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
+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,
);
}
}