data = S.ReadString(Size, Encoding)

		' Return the newly read string.
		Return Data
	End

	Function Write:Void(S:Stream, Data:String, Encoding:String="utf8", WriteSize:Bool=True)
		If (WriteSize) Then
			S.WriteInt(Data.Length())
		Endif

		S.WriteString(Data, Encoding)

		Return
	End

	#If UTIL_SUPPORT_IOELEMENTS
		Function Read:Void(S:Stream, Data:InputChildElement)
			If (Data = Null) Then
				Return
			Endif

			Data.Load(S)

			Return
		End

		Function Write:Void(S:Stream, Data:OutputChildElement)
			If (Data = Null) Then
				Return
			Endif

			Data.Save(S)
		End
	#End

	' Constructor(s):

	' DO NOT CREATE NEW INSTANCES OF THIS CLASS.
	Method New()
		DebugError("This class should not be used in this was.")
	End
End


Added volume controls

Added volume controls

--HG--
extra : convert_revision : svn%3Ae934d3cd-0d57-f34a-94d0-9e8d31ae1c29/trunk%4075

Strict

Import mojo
Import functions

'Device width and height
Global DEVICE_WIDTH%
Global DEVICE_HEIGHT%

' Screen width and height
Global SCREEN_WIDTH#
Global SCREEN_HEIGHT#

' Half of SCREEN_WIDTH and HEIGHT
Global SCREEN_WIDTH2#
Global SCREEN_HEIGHT2#

' Used for Virtual Res
Global SCREENX_RATIO# = 1
Global SCREENY_RATIO# = 1

' THE GAME!!
Global game:DiddyApp

' Used for delta timing movement
Global dt:DeltaTimer

Class DiddyApp Extends App

	Field debugOn:Bool = False
	Field drawFPSOn:Bool = False

	Field virtualResOn:Bool = True

	Field FPS% = 60

	' current Screen
	Field currentScreen:Screen
	' next Screen
	Field nextScreen:Screen
	' exit Screen
	Field exitScreen:ExitScreen = new ExitScreen()
	' used for fading
	Field screenFade:ScreenFade = New ScreenFade

	' mouse
	Field mouseX:Int, mouseY:Int
	Field mouseHit:Int

	' Store the images here
	Global images:ImageBank = New ImageBank
	' Store the sounds here
	Global sounds:SoundBank = New SoundBank
	' volume control
	Field soundVolume:Int = 100
	Field musicVolume:Int = 100

	Method OnCreate:Int()
		' Store the device width and height
		DEVICE_WIDTH = DeviceWidth()
		DEVICE_HEIGHT = DeviceHeight()

		SetScreenSize(DEVICE_WIDTH, DEVICE_HEIGHT)

		' set the mouse x,y
		mouseX = MouseX() / SCREENX_RATIO
		mouseY = MouseY() / SCREENY_RATIO

		' Set the Random seed
		Seed = RealMillisecs()
		' Create the delta timer
		dt = New DeltaTimer(FPS)
		SetUpdateRate FPS

		'create all the particles
		Particle.Cache()

		Return 0
	End

	Method SetScreenSize:Void(w:Float, h:Float)
		SCREEN_WIDTH = w
		SCREEN_HEIGHT = h
		SCREEN_WIDTH2 = SCREEN_WIDTH / 2
		SCREEN_HEIGHT2 = SCREEN_HEIGHT / 2

		SCREENX_RATIO = DEVICE_WIDTH/SCREEN_WIDTH
		SCREENY_RATIO = DEVICE_HEIGHT/SCREEN_HEIGHT

		If SCREENX_RATIO <> 1 Or SCREENY_RATIO <> 1
			virtualResOn = True
		End
	End

	Method OnRender:Int()
		FPSCounter.Update()
		If virtualResOn
			PushMatrix
			Scale SCREENX_RATIO, SCREENY_RATIO
		End
			currentScreen.Render()
			If screenFade.active then screenFade.Render()
		if virtualResOn
			PopMatrix
		End
		currentScreen.ExtraRender()
		If debugOn
			DrawDebug()
		End
		If drawFPSOn
			DrawFPS()
		End
		Return 0
	End

	Method OnUpdate:Int()
		dt.UpdateDelta()
		ScreenLogic()

		Return 0
	End

	Method ScreenLogic:Int()
		mouseX = MouseX() / SCREENX_RATIO
		mouseY = MouseY() / SCREENY_RATIO
		mouseHit = MouseHit()

		If screenFade.active then screenFade.Update()
		currentScreen.Update()
	End

	Method DrawDebug:Void()
		SetColor 0, 0, 0
		DrawRect 0, 0, 200, 100
		SetColor 255, 255, 255
		FPSCounter.Draw(0,0)
		DrawText "Screen         = "+currentScreen.name,0, 10
		DrawText "Delta          = "+FormatNumber(dt.delta, 2) , 0, 20
		DrawText "Screen Width   = "+SCREEN_WIDTH,0, 30
		DrawText "Screen Height  = "+SCREEN_HEIGHT,0, 40
		DrawText "VMouseX        = "+Self.mouseX,0, 50
		DrawText "VMouseY        = "+Self.mouseY,0, 60
		DrawText "MouseX         = "+MouseX(),0, 70
		DrawText "MouseY         = "+MouseY(),0, 80
	End

	Method DrawFPS:Void()
		DrawText FPSCounter.totalFPS, 0, 0
	End
End

Class ScreenFade
	Field fadeTime:Float
	Field fadeOut:Bool
	Field ratio:Float = 0
	Field active:Bool
	Field counter:Float
	Field fadeMusic:Bool
	Field fadeSound:Bool

	Method Start:Void(fadeTime:Float, fadeOut:Bool, fadeSound:Bool = False, fadeMusic:Bool = False)
		If active Then Return
		active = True
		Self.fadeTime = fadeTime
		Self.fadeOut = fadeOut
		Self.fadeMusic = fadeMusic
		Self.fadeSound = fadeSound
		If fadeOut Then
			ratio = 1
		Else
			ratio = 0
		End
		counter = 0
	End

	Method Update:Void()
		If Not active Return
		counter += dt.delta
		CalcRatio()
		If fadeSound Then
			For Local i% = 0 To SoundPlayer.MAX_CHANNELS
				SetChannelVolume(i, (ratio) * (game.soundVolume / 100))
			Next
		End
		If fadeMusic Then
			SetMusicVolume((ratio) * (game.musicVolume / 100))
		End
		if counter > fadeTime
			active = false
			if fadeOut
				game.currentScreen.PostFadeOut()
			else
				game.currentScreen.PostFadeIn()
			End
		End
	End

	Method CalcRatio:Void()
		ratio = counter/fadeTime
		If ratio < 0 Then ratio = 0
		If ratio > 1 Then ratio = 1
		If fadeOut Then
			ratio = 1 - ratio
		End
	End

	Method Render:Void()
		If Not active Return

		SetAlpha 1 - ratio
		SetColor 0, 0, 0
		DrawRect 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT
		SetAlpha 1
		SetColor 255, 255, 255
	End

End

Class ExitScreen Extends Screen
	Method New()
		name = "exit"
	End

	Method Start:Void()
		ExitApp()
	End

	Method Render:Void()
	End

	Method Update:Void()
	End
End

Class Screen Abstract
	Field name$ = ""

	Method PreStart:Void()
		game.currentScreen = self
		Start()
	End

	Method Start:Void() Abstract

	Method Render:Void() Abstract

	Method Update:Void() Abstract

	Method PostFadeOut:Void()
		game.nextScreen.PreStart()
	End

	Method PostFadeIn:Void()
	End

	Method ExtraRender:Void()
	End

End Class

Class FPSCounter Abstract
	Global fpsCount:Int
	Global startTime:Int
	Global totalFPS:Int

	Function Update:Void()
		If Millisecs() - startTime >= 1000
			totalFPS = fpsCount
			fpsCount = 0
			startTime = Millisecs()
		Else
			fpsCount+=1
		End
	End

	Function Draw:Void(x% = 0, y% = 0, ax# = 0, ay# = 0)
		DrawText("FPS: " + totalFPS, x, y, ax, ay)
	End
End

' From James Boyd
Class DeltaTimer
	Field targetfps:Float = 60
	Field currentticks:Float
	Field lastticks:Float
	Field frametime:Float
	Field delta:Float

	Method New (fps:Float)
		targetfps = fps
		lastticks = Millisecs()
	End

	Method UpdateDelta:Void()
		currentticks = Millisecs()
		frametime = currentticks - lastticks
		delta = frametime / (1000.0 / targetfps)
		lastticks = currentticks
	End
End

Class ImageBank Extends StringMap<GameImage>

	Field path$ = "graphics/"

	Method Load:Void(name:String, nameoverride:String = "", midhandle:bool=true)
		Local i:GameImage = New GameImage
		i.Load(path + name, midhandle)

		If nameoverride <> "" Then i.name = nameoverride.ToUpper()
		Self.Set(i.name , i)
	End

	Method LoadAnim:Void(name:String, w%, h%, total%, tmpImage:Image, midhandle:Bool=true)
		Local i:GameImage = New GameImage
		i.LoadAnim(path + name, w, h, total, tmpImage, midhandle)
		Self.Set(i.name, i)
	End

	Method Find:GameImage(name:String)
		name = name.ToUpper()

		' debug: print all keys in the map
	'	For Local key:String = EachIn self.Keys()
	'		Print key + " is stored in the map."
	'	Next

		Local i:GameImage =  self.Get(name)
		AssertNotNull(i, "Image '" + name + "' not found in the ImageBank")
		Return i
	End

	Method PreCache:Void()
		Local gi:GameImage
		For Local key:String = EachIn self.Keys()
			gi = Self.Get(key)
			gi.PreCache()
		Next
	End

End

Class GameImage
	Field name$
	Field image:Image
	Field w%
	Field h%
	Field w2#
	Field h2#
	Field midhandled%=0

	Method Load:Void(file$, midhandle:bool=true)
		name = StripAll(file.ToUpper())
		image = LoadBitmap(file)
		CalcSize()
		MidHandle(midhandle)
	End

	Method LoadAnim:Void(file$, w%, h%, total%, tmpImage:Image, midhandle:Bool=true)
		name = StripAll(file.ToUpper())
		image = LoadAnimBitmap(file, w, h, total, tmpImage)
		CalcSize()
		MidHandle(midhandle)
	End

	Method CalcSize:Void()
		If image <> Null Then
			w = image.Width()
			h = image.Height()
			w2 = w/2
			h2 = h/2
		End
	End

	Method MidHandle:Void(On:Bool)
		If On Then
			image.SetHandle(w2, h2)
			midhandled=1
		Else
			image.SetHandle(0, 0)
			midhandled=0
		End
	End

	Method Draw:Void(x#, y#, rotation# = 0, scaleX# = 1, scaleY# = 1, frame% = 0)
		DrawImage(self.image, x, y, rotation, scaleX, scaleY, frame)
	End

	Method PreCache:Void()
		DrawImage self.image, -self.w-50, -self.h-50
	End
End

Class SoundBank Extends StringMap<GameSound>

	Global path$ = "sounds/"

	Method Load:Void(name:String, nameoverride:String = "")
		Local i:GameSound = New GameSound
		i.Load(name)

		If nameoverride <> "" Then i.name = nameoverride.ToUpper()
		Self.Set(i.name , i)
	End

	Method Find:GameSound(name:String)
		name = name.ToUpper()

		' debug: print all keys in the map
	'	For Local key:String = EachIn self.Keys()
	'		Print key + " is stored in the map."
	'	Next

		Local i:GameSound =  Self.Get(name)
		AssertNotNull(i, "Sound '" + name + "' not found in the SoundBank")
		Return i
	End
End

Class GameSound
	Field name$
	Field sound:Sound
	Field rate# = 1
	Field pan# = 0
	Field volume# = 1
	Field loop% = 0

	Method Load:Void(file$)

		If file.Contains(".wav") Or file.Contains(".ogg") Or file.Contains(".mp3") Then
			sound = LoadSoundSample(SoundBank.path + file)
		Else
			#if TARGET="flash"
				sound = LoadSoundSample(SoundBank.path + file +".mp3")
			#else If TARGET="android"
				sound = LoadSoundSample(SoundBank.path + file +".ogg")
			#else
				sound = LoadSoundSample(SoundBank.path + file +".wav")
			#endif
		End

		name = StripAll(file.ToUpper())
	End

	Method Play:Void()
		SoundPlayer.PlayFx(sound, pan, rate, volume * (game.soundVolume / 100), loop)
	End
End

Class SoundPlayer
	Global channel:Int
	Const MAX_CHANNELS:Int = 31

	Function PlayFx:Void(s:Sound, pan#=0, rate#=1, volume#=1, loop% = 0)
		channel += 1
		If (channel > MAX_CHANNELS) Then channel = 0

		StopChannel(channel)
		PlaySound(s, channel, loop)
		SetChannelPan(channel, pan)
		SetChannelRate(channel, rate)
		SetChannelVolume(channel, volume)
	End
End

Class Sprite
	Field name$
	Field visible?
	Field x#, y#
	Field ox#, oy#
	Field dx#, dy#
	Field speedX#, speedY#, speed#
	Field maxXSpeed#, maxYSpeed#
	Field image:GameImage
	Field scaleX# = 1, scaleY# = 1

	Field red% = 255, green% = 255, blue% = 255, alpha# = 1
	Field hitBoxX:Int = 0
	Field hitBoxY:Int = 0
	Field hitBoxWidth:Int
	Field hitBoxHeight:Int

	' Animation
	Field frame:Int
	Field frameTimer:Int
	Field frameStart:Int
	Field frameEnd:Int
	Field frameSpeed:Int = 0
	Field reverse:Bool = false
	Field pingPong:Bool = false
	Field loop:Bool = true
	Field ping%

	' Scale
	Field scaleCounter#=0
	Field scaleXSpeed# = 0.1
	Field scaleYSpeed# = 0.1
	Field ygravity#
	Field maxFrame:Int

	' Rotation
	Field rotationCounter#=0
	Field rotationLength%=1000
	Field rotationLoop% = 0
	Field rotation#, rotationSpeed# = 1

	Method New(img:GameImage,x#, y#)
		Self.image = img
		Self.x = x
		Self.y = y
		self.alpha = 1
		self.SetHitBox(-img.w2, -img.h2, img.w, img.h)
		Self.visible = True
	End

	Method SetImage:Void(gi:GameImage)
		image = gi
		GetSize()
	End

	Method GetSize:Void()
		'Sets w and h based on the current image.
		If image <> Null Then
			image.w = image.image.Width()
			image.h = image.image.Height()
			image.w2 = image.w/2
			image.h2 = image.h/2
		End
	End

	Method Precache:Void()
		DrawImage image.image, -image.w-50, -image.h-50
	End

	Method SetRGB:Void(r%,g%,b%)
		Self.red = r
		Self.green = g
		Self.blue = b
	End

	Method SetScaleXY:Void(sx#, sy#)
		self.scaleX = sx
		self.scaleY = sy
	End

	Method Move:Void()
		Self.x+=Self.dx * dt.delta
		Self.y+=Self.dy * dt.delta

		If ygravity > 0 Then dy += ygravity * dt.delta
	End

	Method ManageScale:Void()
		If scaleCounter>0 Then
			scaleCounter-=1*dt.delta
			scaleX+=scaleXSpeed*dt.delta
			scaleY+=scaleYSpeed*dt.delta
		End
	End

	Method ManageRotation:Void()
		If rotationLoop Then
			rotation+=rotationSpeed*dt.delta
			If rotation >= 360 Then rotation-=360
			If rotation <0 Then rotation+=360
		Else
			If rotationCounter>0 Then
				rotationCounter-=1 * dt.delta
				rotation+=rotationSpeed * dt.delta
			End
		End
	End

	Method MoveForward:Void()
		dx = -Sin(rotation) * speed
        dy = -Cos(rotation) * speed

		move()
	End

	Method SetFrame:Void(startFrame:Int=0, endFrame:Int=0, speed:Int=125, pingPong:Bool = false, loop:Bool = true)
		frame = startFrame
		frameStart = startFrame
		frameEnd = endFrame
		if startFrame > endFrame
			reverse = true
		else
			reverse = false
		End
		self.pingPong = pingPong
		self.loop = loop
		frameSpeed = speed
		frameTimer = Millisecs()
		ping = 0
	End

	Method UpdateAnimation:Void()
		if frameSpeed > 0
			If Millisecs() > frameTimer + frameSpeed
				if not reverse
					frame+=1
					If frame > frameEnd
						ResetAnim()
					End
				else
					frame-=1
					If frame < frameEnd
						ResetAnim()
					End
				End
				frameTimer = Millisecs()
			End
		end
	End

	Method ResetAnim:Void()
		if loop then
			if pingPong
				reverse = Not reverse
				frame = frameEnd
				local ts% = frameStart
				frameStart = frameEnd
				frameEnd = ts
			else
				frame = frameStart
			End
		else
			if pingPong and ping <1
				reverse = Not reverse
				frame = frameEnd
				local ts% = frameStart
				frameStart = frameEnd
				frameEnd = ts
				ping+=1
			else
				frame = frameEnd
			End
		End
	End

	Method Draw:Void()
		Draw(0,0)
	End

	Method Draw:Void(offsetx#=0, offsety#=0)
		If x - offsetx + image.w < 0 Or x - offsetx - image.w >= SCREEN_WIDTH Or y - offsety + image.h < 0 Or y - offsety - image.h >= SCREEN_HEIGHT Then Return
		If Self.alpha > 1 Then Self.alpha = 1
		If Self.alpha < 0 Then Self.alpha = 0
		SetAlpha Self.alpha
		SetColor red, green, blue ' doesnt work with images!?!??!
		DrawImage(image.image, x - offsetx, y - offsety, rotation, scaleX, scaleY, frame)
		SetColor 255, 255, 255
		SetAlpha 1

	'	if debug
	'		drawRectOutline(x + hitBoxX, y + hitBoxY, hitBoxWidth, hitBoxHeight)
	'	End
	End

	Method SetupRotation:Void(rotationSpeed:Float, length:Int, loop:Bool = False, rndPosition:Bool = False)
		Self.rotationSpeed = rotationSpeed
		If loop Then
			rotationLoop = 1
			If rndPosition Then rotation = Rnd(0,360)
		Else
			rotationLength = length
			rotationCounter = rotationLength
		End
	End

	Method Collide:Int(sprite:Sprite)
		Return RectsOverlap(x + hitBoxX, y + hitBoxY, hitBoxWidth, hitBoxHeight,
							sprite.x + sprite.hitBoxX, sprite.y + sprite.hitBoxY, sprite.hitBoxWidth, sprite.hitBoxHeight)
	End

	Method SetHitBox:Void(hitX:Int, hitY:Int, hitWidth:Int, hitHeight:Int)
		hitBoxX = hitX
		hitBoxY = hitY
		hitBoxWidth = hitWidth
		hitBoxHeight = hitHeight
	End
End

Class Particle Extends Sprite
	Global MAX_PARTICLES% = 800
	Global particles:Particle[MAX_PARTICLES]
	Global lastDeath% = 0
	Global maxIndex% = -1
	Global minIndex% = -1
	Global particleCount% = 0
	Field lifeCounter# = 0
	Field fadeIn# = 0
	Field fadeCounter#
	Field fadeInLength# = 0
	Field fadeLength#=0
	Field active% = 0

	Function Cache:Void()
		For Local i% = 0 to MAX_PARTICLES - 1
			particles[i] = New Particle()
		Next
	End

	Function Create:Particle(gi:GameImage, x#, y#, dx#=0, dy#=0, gravity#=0, fadeLength#=0, lifeCounter%=0)
		Local i%=lastDeath
		Repeat
			If particles[i] = Null Then particles[i] = New Particle()
			If Not particles[i].active Then
				particles[i].SetImage(gi)
				particles[i].x = x
				particles[i].y = y
				particles[i].dx = dx
				particles[i].dy = dy

				particles[i].ygravity = gravity
				particles[i].fadeLength = fadeLength / 10
				particles[i].fadeCounter = particles[i].fadeLength
				If lifeCounter>0 Then particles[i].lifeCounter = lifeCounter / 10
				particles[i].active = 1
				If maxIndex < 0 Or i > maxIndex Then maxIndex = i
				If minIndex < 0 Or i < minIndex Then minIndex = i
				particleCount += 1
				Return particles[i]
			End
			i += 1
			If i >= MAX_PARTICLES Then i = 0
		Until i = lastDeath
		Return Null
	End

	Function Clear:Void()
		For Local i% = 0 to MAX_PARTICLES - 1
			particles[i].alpha = 0
			particles[i].active = False
		Next
		minIndex = -1
		maxIndex = -1
		particleCount = 0
		lastDeath = 0
	End

	Function DrawAll:Void()
		If minIndex < 0 Or maxIndex < 0 Then Return
		For Local i% = minIndex to maxIndex
			if particles[i] <> null And particles[i].image <> null
				If particles[i].fadeCounter > 0 and particles[i].active Then
					If particles[i].fadeIn Then
						particles[i].alpha = particles[i].fadeCounter/particles[i].fadeInLength
					Else
						particles[i].alpha = particles[i].fadeCounter/particles[i].fadeLength
					End
				End
				particles[i].Draw()
			End
		Next
	End

	Function UpdateAll:Void()
		If minIndex < 0 Or maxIndex < 0 Then Return
		Local newMinIndex% = -1
		Local newMaxIndex% = -1
		For Local i% = minIndex to maxIndex
			if particles[i] <> null And particles[i].image <> null
				If particles[i].active
					particles[i].Update()
					If particles[i].active Then
						If newMinIndex < 0 Then newMinIndex = i
						newMaxIndex = i
					Else
						lastDeath = i
						particleCount -= 1
					End
				End
			End
		Next
		minIndex = newMinIndex
		maxIndex = newMaxIndex
	End

	Method Update:Void()
		Super.Move()

		If fadeIn Then
			fadeCounter+=dt.delta

			If fadeCounter >= fadeInLength Then
				fadeCounter = fadeLength
				fadeIn = 0
				alpha = 1
			End
		ElseIf fadeCounter>0 Then
			fadeCounter-=dt.delta
			If fadeCounter <= 0 Then
				alpha = 0
				active = 0
			End
		End
	End

End

Strict

Import mojo
Import functions

'Device width and height
Global DEVICE_WIDTH%
Global DEVICE_HEIGHT%

' Screen width and height
Global SCREEN_WIDTH#
Global SCREEN_HEIGHT#

' Half of SCREEN_WIDTH and HEIGHT
Global SCREEN_WIDTH2#
Global SCREEN_HEIGHT2#

' Used for Virtual Res
Global SCREENX_RATIO# = 1
Global SCREENY_RATIO# = 1

' THE GAME!!
Global game:DiddyApp

' Used for delta timing movement
Global dt:DeltaTimer

Class DiddyApp Extends App

	Field debugOn:Bool = False
	Field drawFPSOn:Bool = False

	Field virtualResOn:Bool = True

	Field FPS% = 60

	' current Screen
	Field currentScreen:Screen
	' next Screen
	Field nextScreen:Screen
	' exit Screen
	Field exitScreen:ExitScreen = new ExitScreen()
	' used for fading
	Field screenFade:ScreenFade = New ScreenFade

	' mouse
	Field mouseX:Int, mouseY:Int
	Field mouseHit:Int

	' Store the images here
	Global images:ImageBank = New ImageBank
	' Store the sounds here
	Global sounds:SoundBank = New SoundBank

	Method OnCreate:Int()
		' Store the device width and height
		DEVICE_WIDTH = DeviceWidth()
		DEVICE_HEIGHT = DeviceHeight()

		SetScreenSize(DEVICE_WIDTH, DEVICE_HEIGHT)

		' set the mouse x,y
		mouseX = MouseX() / SCREENX_RATIO
		mouseY = MouseY() / SCREENY_RATIO

		' Set the Random seed
		Seed = RealMillisecs()
		' Create the delta timer
		dt = New DeltaTimer(FPS)
		SetUpdateRate FPS

		'create all the particles
		Particle.Cache()

		Return 0
	End

	Method SetScreenSize:Void(w:Float, h:Float)
		SCREEN_WIDTH = w
		SCREEN_HEIGHT = h
		SCREEN_WIDTH2 = SCREEN_WIDTH / 2
		SCREEN_HEIGHT2 = SCREEN_HEIGHT / 2

		SCREENX_RATIO = DEVICE_WIDTH/SCREEN_WIDTH
		SCREENY_RATIO = DEVICE_HEIGHT/SCREEN_HEIGHT

		If SCREENX_RATIO <> 1 Or SCREENY_RATIO <> 1
			virtualResOn = True
		End
	End

	Method OnRender:Int()
		FPSCounter.Update()
		If virtualResOn
			PushMatrix
			Scale SCREENX_RATIO, SCREENY_RATIO
		End
			currentScreen.Render()
			If screenFade.active then screenFade.Render()
		if virtualResOn
			PopMatrix
		End
		currentScreen.ExtraRender()
		If debugOn
			DrawDebug()
		End
		If drawFPSOn
			DrawFPS()
		End
		Return 0
	End

	Method OnUpdate:Int()
		dt.UpdateDelta()
		ScreenLogic()

		Return 0
	End

	Method ScreenLogic:Int()
		mouseX = MouseX() / SCREENX_RATIO
		mouseY = MouseY() / SCREENY_RATIO
		mouseHit = MouseHit()

		If screenFade.active then screenFade.Update()
		currentScreen.Update()
	End

	Method DrawDebug:Void()
		SetColor 0, 0, 0
		DrawRect 0, 0, 200, 100
		SetColor 255, 255, 255
		FPSCounter.Draw(0,0)
		DrawText "Screen         = "+currentScreen.name,0, 10
		DrawText "Delta          = "+FormatNumber(dt.delta, 2) , 0, 20
		DrawText "Screen Width   = "+SCREEN_WIDTH,0, 30
		DrawText "Screen Height  = "+SCREEN_HEIGHT,0, 40
		DrawText "VMouseX        = "+Self.mouseX,0, 50
		DrawText "VMouseY        = "+Self.mouseY,0, 60
		DrawText "MouseX         = "+MouseX(),0, 70
		DrawText "MouseY         = "+MouseY(),0, 80
	End

	Method DrawFPS:Void()
		DrawText FPSCounter.totalFPS, 0, 0
	End
End

Class ScreenFade
	Field fadeTime:Float
	Field fadeOut:Bool
	Field ratio# = 0
	Field active:Bool
	Field counter:Float

	Method Start:Void(fadeTime:Float, fadeOut:Bool)
		If active Then Return
		active = true
		self.fadeTime = fadeTime
		self.fadeOut = fadeOut

		If fadeOut Then
			ratio = 1
		Else
			ratio = 0
		End
		counter = 0
	End

	Method Update:Void()
		if not active return
		counter += dt.delta
		CalcRatio()

		if counter > fadeTime
			active = false
			if fadeOut
				game.currentScreen.PostFadeOut()
			else
				game.currentScreen.PostFadeIn()
			End
		End
	End

	Method CalcRatio:Void()
		ratio = counter/fadeTime
		If ratio < 0 Then ratio = 0
		If ratio > 1 Then ratio = 1
		If fadeOut Then
			ratio = 1 - ratio
		End
	End

	Method Render:Void()
		if not active return

		SetAlpha 1 - ratio
		SetColor 0, 0, 0
		DrawRect 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT
		SetAlpha 1
		SetColor 255, 255, 255
	End

End

Class ExitScreen Extends Screen
	Method New()
		name = "exit"
	End

	Method Start:Void()
		ExitApp()
	End

	Method Render:Void()
	End

	Method Update:Void()
	End
End

Class Screen Abstract
	Field name$ = ""

	Method PreStart:Void()
		game.currentScreen = self
		Start()
	End

	Method Start:Void() Abstract

	Method Render:Void() Abstract

	Method Update:Void() Abstract

	Method PostFadeOut:Void()
		game.nextScreen.PreStart()
	End

	Method PostFadeIn:Void()
	End

	Method ExtraRender:Void()
	End

End Class

Class FPSCounter Abstract
	Global fpsCount:Int
	Global startTime:Int
	Global totalFPS:Int

	Function Update:Void()
		If Millisecs() - startTime >= 1000
			totalFPS = fpsCount
			fpsCount = 0
			startTime = Millisecs()
		Else
			fpsCount+=1
		End
	End

	Function Draw:Void(x% = 0, y% = 0, ax# = 0, ay# = 0)
		DrawText("FPS: " + totalFPS, x, y, ax, ay)
	End
End

' From James Boyd
Class DeltaTimer
	Field targetfps:Float = 60
	Field currentticks:Float
	Field lastticks:Float
	Field frametime:Float
	Field delta:Float

	Method New (fps:Float)
		targetfps = fps
		lastticks = Millisecs()
	End

	Method UpdateDelta:Void()
		currentticks = Millisecs()
		frametime = currentticks - lastticks
		delta = frametime / (1000.0 / targetfps)
		lastticks = currentticks
	End
End

Class ImageBank Extends StringMap<GameImage>

	Field path$ = "graphics/"

	Method Load:Void(name:String, nameoverride:String = "", midhandle:bool=true)
		Local i:GameImage = New GameImage
		i.Load(path + name, midhandle)

		If nameoverride <> "" Then i.name = nameoverride.ToUpper()
		Self.Set(i.name , i)
	End

	Method LoadAnim:Void(name:String, w%, h%, total%, tmpImage:Image, midhandle:Bool=true)
		Local i:GameImage = New GameImage
		i.LoadAnim(path + name, w, h, total, tmpImage, midhandle)
		Self.Set(i.name, i)
	End

	Method Find:GameImage(name:String)
		name = name.ToUpper()

		' debug: print all keys in the map
	'	For Local key:String = EachIn self.Keys()
	'		Print key + " is stored in the map."
	'	Next

		Local i:GameImage =  self.Get(name)
		AssertNotNull(i, "Image '" + name + "' not found in the ImageBank")
		Return i
	End

	Method PreCache:Void()
		Local gi:GameImage
		For Local key:String = EachIn self.Keys()
			gi = Self.Get(key)
			gi.PreCache()
		Next
	End

End

Class GameImage
	Field name$
	Field image:Image
	Field w%
	Field h%
	Field w2#
	Field h2#
	Field midhandled%=0

	Method Load:Void(file$, midhandle:bool=true)
		name = StripAll(file.ToUpper())
		image = LoadBitmap(file)
		CalcSize()
		MidHandle(midhandle)
	End

	Method LoadAnim:Void(file$, w%, h%, total%, tmpImage:Image, midhandle:Bool=true)
		name = StripAll(file.ToUpper())
		image = LoadAnimBitmap(file, w, h, total, tmpImage)
		CalcSize()
		MidHandle(midhandle)
	End

	Method CalcSize:Void()
		If image <> Null Then
			w = image.Width()
			h = image.Height()
			w2 = w/2
			h2 = h/2
		End
	End

	Method MidHandle:Void(On:Bool)
		If On Then
			image.SetHandle(w2, h2)
			midhandled=1
		Else
			image.SetHandle(0, 0)
			midhandled=0
		End
	End

	Method Draw:Void(x#, y#, rotation# = 0, scaleX# = 1, scaleY# = 1, frame% = 0)
		DrawImage(self.image, x, y, rotation, scaleX, scaleY, frame)
	End

	Method PreCache:Void()
		DrawImage self.image, -self.w-50, -self.h-50
	End
End

Class SoundBank Extends StringMap<GameSound>

	Global path$ = "sounds/"

	Method Load:Void(name:String, nameoverride:String = "")
		Local i:GameSound = New GameSound
		i.Load(name)

		If nameoverride <> "" Then i.name = nameoverride.ToUpper()
		Self.Set(i.name , i)
	End

	Method Find:GameSound(name:String)
		name = name.ToUpper()

		' debug: print all keys in the map
	'	For Local key:String = EachIn self.Keys()
	'		Print key + " is stored in the map."
	'	Next

		Local i:GameSound =  Self.Get(name)
		AssertNotNull(i, "Sound '" + name + "' not found in the SoundBank")
		Return i
	End
End

Class GameSound
	Field name$
	Field sound:Sound
	Field rate# = 1
	Field pan# = 0
	Field volume# = 1
	Field loop% = 0

	Method Load:Void(file$)
		#if TARGET="flash"
			sound = LoadSoundSample(SoundBank.path + file +".mp3")
		#else If TARGET="android"
			sound = LoadSoundSample(SoundBank.path + file +".ogg")
		#else
			sound = LoadSoundSample(SoundBank.path + file +".wav")
		#endif

		name = StripAll(file.ToUpper())
	End

	Method Play:Void()
		SoundPlayer.PlayFx(sound, pan, rate, volume, loop)
	End
End

Class SoundPlayer
	Global channel:Int
	Const MAX_CHANNELS:Int = 31
	Function PlayFx:Void(s:Sound, pan#=0, rate#=1, volume#=1, loop% = 0)
		channel += 1
		If (channel > MAX_CHANNELS) Then channel = 0

		StopChannel(channel)
		PlaySound(s, channel, loop)
		SetChannelPan(channel, pan)
		SetChannelRate(channel, rate)
		SetChannelVolume(channel, volume)
	End
End

Class Sprite
	Field name$
	Field visible?
	Field x#, y#
	Field ox#, oy#
	Field dx#, dy#
	Field speedX#, speedY#, speed#
	Field maxXSpeed#, maxYSpeed#
	Field image:GameImage
	Field scaleX# = 1, scaleY# = 1

	Field red% = 255, green% = 255, blue% = 255, alpha# = 1
	Field hitBoxX:Int = 0
	Field hitBoxY:Int = 0
	Field hitBoxWidth:Int
	Field hitBoxHeight:Int

	' Animation
	Field frame:Int
	Field frameTimer:Int
	Field frameStart:Int
	Field frameEnd:Int
	Field frameSpeed:Int = 0
	Field reverse:Bool = false
	Field pingPong:Bool = false
	Field loop:Bool = true
	Field ping%

	' Scale
	Field scaleCounter#=0
	Field scaleXSpeed# = 0.1
	Field scaleYSpeed# = 0.1
	Field ygravity#
	Field maxFrame:Int

	' Rotation
	Field rotationCounter#=0
	Field rotationLength%=1000
	Field rotationLoop% = 0
	Field rotation#, rotationSpeed# = 1

	Method New(img:GameImage,x#, y#)
		Self.image = img
		Self.x = x
		Self.y = y
		self.alpha = 1
		self.SetHitBox(-img.w2, -img.h2, img.w, img.h)
		Self.visible = True
	End

	Method SetImage:Void(gi:GameImage)
		image = gi
		GetSize()
	End

	Method GetSize:Void()
		'Sets w and h based on the current image.
		If image <> Null Then
			image.w = image.image.Width()
			image.h = image.image.Height()
			image.w2 = image.w/2
			image.h2 = image.h/2
		End
	End

	Method Precache:Void()
		DrawImage image.image, -image.w-50, -image.h-50
	End

	Method SetRGB:Void(r%,g%,b%)
		Self.red = r
		Self.green = g
		Self.blue = b
	End

	Method SetScaleXY:Void(sx#, sy#)
		self.scaleX = sx
		self.scaleY = sy
	End

	Method Move:Void()
		Self.x+=Self.dx * dt.delta
		Self.y+=Self.dy * dt.delta

		If ygravity > 0 Then dy += ygravity * dt.delta
	End

	Method ManageScale:Void()
		If scaleCounter>0 Then
			scaleCounter-=1*dt.delta
			scaleX+=scaleXSpeed*dt.delta
			scaleY+=scaleYSpeed*dt.delta
		End
	End

	Method ManageRotation:Void()
		If rotationLoop Then
			rotation+=rotationSpeed*dt.delta
			If rotation >= 360 Then rotation-=360
			If rotation <0 Then rotation+=360
		Else
			If rotationCounter>0 Then
				rotationCounter-=1 * dt.delta
				rotation+=rotationSpeed * dt.delta
			End
		End
	End

	Method MoveForward:Void()
		dx = -Sin(rotation) * speed
        dy = -Cos(rotation) * speed

		move()
	End

	Method SetFrame:Void(startFrame:Int=0, endFrame:Int=0, speed:Int=125, pingPong:Bool = false, loop:Bool = true)
		frame = startFrame
		frameStart = startFrame
		frameEnd = endFrame
		if startFrame > endFrame
			reverse = true
		else
			reverse = false
		End
		self.pingPong = pingPong
		self.loop = loop
		frameSpeed = speed
		frameTimer = Millisecs()
		ping = 0
	End

	Method UpdateAnimation:Void()
		if frameSpeed > 0
			If Millisecs() > frameTimer + frameSpeed
				if not reverse
					frame+=1
					If frame > frameEnd
						ResetAnim()
					End
				else
					frame-=1
					If frame < frameEnd
						ResetAnim()
					End
				End
				frameTimer = Millisecs()
			End
		end
	End

	Method ResetAnim:Void()
		if loop then
			if pingPong
				reverse = Not reverse
				frame = frameEnd
				local ts% = frameStart
				frameStart = frameEnd
				frameEnd = ts
			else
				frame = frameStart
			End
		else
			if pingPong and ping <1
				reverse = Not reverse
				frame = frameEnd
				local ts% = frameStart
				frameStart = frameEnd
				frameEnd = ts
				ping+=1
			else
				frame = frameEnd
			End
		End
	End

	Method Draw:Void()
		Draw(0,0)
	End

	Method Draw:Void(offsetx#=0, offsety#=0)
		If x - offsetx + image.w < 0 Or x - offsetx - image.w >= SCREEN_WIDTH Or y - offsety + image.h < 0 Or y - offsety - image.h >= SCREEN_HEIGHT Then Return
		If Self.alpha > 1 Then Self.alpha = 1
		If Self.alpha < 0 Then Self.alpha = 0
		SetAlpha Self.alpha
		SetColor red, green, blue ' doesnt work with images!?!??!
		DrawImage(image.image, x - offsetx, y - offsety, rotation, scaleX, scaleY, frame)
		SetColor 255, 255, 255
		SetAlpha 1

	'	if debug
	'		drawRectOutline(x + hitBoxX, y + hitBoxY, hitBoxWidth, hitBoxHeight)
	'	End
	End

	Method SetupRotation:Void(rotationSpeed:Float, length:Int, loop:Bool = False, rndPosition:Bool = False)
		Self.rotationSpeed = rotationSpeed
		If loop Then
			rotationLoop = 1
			If rndPosition Then rotation = Rnd(0,360)
		Else
			rotationLength = length
			rotationCounter = rotationLength
		End
	End

	Method Collide:Int(sprite:Sprite)
		Return RectsOverlap(x + hitBoxX, y + hitBoxY, hitBoxWidth, hitBoxHeight,
							sprite.x + sprite.hitBoxX, sprite.y + sprite.hitBoxY, sprite.hitBoxWidth, sprite.hitBoxHeight)
	End

	Method SetHitBox:Void(hitX:Int, hitY:Int, hitWidth:Int, hitHeight:Int)
		hitBoxX = hitX
		hitBoxY = hitY
		hitBoxWidth = hitWidth
		hitBoxHeight = hitHeight
	End
End

Class Particle Extends Sprite
	Global MAX_PARTICLES% = 800
	Global particles:Particle[MAX_PARTICLES]
	Global lastDeath% = 0
	Global maxIndex% = -1
	Global minIndex% = -1
	Global particleCount% = 0
	Field lifeCounter# = 0
	Field fadeIn# = 0
	Field fadeCounter#
	Field fadeInLength# = 0
	Field fadeLength#=0
	Field active% = 0

	Function Cache:Void()
		For Local i% = 0 to MAX_PARTICLES - 1
			particles[i] = New Particle()
		Next
	End

	Function Create:Particle(gi:GameImage, x#, y#, dx#=0, dy#=0, gravity#=0, fadeLength#=0, lifeCounter%=0)
		Local i%=lastDeath
		Repeat
			If particles[i] = Null Then particles[i] = New Particle()
			If Not particles[i].active Then
				particles[i].SetImage(gi)
				particles[i].x = x
				particles[i].y = y
				particles[i].dx = dx
				particles[i].dy = dy

				particles[i].ygravity = gravity
				particles[i].fadeLength = fadeLength / 10
				particles[i].fadeCounter = particles[i].fadeLength
				If lifeCounter>0 Then particles[i].lifeCounter = lifeCounter / 10
				particles[i].active = 1
				If maxIndex < 0 Or i > maxIndex Then maxIndex = i
				If minIndex < 0 Or i < minIndex Then minIndex = i
				particleCount += 1
				Return particles[i]
			End
			i += 1
			If i >= MAX_PARTICLES Then i = 0
		Until i = lastDeath
		Return Null
	End

	Function Clear:Void()
		For Local i% = 0 to MAX_PARTICLES - 1
			particles[i].alpha = 0
			particles[i].active = False
		Next
		minIndex = -1
		maxIndex = -1
		particleCount = 0
		lastDeath = 0
	End

	Function DrawAll:Void()
		If minIndex < 0 Or maxIndex < 0 Then Return
		For Local i% = minIndex to maxIndex
			if particles[i] <> null And particles[i].image <> null
				If particles[i].fadeCounter > 0 and particles[i].active Then
					If particles[i].fadeIn Then
						particles[i].alpha = particles[i].fadeCounter/particles[i].fadeInLength
					Else
						particles[i].alpha = particles[i].fadeCounter/particles[i].fadeLength
					End
				End
				particles[i].Draw()
			End
		Next
	End

	Function UpdateAll:Void()
		If minIndex < 0 Or maxIndex < 0 Then Return
		Local newMinIndex% = -1
		Local newMaxIndex% = -1
		For Local i% = minIndex to maxIndex
			if particles[i] <> null And particles[i].image <> null
				If particles[i].active
					particles[i].Update()
					If particles[i].active Then
						If newMinIndex < 0 Then newMinIndex = i
						newMaxIndex = i
					Else
						lastDeath = i
						particleCount -= 1
					End
				End
			End
		Next
		minIndex = newMinIndex
		maxIndex = newMaxIndex
	End

	Method Update:Void()
		Super.Move()

		If fadeIn Then
			fadeCounter+=dt.delta

			If fadeCounter >= fadeInLength Then
				fadeCounter = fadeLength
				fadeIn = 0
				alpha = 1
			End
		ElseIf fadeCounter>0 Then
			fadeCounter-=dt.delta
			If fadeCounter <= 0 Then
				alpha = 0
				active = 0
			End
		End
	End

End