Add buttons, refactor, make it more mouse friendly
This commit is contained in:
+499
@@ -1 +1,500 @@
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use std::fmt::{self, Display, Formatter};
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use button::{Button, ButtonAction};
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use macroquad::prelude::*;
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use sol_chess::{
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board::{Board, BoardState},
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generator,
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};
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use texture::PieceTexture;
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pub mod button;
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pub mod texture;
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pub struct Game {
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// The generated puzzle. We keep a copy of this to reset the game.
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original_board: Board,
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// What is shown to the user
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board: Board,
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// Constants througout the game
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texture_res: Texture2D,
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num_squares: usize,
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heading_font_size: f32,
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heading_text: String,
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// Update below on handle input
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state: GameState,
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debug: bool,
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// Update below on window resize
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// Used for drawing the state
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square_width: f32,
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window_height: f32,
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window_width: f32,
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squares: Vec<GameSquare>,
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heading_rect: Rect,
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btns: Vec<Button>,
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}
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struct GameSquare {
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rect: Rect,
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color: Color,
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is_source: bool,
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is_target: bool,
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is_previous_target: bool,
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i: usize,
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j: usize,
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}
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#[derive(Copy, Clone)]
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enum GameState {
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SelectSource(Option<(usize, usize)>),
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SelectTarget((usize, usize)),
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GameOver((usize, usize)),
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}
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impl Game {
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pub fn new(board: Board, texture_res: Texture2D) -> Self {
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let num_squares: usize = 4;
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Self {
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original_board: board.clone(),
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board,
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squares: Vec::new(),
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heading_rect: Rect::new(0., 0., 0., 0.),
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heading_text: "Solitaire Chess".to_string(),
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heading_font_size: 0.,
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num_squares,
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texture_res,
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state: GameState::SelectSource(None),
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debug: false,
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btns: Vec::new(),
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window_height: 0.,
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window_width: 0.,
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square_width: 0.,
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}
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}
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pub fn draw(&self) {
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self.draw_heading();
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self.draw_board();
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self.draw_buttons();
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self.draw_debug();
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}
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pub fn update_window_size(&mut self) {
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let new_height = if screen_height() > 800.0 {
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800.0
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} else {
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screen_height()
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};
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let new_width = if screen_width() > 1000.0 {
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1000.0
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} else {
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screen_width()
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};
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if new_height == self.window_height && new_width == self.window_width {
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return;
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}
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self.window_height = new_height;
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self.window_width = new_width;
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self.update_drawables();
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}
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pub fn handle_input(&mut self) {
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let mut button_action = None;
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for btn in &mut self.btns {
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btn.handle_input();
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if btn.is_pressed {
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button_action = Some(btn.action);
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}
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}
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if let Some(action) = button_action {
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match action {
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ButtonAction::Reset => self.reset(),
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ButtonAction::Next => self.next_puzzle(),
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}
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return;
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}
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if is_key_released(KeyCode::D) {
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self.debug = !self.debug;
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return;
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}
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if is_key_released(KeyCode::Q) {
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std::process::exit(0);
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}
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if is_mouse_button_released(MouseButton::Left) {
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let current_state = self.state.clone();
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let new_state = match current_state {
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GameState::SelectSource(previous_target) => {
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self.handle_select_source(mouse_position(), previous_target)
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}
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GameState::SelectTarget(source) => {
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let next = self.handle_select_target(mouse_position(), source);
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if let GameState::SelectTarget(_) = next {
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self.reset_squares();
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GameState::SelectSource(None)
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} else {
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next
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}
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}
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GameState::GameOver(previous_target) => GameState::GameOver(previous_target),
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};
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self.state = new_state;
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return;
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}
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if is_mouse_button_pressed(MouseButton::Left) {
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let current_state = self.state.clone();
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let new_state = match current_state {
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GameState::SelectSource(previous_target) => {
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self.handle_select_source(mouse_position(), previous_target)
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}
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GameState::SelectTarget(source) => GameState::SelectTarget(source),
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GameState::GameOver(previous_target) => GameState::GameOver(previous_target),
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};
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self.state = new_state;
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}
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}
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fn draw_heading(&self) {
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draw_text(
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self.heading_text.as_str(),
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self.heading_rect.x,
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self.heading_rect.y,
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self.heading_font_size,
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BLACK,
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);
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}
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fn draw_board(&self) {
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let sprite_size = 0.8 * self.square_width;
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let mut selected_square = None;
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self.squares.iter().for_each(|square| {
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let color = if square.is_source {
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Color::from_rgba(152, 152, 152, 255)
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} else if square.is_target {
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Color::from_rgba(152, 129, 123, 255)
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} else {
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square.color
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};
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draw_rectangle(
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square.rect.x,
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square.rect.y,
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square.rect.w,
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square.rect.h,
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color,
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);
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if let Some(p) = &self.board.cells[square.i][square.j] {
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let offset = (square.rect.w - sprite_size) / 2.0;
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let dtp = PieceTexture::for_piece(*p, sprite_size);
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if !square.is_source {
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draw_texture_ex(
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&self.texture_res,
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square.rect.x + offset,
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square.rect.y + offset,
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WHITE,
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dtp,
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);
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} else {
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selected_square = Some(square);
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}
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}
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});
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if let Some(selected_square) = selected_square {
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if let Some(p) = self.board.cells[selected_square.i][selected_square.j] {
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let dtp = PieceTexture::for_piece(p, sprite_size);
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draw_texture_ex(
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&self.texture_res,
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mouse_position().0 - sprite_size / 2.0,
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mouse_position().1 - sprite_size / 2.0,
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WHITE,
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dtp,
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);
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}
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}
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}
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fn draw_buttons(&self) {
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for btn in &self.btns {
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btn.draw();
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}
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}
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fn draw_debug(&self) {
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if self.debug {
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let mut debug_lines = vec![];
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let (mx, my) = mouse_position();
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let hover_square = self.squares.iter().find(|s| {
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let c = Circle::new(mx, my, 0.0);
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if c.overlaps_rect(&s.rect) {
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return true;
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}
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return false;
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});
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debug_lines.push(format!("Game State: {}", self.state));
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debug_lines.push(format!("Board State: {}", self.board.game_state));
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if let Some(hover_square) = hover_square {
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debug_lines.push(format!("Hover: [ {}, {} ]", hover_square.i, hover_square.j));
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}
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self.add_debug_info(debug_lines);
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self.show_fps();
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}
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}
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fn get(&mut self, i: usize, j: usize) -> &mut GameSquare {
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&mut self.squares[i * self.num_squares + j]
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}
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fn update_drawables(&mut self) {
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self.square_width = 0.15 * self.window_width;
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let board_x = (self.window_width - (self.square_width * self.num_squares as f32)) / 2.0;
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let board_y = (self.window_height - (self.square_width * self.num_squares as f32)) / 2.0;
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let board_width = self.square_width * self.num_squares as f32;
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self.heading_font_size = 0.07 * self.window_width;
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let f = self.heading_font_size.floor() as u16;
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let dims = measure_text(self.heading_text.as_str(), None, f, 1.0);
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self.heading_rect = Rect::new(
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board_x + (board_width - dims.width) / 2.0,
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board_y / 2.0,
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dims.width,
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dims.height,
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);
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let dark = Color::from_rgba(83, 104, 120, 255);
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let light = Color::from_rgba(190, 190, 190, 255);
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let mut rects = Vec::new();
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for i in 0..self.num_squares {
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for j in 0..self.num_squares {
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let x_eff = board_x + (i as f32 * self.square_width);
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let y_eff = board_y + (j as f32 * self.square_width);
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let rect = Rect::new(x_eff, y_eff, self.square_width, self.square_width);
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let color = match (i + j) % 2 {
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1 => dark,
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_ => light,
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};
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rects.push(GameSquare {
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rect,
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color,
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i,
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j,
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is_source: false,
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is_target: false,
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is_previous_target: false,
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});
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}
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}
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self.squares = rects;
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let btn_height = 0.1 * self.window_height;
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let btn_displ = (self.window_height
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- (self.num_squares as f32 * self.square_width + board_y)
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- btn_height)
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* 0.5;
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let btn_y = self.num_squares as f32 * self.square_width + board_y + btn_displ;
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let btn_w = self.num_squares as f32 * self.square_width * 0.5;
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let reset_btn = Button::new(
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"Reset",
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board_x,
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btn_y,
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btn_w,
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btn_height,
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ButtonAction::Reset,
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);
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let mut next_btn = Button::new(
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"Next",
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board_x + btn_w,
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btn_y,
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btn_w,
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btn_height,
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ButtonAction::Next,
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);
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next_btn.is_active = false;
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self.btns = vec![reset_btn, next_btn];
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}
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fn handle_select_source(
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&mut self,
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mouse_position: (f32, f32),
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previous_target: Option<(usize, usize)>,
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) -> GameState {
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self.reset_squares();
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let (x, y) = mouse_position;
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let mouse = Circle::new(x, y, 0.0);
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let mut selected = None;
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for square in &mut self.squares {
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if mouse.overlaps_rect(&square.rect) {
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if let Some(_) = self.board.cells[square.i][square.j] {
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selected = Some((square.i, square.j));
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}
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}
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}
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if let Some((i, j)) = selected {
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self.get(i, j).is_source = true;
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let mut target_squares = vec![];
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for m in self.board.legal_moves.iter() {
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if m.from.file == i && m.from.rank == j {
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target_squares.push((m.to.file, m.to.rank));
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}
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}
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for (i, j) in target_squares {
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self.get(i, j).is_target = true;
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}
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return GameState::SelectTarget(selected.unwrap());
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}
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if let Some((i, j)) = previous_target {
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self.get(i, j).is_previous_target = true;
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}
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return GameState::SelectSource(None);
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}
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fn handle_select_target(
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&mut self,
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mouse_position: (f32, f32),
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source: (usize, usize),
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) -> GameState {
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let (x, y) = mouse_position;
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let mouse = Circle::new(x, y, 0.0);
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let mut selected = None;
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for square in &mut self.squares {
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if mouse.overlaps_rect(&square.rect) {
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if let Some(_) = self.board.cells[square.i][square.j] {
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selected = Some((square.i, square.j));
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}
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}
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}
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let (s_x, s_y) = source;
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let Some((x, y)) = selected else {
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self.get(s_x, s_y).is_source = true;
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return GameState::SelectTarget(source);
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};
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if x == s_x && y == s_y {
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self.get(s_x, s_y).is_source = true;
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return GameState::SelectTarget(source);
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}
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let mut is_legal = false;
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if self.get(x, y).is_target {
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is_legal = true;
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}
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if is_legal {
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let m = self.board.legal_moves.iter().find(|m| {
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m.from.file == s_x && m.from.rank == s_y && m.to.file == x && m.to.rank == y
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});
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let m = m.expect("legal move should be found");
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self.board.make_move(m.clone());
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if self.board.game_state == BoardState::Won || self.board.game_state == BoardState::Lost
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{
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self.reset_squares();
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if self.board.game_state == BoardState::Won {
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for btn in &mut self.btns {
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if let ButtonAction::Next = btn.action {
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btn.is_active = true;
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}
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}
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}
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return GameState::GameOver((x, y));
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}
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self.reset_squares();
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self.get(x, y).is_target = true;
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return GameState::SelectSource(Some((x, y)));
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}
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self.reset_squares();
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return GameState::SelectSource(None);
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}
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fn reset(&mut self) {
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self.board = self.original_board.clone();
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self.reset_squares();
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for btn in &mut self.btns {
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btn.reset();
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if let ButtonAction::Next = btn.action {
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btn.is_active = false;
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}
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}
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self.state = GameState::SelectSource(None);
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}
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fn next_puzzle(&mut self) {
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self.reset();
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let generate = generator::generate(6, 100);
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let board = generate.board().expect("No puzzle was generated");
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self.original_board = board.clone();
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self.board = board;
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}
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fn reset_squares(&mut self) {
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for i in 0..self.num_squares {
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for j in 0..self.num_squares {
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self.get(i, j).is_source = false;
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self.get(i, j).is_target = false;
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}
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}
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}
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fn add_debug_info(&self, lines: Vec<String>) {
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let mut y = 20.0;
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for line in lines {
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draw_text(&line, 10.0, y, 20.0, BLACK);
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y += 25.0;
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}
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}
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fn show_fps(&self) {
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let fps = get_fps();
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draw_text(
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&format!("FPS: {}", fps),
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10.0,
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screen_height() - 20.0,
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20.0,
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BLACK,
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);
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}
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}
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impl Display for GameState {
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fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
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match self {
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GameState::SelectSource(Some(x)) => write!(f, "Select Source [ {}, {} ]", x.0, x.1),
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GameState::SelectSource(None) => write!(f, "Select Source [ ]"),
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GameState::SelectTarget(x) => write!(f, "Select Target [ {}, {} ]", x.0, x.1),
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GameState::GameOver(x) => write!(f, "Game Over [ {}, {} ]", x.0, x.1),
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}
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}
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}
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