move to workspace mode

This commit is contained in:
cool-mist
2026-01-22 15:52:52 +05:30
parent 8cd1f86ba6
commit 86d160cab0
34 changed files with 202 additions and 195 deletions
+16
View File
@@ -0,0 +1,16 @@
[package]
name = "sol_chess"
version = "0.0.1"
edition = "2024"
[dependencies]
sol_lib = { path = "../lib" }
macroquad = { workspace = true }
quad-snd = { workspace = true }
[profile.release]
opt-level = 's'
lto = true
codegen-units = 1
panic = 'abort'
strip = true
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.

After

Width:  |  Height:  |  Size: 251 KiB

Binary file not shown.
+94
View File
@@ -0,0 +1,94 @@
use std::{
collections::HashMap,
fmt::{self, Display, Formatter},
rc::Rc,
};
mod button;
mod color;
pub mod constants;
mod draw;
mod logic;
mod shadow;
pub mod sound;
mod texture;
use button::Button;
use macroquad::prelude::*;
use sol_lib::{board::Board, generator::Puzzle};
use sound::Sounds;
pub struct Game {
// The generated puzzle. We keep a copy of this to reset the game.
puzzle: Puzzle,
// What is shown to the user
current_board: Board,
// Constants througout the game
texture_res: Texture2D,
sounds: Sounds,
font: Rc<Font>,
num_squares: usize,
heading_text: String,
// Update below on handle input
state: GameState,
debug: bool,
game_mode: GameMode,
// Update below on window resize
// Used for drawing the state
square_width: f32,
window_height: f32,
window_width: f32,
board_rect: Rect,
squares: Vec<GameSquare>,
heading_rect: Rect,
heading_font_size: f32,
gp_btns: HashMap<ButtonAction, Button>,
mode_btns: HashMap<GameMode, Button>,
rules: bool,
rules_btn: Option<Button>,
}
struct GameSquare {
rect: Rect,
color: Color,
is_source: bool,
is_target: bool,
is_previous_target: bool,
i: usize,
j: usize,
}
#[derive(Debug, Clone, Copy, Eq, PartialEq, Hash)]
pub enum ButtonAction {
Reset,
Next,
}
#[derive(Debug, Clone, Copy, Eq, PartialEq, Hash)]
pub enum GameMode {
Easy,
Medium,
Hard,
}
#[derive(Copy, Clone)]
enum GameState {
SelectSource(Option<(usize, usize)>),
SelectTarget((usize, usize)),
GameOver((usize, usize)),
}
impl Display for GameState {
fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
match self {
GameState::SelectSource(Some(x)) => write!(f, "Select Source [ {}, {} ]", x.0, x.1),
GameState::SelectSource(None) => write!(f, "Select Source [ ]"),
GameState::SelectTarget(x) => write!(f, "Select Target [ {}, {} ]", x.0, x.1),
GameState::GameOver(x) => write!(f, "Game Over [ {}, {} ]", x.0, x.1),
}
}
}
+137
View File
@@ -0,0 +1,137 @@
use super::{color::UiColor, shadow::draw_shadow, sound::Sounds};
use macroquad::{audio::Sound, prelude::*};
use std::rc::Rc;
pub struct Button {
pub is_active: bool,
pub text: String,
is_down: bool,
is_clicked: bool,
rect: Rect,
shadow_width: f32,
pub color: UiColor,
sound: Sound,
font: Rc<Font>,
}
impl Button {
pub fn new(text: &str, rect: Rect, color: UiColor, sound: Sound, font: Rc<Font>) -> Self {
Self {
text: text.to_string(),
is_down: false,
is_clicked: false,
is_active: true,
rect,
shadow_width: 5.0,
color,
sound,
font,
}
}
pub fn is_clicked(&mut self) -> bool {
if self.is_clicked {
self.is_clicked = false;
return true;
}
false
}
pub fn draw(&self) {
self.draw_button();
self.draw_label();
}
fn draw_button(&self) {
let bg_color = match self.is_active {
true => self.color.to_bg_color(),
false => self.color.to_shadow_color(),
};
let button_draw_offset = self.get_button_draw_offset();
draw_rectangle(
self.rect.x + button_draw_offset,
self.rect.y + button_draw_offset,
self.rect.w,
self.rect.h,
bg_color,
);
self.draw_shadow();
}
fn draw_shadow(&self) {
if !self.is_active {
return;
}
if self.is_down {
return;
}
draw_shadow(self.rect, self.shadow_width);
}
fn draw_label(&self) {
let font_color = match self.is_active {
true => self.color.to_fg_color(),
false => Color::from_rgba(100, 100, 100, 255),
};
let font_size = (0.2 * self.rect.w) as u16;
let dims = measure_text(&self.text, Some(&self.font), font_size, 1.0);
let button_draw_offset = self.get_button_draw_offset();
let text_params = TextParams {
font_size: font_size as u16,
color: font_color,
font: Some(&self.font),
..Default::default()
};
draw_text_ex(
&self.text,
self.rect.x + (self.rect.w - dims.width) * 0.5 + button_draw_offset,
self.rect.y + (self.rect.h - dims.height) * 0.5 + dims.offset_y + button_draw_offset,
text_params,
);
}
fn get_button_draw_offset(&self) -> f32 {
let button_pressed_correction = match self.is_down {
true => self.shadow_width,
false => match self.is_active {
true => 0.0,
false => self.shadow_width,
},
};
button_pressed_correction
}
pub fn handle_input(&mut self) {
if !self.is_active {
self.is_down = false;
return;
}
let (mx, my) = mouse_position();
let c = Circle::new(mx, my, 0.0);
if is_mouse_button_pressed(MouseButton::Left) {
if c.overlaps_rect(&self.rect) {
self.is_down = true;
return;
}
}
if is_mouse_button_released(MouseButton::Left) {
if c.overlaps_rect(&self.rect) {
self.is_clicked = true;
Sounds::play(&self.sound);
self.is_down = false;
return;
}
self.is_down = false;
}
}
}
+46
View File
@@ -0,0 +1,46 @@
use macroquad::prelude::*;
#[allow(unused)]
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum UiColor {
Grey,
Green,
Pink,
Brown,
Yellow,
Blue,
}
impl UiColor {
pub fn to_bg_color(&self) -> Color {
match self {
UiColor::Grey => Color::from_rgba(140, 140, 140, 200),
UiColor::Green => Color::from_rgba(16, 60, 50, 200),
UiColor::Pink => Color::from_rgba(234, 128, 71, 200),
UiColor::Brown => Color::from_rgba(123, 61, 35, 200),
UiColor::Yellow => Color::from_rgba(242, 230, 190, 200),
UiColor::Blue => Color::from_rgba(47, 85, 172, 200),
}
}
pub fn to_fg_color(&self) -> Color {
match self {
UiColor::Grey => Color::from_rgba(255, 255, 255, 200),
UiColor::Green => Color::from_rgba(255, 255, 255, 200),
UiColor::Pink => Color::from_rgba(255, 255, 255, 200),
UiColor::Brown => Color::from_rgba(255, 255, 255, 200),
UiColor::Yellow => Color::from_rgba(0, 0, 0, 200),
UiColor::Blue => Color::from_rgba(255, 255, 255, 200),
}
}
pub fn to_shadow_color(&self) -> Color {
let bg_color = self.to_bg_color();
Color::from_rgba(
(bg_color.r * 255.) as u8,
(bg_color.g * 255.) as u8,
(bg_color.b * 255.) as u8,
100,
)
}
}
+34
View File
@@ -0,0 +1,34 @@
pub const WINDOW_TITLE: &str = "Solitaire Chess";
pub const HEADING_TEXT: &str = "Solitaire Chess";
pub const VOLUME: f32 = 0.1; // Between 0 and 1
pub const SCREEN_HEIGHT_MIN: f32 = 200.0;
pub const SCREEN_HEIGHT_MAX: f32 = 10000.0;
pub const SCREEN_WIDTH_MIN: f32 = 200.0;
pub const SCREEN_WIDTH_MAX: f32 = 10000.0;
// How big the square should be relative to the screen size, between 0 and 1
pub const BOARD_SQUARE_WIDTH_MULTIPLIER: f32 = 0.15;
pub const BOARD_SHADOW_MULTIPLIER: f32 = 0.1;
pub const BOARD_PIECE_WIDTH_MULTIPLIER: f32 = 0.8;
// How big the heading text font size should be relative to the screen size, between 0 and 1
pub const HEADING_FONT_SIZE_MULTIPLIER: f32 = 0.07;
// Height of the button relative to the screen size.
pub const BUTTON_HEIGHT_MULTIPLIER: f32 = 0.08;
// Width of the button relative to the 'board size'
pub const BUTTON_WIDTH_MULTIPLIER: f32 = 0.20;
// Gap between the bottom of the row and the first row of buttons
pub const BOTTOM_BUTTON_ROW_OFFSET_MULTIPLIER: f32 = 0.3;
pub const RESET_BUTTON_TEXT: &str = "RESET";
pub const NEXT_BUTTON_TEXT: &str = "NEXT";
pub const RULES_BUTTON_TEXT: &str = "RULES";
pub const RULES_BUTTON_ALT_TEXT: &str = "CLOSE";
pub const EASY_BUTTON_TEXT: &str = "EASY";
pub const MEDIUM_BUTTON_TEXT: &str = "MEDIUM";
pub const HARD_BUTTON_TEXT: &str = "HARD";
+336
View File
@@ -0,0 +1,336 @@
use super::{
ButtonAction, Game, GameMode, button::Button, color::UiColor, constants, shadow,
texture::PieceTexture,
};
use macroquad::{math, prelude::*};
use std::collections::HashMap;
impl Game {
pub fn draw(&mut self) {
self.update_window_size();
self.draw_heading();
self.draw_board();
self.draw_buttons();
self.draw_debug();
}
fn update_window_size(&mut self) {
let new_height = math::clamp(
screen_height(),
constants::SCREEN_HEIGHT_MIN,
constants::SCREEN_HEIGHT_MAX,
);
let new_width = math::clamp(
screen_width(),
constants::SCREEN_WIDTH_MIN,
constants::SCREEN_WIDTH_MAX,
);
if new_height == self.window_height && new_width == self.window_width {
return;
}
self.window_height = new_height;
self.window_width = new_width;
self.initialize_drawables();
}
fn initialize_drawables(&mut self) {
let min_dimension = f32::min(self.window_height, self.window_width);
self.square_width = constants::BOARD_SQUARE_WIDTH_MULTIPLIER * min_dimension;
let board_width = self.square_width * self.num_squares as f32;
let board_x = (self.window_width - board_width) / 2.0;
let board_y = (self.window_height - board_width) / 2.0;
self.board_rect = Rect::new(board_x, board_y, board_width, board_width);
self.heading_font_size = constants::HEADING_FONT_SIZE_MULTIPLIER * min_dimension;
let f = self.heading_font_size.floor() as u16;
let dims = measure_text(self.heading_text.as_str(), Some(&self.font), f, 1.0);
self.heading_rect = Rect::new(
board_x + (board_width - dims.width) / 2.0,
(board_y - dims.height) / 2.0,
dims.width,
dims.height,
);
let dark = UiColor::Brown.to_bg_color();
let light = UiColor::Yellow.to_bg_color();
let mut rects = Vec::new();
for i in 0..self.num_squares {
for j in 0..self.num_squares {
let x_eff = board_x + (i as f32 * self.square_width);
let y_eff = board_y + (j as f32 * self.square_width);
let rect = Rect::new(x_eff, y_eff, self.square_width, self.square_width);
let color = match (i + j) % 2 {
1 => dark,
_ => light,
};
rects.push(super::GameSquare {
rect,
color,
i,
j,
is_source: false,
is_target: false,
is_previous_target: false,
});
}
}
self.squares = rects;
let btn_h = constants::BUTTON_HEIGHT_MULTIPLIER * min_dimension;
let btn_w = board_width * constants::BUTTON_WIDTH_MULTIPLIER;
let btn_y = board_width
+ board_y
+ constants::BOTTOM_BUTTON_ROW_OFFSET_MULTIPLIER * self.square_width;
let btn_reset_x_offset =
(self.board_rect.w - self.square_width) + (self.square_width - btn_w) / 2.;
let reset_btn = Button::new(
constants::RESET_BUTTON_TEXT,
Rect::new(board_x + btn_reset_x_offset, btn_y, btn_w, btn_h),
UiColor::Yellow,
self.sounds.button.clone(),
self.font.clone(),
);
let btn_next_x_offset =
(self.board_rect.w - 2. * self.square_width) + (self.square_width - btn_w) / 2.;
let mut next_btn = Button::new(
constants::NEXT_BUTTON_TEXT,
Rect::new(board_x + btn_next_x_offset, btn_y, btn_w, btn_h),
UiColor::Green,
self.sounds.button.clone(),
self.font.clone(),
);
next_btn.is_active = false;
self.gp_btns = HashMap::new();
self.gp_btns.insert(ButtonAction::Next, next_btn);
self.gp_btns.insert(ButtonAction::Reset, reset_btn);
let rules_button = Button::new(
constants::RULES_BUTTON_TEXT,
Rect::new(
(board_x - btn_w) / 2.,
board_y + (self.square_width - btn_h) / 2.,
btn_w,
btn_h,
),
UiColor::Brown,
self.sounds.button.clone(),
self.font.clone(),
);
self.rules_btn = Some(rules_button);
let easy_btn = Button::new(
constants::EASY_BUTTON_TEXT,
Rect::new(
(board_x - btn_w) / 2.,
board_y + self.square_width + (self.square_width - btn_h) / 2.,
btn_w,
btn_h,
),
UiColor::Yellow,
self.sounds.mode.clone(),
self.font.clone(),
);
let medium_btn = Button::new(
constants::MEDIUM_BUTTON_TEXT,
Rect::new(
(board_x - btn_w) / 2.,
board_y + 2. * self.square_width + (self.square_width - btn_h) / 2.,
btn_w,
btn_h,
),
UiColor::Yellow,
self.sounds.mode.clone(),
self.font.clone(),
);
let hard_button = Button::new(
constants::HARD_BUTTON_TEXT,
Rect::new(
(board_x - btn_w) / 2.,
board_y + 3. * self.square_width + (self.square_width - btn_h) / 2.,
btn_w,
btn_h,
),
UiColor::Yellow,
self.sounds.mode.clone(),
self.font.clone(),
);
self.mode_btns = HashMap::new();
self.mode_btns.insert(GameMode::Easy, easy_btn);
self.mode_btns.insert(GameMode::Medium, medium_btn);
self.mode_btns.insert(GameMode::Hard, hard_button);
for btn in &mut self.mode_btns {
btn.1.is_active = true;
if self.game_mode == *btn.0 {
btn.1.is_active = false;
}
}
}
fn draw_heading(&self) {
let f = self.heading_font_size.floor() as u16;
let dims = measure_text(self.heading_text.as_str(), Some(&self.font), f, 1.0);
let draw_text_params = TextParams {
font_size: f,
font: Some(&self.font),
color: BLACK,
..Default::default()
};
draw_text_ex(
self.heading_text.as_str(),
self.heading_rect.x,
self.heading_rect.y + dims.offset_y,
draw_text_params,
);
}
fn draw_board(&self) {
let board_shadow_width = constants::BOARD_SHADOW_MULTIPLIER * self.square_width;
shadow::draw_shadow(self.board_rect, board_shadow_width);
if self.rules {
draw_rectangle(
self.board_rect.x,
self.board_rect.y,
self.board_rect.w,
self.board_rect.h,
UiColor::Yellow.to_bg_color(),
);
let font_size = self.heading_font_size * 0.6;
let rules = "\
Every move should be a \n\
capture. Win when only \n\
one piece is left.\n";
let measurement = measure_text(rules, Some(&self.font), font_size as u16, 1.0);
let draw_text_params = TextParams {
font_size: font_size as u16,
font: Some(&self.font),
color: UiColor::Brown.to_bg_color(),
..Default::default()
};
draw_multiline_text_ex(
rules,
self.board_rect.x + 0.05 * self.square_width,
self.board_rect.y + 0.5 * (self.board_rect.h - measurement.height)
- 2. * measurement.offset_y,
Some(2.),
draw_text_params,
);
return;
}
let sprite_size = constants::BOARD_PIECE_WIDTH_MULTIPLIER * self.square_width;
let mut selected_square = None;
self.squares.iter().for_each(|square| {
let color = match square.is_source {
true => square.color,
false => match square.is_target {
true => UiColor::Pink.to_shadow_color(),
false => square.color,
},
};
draw_rectangle(
square.rect.x,
square.rect.y,
square.rect.w,
square.rect.h,
color,
);
if let Some(p) = &self.current_board.cells[square.i][square.j] {
let offset = (square.rect.w - sprite_size) / 2.0;
let dtp = PieceTexture::for_piece(*p, sprite_size);
if !square.is_source {
draw_texture_ex(
&self.texture_res,
square.rect.x + offset,
square.rect.y + offset,
WHITE,
dtp,
);
} else {
selected_square = Some(square);
}
}
});
if let Some(selected_square) = selected_square {
if let Some(p) = self.current_board.cells[selected_square.i][selected_square.j] {
let dtp = PieceTexture::for_piece(p, sprite_size);
draw_texture_ex(
&self.texture_res,
mouse_position().0 - sprite_size / 2.0,
mouse_position().1 - sprite_size / 2.0,
WHITE,
dtp,
);
}
}
}
fn draw_buttons(&mut self) {
for btn in &self.gp_btns {
btn.1.draw();
}
for btn in &self.mode_btns {
btn.1.draw();
}
if let Some(btn) = &self.rules_btn {
btn.draw();
}
}
fn draw_debug(&self) {
if self.debug {
let mut debug_lines = vec![];
let (mx, my) = mouse_position();
let hover_square = self.squares.iter().find(|s| {
let c = Circle::new(mx, my, 0.0);
if c.overlaps_rect(&s.rect) {
return true;
}
return false;
});
debug_lines.push(format!("Game State: {}", self.state));
debug_lines.push(format!("Board State: {}", self.current_board.game_state));
if let Some(hover_square) = hover_square {
debug_lines.push(format!("Hover: [ {}, {} ]", hover_square.i, hover_square.j));
}
self.add_debug_info(debug_lines);
self.show_fps();
}
}
fn add_debug_info(&self, lines: Vec<String>) {
let mut y = 20.0;
for line in lines {
draw_text(&line, 10.0, y, 20.0, BLACK);
y += 25.0;
}
}
fn show_fps(&self) {
let fps = get_fps();
draw_text(
&format!("FPS: {}", fps),
10.0,
screen_height() - 20.0,
20.0,
BLACK,
);
}
}
+312
View File
@@ -0,0 +1,312 @@
use super::{ButtonAction, Game, GameMode, GameSquare, GameState, constants, sound::Sounds};
use macroquad::prelude::*;
use sol_lib::{
board::BoardState,
generator::{self, Puzzle, RandomRange},
};
use std::{collections::HashMap, rc::Rc};
impl Game {
fn get(&mut self, i: usize, j: usize) -> &mut GameSquare {
&mut self.squares[i * self.num_squares + j]
}
pub fn handle_input(&mut self) {
let mut gp_btn_clicked = None;
for btn in &mut self.gp_btns {
btn.1.handle_input();
if btn.1.is_clicked() {
gp_btn_clicked = Some(btn.0.clone());
break;
}
}
if let Some(action) = gp_btn_clicked {
match action {
ButtonAction::Reset => self.reset(),
ButtonAction::Next => self.next_puzzle(),
}
} else {
let mut mode_btn_clicked = None;
for btn in &mut self.mode_btns {
btn.1.handle_input();
if btn.1.is_clicked() {
mode_btn_clicked = Some(btn);
break;
}
}
if let Some(btn) = mode_btn_clicked {
self.game_mode = *btn.0;
self.next_puzzle();
} else {
let mut rules_btn_clicked = false;
if let Some(btn) = &mut self.rules_btn {
btn.handle_input();
if btn.is_clicked() {
rules_btn_clicked = true;
}
}
if rules_btn_clicked {
self.rules = !self.rules;
}
}
}
for btn in &mut self.mode_btns {
if self.game_mode == *btn.0 {
btn.1.is_active = false;
} else {
btn.1.is_active = true;
}
}
if is_key_released(KeyCode::Escape) {
if self.rules {
Sounds::play(&self.sounds.button);
}
self.rules = false;
}
if let Some(rules_btn) = &mut self.rules_btn {
if self.rules {
rules_btn.text = constants::RULES_BUTTON_ALT_TEXT.to_string();
} else {
rules_btn.text = constants::RULES_BUTTON_TEXT.to_string();
}
}
if is_key_released(KeyCode::D) {
self.debug = !self.debug;
return;
}
if is_key_released(KeyCode::Q) {
std::process::exit(0);
}
if is_mouse_button_released(MouseButton::Left) {
let current_state = self.state.clone();
let new_state = match current_state {
GameState::SelectSource(previous_target) => {
self.handle_select_source(mouse_position(), previous_target)
}
GameState::SelectTarget(source) => {
let next = self.handle_select_target(mouse_position(), source);
if let GameState::SelectTarget(_) = next {
self.reset_squares();
GameState::SelectSource(None)
} else {
next
}
}
GameState::GameOver(previous_target) => GameState::GameOver(previous_target),
};
self.state = new_state;
return;
}
if is_mouse_button_pressed(MouseButton::Left) {
let current_state = self.state.clone();
let new_state = match current_state {
GameState::SelectSource(previous_target) => {
self.handle_select_source(mouse_position(), previous_target)
}
GameState::SelectTarget(source) => GameState::SelectTarget(source),
GameState::GameOver(previous_target) => GameState::GameOver(previous_target),
};
self.state = new_state;
}
}
fn handle_select_source(
&mut self,
mouse_position: (f32, f32),
previous_target: Option<(usize, usize)>,
) -> GameState {
self.reset_squares();
let (x, y) = mouse_position;
let mouse = Circle::new(x, y, 0.0);
let mut selected = None;
for square in &mut self.squares {
if mouse.overlaps_rect(&square.rect) {
if let Some(_) = self.current_board.cells[square.i][square.j] {
selected = Some((square.i, square.j));
}
}
}
if let Some((i, j)) = selected {
self.get(i, j).is_source = true;
let mut target_squares = vec![];
for m in self.current_board.legal_moves.iter() {
if m.from.file == i && m.from.rank == j {
target_squares.push((m.to.file, m.to.rank));
}
}
for (i, j) in target_squares {
self.get(i, j).is_target = true;
}
return GameState::SelectTarget(selected.unwrap());
}
if let Some((i, j)) = previous_target {
self.get(i, j).is_previous_target = true;
}
return GameState::SelectSource(None);
}
fn handle_select_target(
&mut self,
mouse_position: (f32, f32),
source: (usize, usize),
) -> GameState {
let (x, y) = mouse_position;
let mouse = Circle::new(x, y, 0.0);
let mut selected = None;
for square in &mut self.squares {
if mouse.overlaps_rect(&square.rect) {
if let Some(_) = self.current_board.cells[square.i][square.j] {
selected = Some((square.i, square.j));
}
}
}
let (s_x, s_y) = source;
let Some((x, y)) = selected else {
self.get(s_x, s_y).is_source = true;
return GameState::SelectTarget(source);
};
if x == s_x && y == s_y {
self.get(s_x, s_y).is_source = true;
return GameState::SelectTarget(source);
}
let mut is_legal = false;
if self.get(x, y).is_target {
is_legal = true;
}
if is_legal {
let m = self.current_board.legal_moves.iter().find(|m| {
m.from.file == s_x && m.from.rank == s_y && m.to.file == x && m.to.rank == y
});
let m = m.expect("legal move should be found");
self.current_board.make_move(m.clone());
if self.current_board.game_state == BoardState::Won
|| self.current_board.game_state == BoardState::Lost
{
self.reset_squares();
if self.current_board.game_state == BoardState::Won {
let next_btn = self
.gp_btns
.get_mut(&ButtonAction::Next)
.expect("Cannot find next button");
next_btn.is_active = true;
Sounds::play(&self.sounds.win);
} else {
Sounds::play(&self.sounds.loss);
}
return GameState::GameOver((x, y));
}
self.reset_squares();
self.get(x, y).is_target = true;
Sounds::play(&self.sounds.click);
return GameState::SelectSource(Some((x, y)));
}
self.reset_squares();
return GameState::SelectSource(None);
}
fn reset(&mut self) {
self.current_board = self.puzzle.board.clone();
self.reset_squares();
let next_button = self
.gp_btns
.get_mut(&ButtonAction::Next)
.expect("Cannot find next button");
next_button.is_active = false;
self.state = GameState::SelectSource(None);
}
fn next_puzzle(&mut self) {
self.reset();
let puzzle = Game::generate_puzzle(self.game_mode);
self.current_board = puzzle.board.clone();
self.puzzle = puzzle;
}
fn reset_squares(&mut self) {
for i in 0..self.num_squares {
for j in 0..self.num_squares {
self.get(i, j).is_source = false;
self.get(i, j).is_target = false;
}
}
}
fn generate_puzzle(mode: GameMode) -> Puzzle {
let piece_count = match mode {
GameMode::Easy => 3,
GameMode::Medium => 5,
GameMode::Hard => 7,
};
let generated = generator::generate(piece_count, 100, &MacroquadRandAdapter);
let puzzle = generated.puzzle();
puzzle.expect("No puzzle was generated")
}
pub fn new_game(texture_res: Texture2D, sounds: Sounds, font: Font) -> Self {
let game_mode = GameMode::Medium;
let puzzle = Game::generate_puzzle(game_mode);
let current_board = puzzle.board.clone();
let num_squares: usize = current_board.size;
Self {
puzzle,
current_board,
board_rect: Rect::new(0., 0., 0., 0.),
squares: Vec::new(),
heading_rect: Rect::new(0., 0., 0., 0.),
heading_text: constants::HEADING_TEXT.to_string(),
heading_font_size: 0.,
num_squares,
texture_res,
sounds,
state: GameState::SelectSource(None),
game_mode,
debug: false,
gp_btns: HashMap::new(),
mode_btns: HashMap::new(),
rules: false,
rules_btn: None,
window_height: 0.,
window_width: 0.,
square_width: 0.,
font: Rc::new(font),
}
}
}
pub struct MacroquadRandAdapter;
impl RandomRange for MacroquadRandAdapter {
fn gen_range(&self, min: usize, max: usize) -> usize {
rand::gen_range(min, max)
}
}
+20
View File
@@ -0,0 +1,20 @@
use macroquad::prelude::*;
pub fn draw_shadow(rect: Rect, shadow_width: f32) {
let shadow_color = Color::new(0., 0., 0., 0.8);
draw_rectangle(
rect.x + rect.w,
rect.y + shadow_width,
shadow_width,
rect.h,
shadow_color,
);
draw_rectangle(
rect.x + shadow_width,
rect.y + rect.h,
rect.w - shadow_width,
shadow_width,
shadow_color,
);
}
+24
View File
@@ -0,0 +1,24 @@
use macroquad::audio::{self, Sound};
use quad_snd::PlaySoundParams;
use crate::constants::VOLUME;
pub struct Sounds {
pub click: Sound,
pub win: Sound,
pub loss: Sound,
pub button: Sound,
pub mode: Sound,
}
impl Sounds {
pub fn play(sound: &Sound) {
audio::play_sound(
sound,
PlaySoundParams {
looped: false,
volume: VOLUME,
},
);
}
}
+45
View File
@@ -0,0 +1,45 @@
use macroquad::prelude::*;
use sol_lib::board::piece::Piece;
pub struct PieceTexture {
x: f32,
y: f32,
w: f32,
h: f32,
}
impl PieceTexture {
fn new(x: u32, y: u32) -> Self {
Self {
x: x as f32 * 128.0,
y: y as f32 * 128.0,
w: 128.0,
h: 128.0,
}
}
pub fn for_piece(piece: Piece, sprite_size: f32) -> DrawTextureParams {
let index = match piece {
Piece::Pawn => 0,
Piece::Knight => 1,
Piece::Bishop => 2,
Piece::Rook => 3,
Piece::Queen => 4,
Piece::King => 5,
};
let color = 0;
let texture_rect = PieceTexture::new(index, color);
DrawTextureParams {
source: Some(Rect::new(
texture_rect.x,
texture_rect.y,
texture_rect.w,
texture_rect.h,
)),
dest_size: Some(Vec2::new(sprite_size, sprite_size)),
..DrawTextureParams::default()
}
}
}
+71
View File
@@ -0,0 +1,71 @@
mod game;
use game::{Game, sound::Sounds};
use macroquad::{audio, prelude::*};
use miniquad::date;
use game::constants;
fn window_conf() -> Conf {
let window_title = {
if cfg!(debug_assertions) {
"Debug: Puzzle Game"
} else {
constants::WINDOW_TITLE
}
};
Conf {
window_title: String::from(window_title),
fullscreen: false,
..Default::default()
}
}
#[macroquad::main(window_conf)]
async fn main() {
rand::srand(date::now() as u64);
let background_color = Color::from_rgba(196, 195, 208, 255);
let mut game = init().await;
loop {
clear_background(background_color);
game.handle_input();
game.draw();
next_frame().await
}
}
macro_rules! load_sound {
($file_name:expr) => {
audio::load_sound_from_bytes(include_bytes!($file_name))
.await
.unwrap()
};
}
async fn init() -> Game {
let texture_bytes = include_bytes!("../assets/pieces.png");
let texture_res = Texture2D::from_file_with_format(&texture_bytes[..], None);
texture_res.set_filter(FilterMode::Nearest);
build_textures_atlas();
let click = load_sound!("../assets/click.wav");
let win = load_sound!("../assets/win.wav");
let loss = load_sound!("../assets/loss.wav");
let button = load_sound!("../assets/button.wav");
let mode = load_sound!("../assets/mode.wav");
let sounds = Sounds {
click,
win,
loss,
button,
mode,
};
let font_ttf = include_bytes!("../assets/caskaydia.ttf");
let Ok(font) = load_ttf_font_from_bytes(font_ttf) else {
panic!("Failed to load font");
};
Game::new_game(texture_res, sounds, font)
}