move to workspace mode
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@@ -0,0 +1,336 @@
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use super::{
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ButtonAction, Game, GameMode, button::Button, color::UiColor, constants, shadow,
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texture::PieceTexture,
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};
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use macroquad::{math, prelude::*};
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use std::collections::HashMap;
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impl Game {
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pub fn draw(&mut self) {
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self.update_window_size();
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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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fn update_window_size(&mut self) {
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let new_height = math::clamp(
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screen_height(),
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constants::SCREEN_HEIGHT_MIN,
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constants::SCREEN_HEIGHT_MAX,
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);
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let new_width = math::clamp(
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screen_width(),
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constants::SCREEN_WIDTH_MIN,
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constants::SCREEN_WIDTH_MAX,
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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.initialize_drawables();
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}
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fn initialize_drawables(&mut self) {
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let min_dimension = f32::min(self.window_height, self.window_width);
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self.square_width = constants::BOARD_SQUARE_WIDTH_MULTIPLIER * min_dimension;
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let board_width = self.square_width * self.num_squares as f32;
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let board_x = (self.window_width - board_width) / 2.0;
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let board_y = (self.window_height - board_width) / 2.0;
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self.board_rect = Rect::new(board_x, board_y, board_width, board_width);
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self.heading_font_size = constants::HEADING_FONT_SIZE_MULTIPLIER * min_dimension;
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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(), Some(&self.font), 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 - dims.height) / 2.0,
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dims.width,
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dims.height,
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);
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let dark = UiColor::Brown.to_bg_color();
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let light = UiColor::Yellow.to_bg_color();
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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(super::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_h = constants::BUTTON_HEIGHT_MULTIPLIER * min_dimension;
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let btn_w = board_width * constants::BUTTON_WIDTH_MULTIPLIER;
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let btn_y = board_width
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+ board_y
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+ constants::BOTTOM_BUTTON_ROW_OFFSET_MULTIPLIER * self.square_width;
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let btn_reset_x_offset =
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(self.board_rect.w - self.square_width) + (self.square_width - btn_w) / 2.;
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let reset_btn = Button::new(
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constants::RESET_BUTTON_TEXT,
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Rect::new(board_x + btn_reset_x_offset, btn_y, btn_w, btn_h),
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UiColor::Yellow,
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self.sounds.button.clone(),
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self.font.clone(),
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);
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let btn_next_x_offset =
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(self.board_rect.w - 2. * self.square_width) + (self.square_width - btn_w) / 2.;
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let mut next_btn = Button::new(
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constants::NEXT_BUTTON_TEXT,
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Rect::new(board_x + btn_next_x_offset, btn_y, btn_w, btn_h),
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UiColor::Green,
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self.sounds.button.clone(),
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self.font.clone(),
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);
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next_btn.is_active = false;
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self.gp_btns = HashMap::new();
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self.gp_btns.insert(ButtonAction::Next, next_btn);
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self.gp_btns.insert(ButtonAction::Reset, reset_btn);
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let rules_button = Button::new(
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constants::RULES_BUTTON_TEXT,
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Rect::new(
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(board_x - btn_w) / 2.,
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board_y + (self.square_width - btn_h) / 2.,
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btn_w,
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btn_h,
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),
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UiColor::Brown,
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self.sounds.button.clone(),
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self.font.clone(),
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);
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self.rules_btn = Some(rules_button);
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let easy_btn = Button::new(
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constants::EASY_BUTTON_TEXT,
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Rect::new(
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(board_x - btn_w) / 2.,
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board_y + self.square_width + (self.square_width - btn_h) / 2.,
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btn_w,
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btn_h,
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),
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UiColor::Yellow,
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self.sounds.mode.clone(),
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self.font.clone(),
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);
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let medium_btn = Button::new(
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constants::MEDIUM_BUTTON_TEXT,
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Rect::new(
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(board_x - btn_w) / 2.,
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board_y + 2. * self.square_width + (self.square_width - btn_h) / 2.,
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btn_w,
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btn_h,
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),
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UiColor::Yellow,
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self.sounds.mode.clone(),
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self.font.clone(),
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);
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let hard_button = Button::new(
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constants::HARD_BUTTON_TEXT,
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Rect::new(
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(board_x - btn_w) / 2.,
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board_y + 3. * self.square_width + (self.square_width - btn_h) / 2.,
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btn_w,
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btn_h,
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),
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UiColor::Yellow,
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self.sounds.mode.clone(),
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self.font.clone(),
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);
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self.mode_btns = HashMap::new();
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self.mode_btns.insert(GameMode::Easy, easy_btn);
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self.mode_btns.insert(GameMode::Medium, medium_btn);
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self.mode_btns.insert(GameMode::Hard, hard_button);
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for btn in &mut self.mode_btns {
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btn.1.is_active = true;
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if self.game_mode == *btn.0 {
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btn.1.is_active = false;
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}
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}
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}
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fn draw_heading(&self) {
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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(), Some(&self.font), f, 1.0);
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let draw_text_params = TextParams {
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font_size: f,
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font: Some(&self.font),
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color: BLACK,
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..Default::default()
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};
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draw_text_ex(
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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 + dims.offset_y,
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draw_text_params,
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);
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}
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fn draw_board(&self) {
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let board_shadow_width = constants::BOARD_SHADOW_MULTIPLIER * self.square_width;
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shadow::draw_shadow(self.board_rect, board_shadow_width);
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if self.rules {
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draw_rectangle(
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self.board_rect.x,
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self.board_rect.y,
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self.board_rect.w,
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self.board_rect.h,
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UiColor::Yellow.to_bg_color(),
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);
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let font_size = self.heading_font_size * 0.6;
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let rules = "\
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Every move should be a \n\
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capture. Win when only \n\
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one piece is left.\n";
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let measurement = measure_text(rules, Some(&self.font), font_size as u16, 1.0);
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let draw_text_params = TextParams {
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font_size: font_size as u16,
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font: Some(&self.font),
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color: UiColor::Brown.to_bg_color(),
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..Default::default()
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};
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draw_multiline_text_ex(
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rules,
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self.board_rect.x + 0.05 * self.square_width,
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self.board_rect.y + 0.5 * (self.board_rect.h - measurement.height)
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- 2. * measurement.offset_y,
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Some(2.),
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draw_text_params,
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);
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return;
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}
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let sprite_size = constants::BOARD_PIECE_WIDTH_MULTIPLIER * 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 = match square.is_source {
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true => square.color,
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false => match square.is_target {
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true => UiColor::Pink.to_shadow_color(),
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false => square.color,
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},
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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.current_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.current_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(&mut self) {
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for btn in &self.gp_btns {
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btn.1.draw();
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}
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for btn in &self.mode_btns {
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btn.1.draw();
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}
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if let Some(btn) = &self.rules_btn {
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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.current_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 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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