config-ify
This commit is contained in:
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Before Width: | Height: | Size: 251 KiB After Width: | Height: | Size: 251 KiB |
@@ -0,0 +1,94 @@
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use std::{
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collections::HashMap,
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fmt::{self, Display, Formatter},
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sync::Arc,
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};
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mod button;
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mod color;
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pub mod constants;
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mod draw;
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mod logic;
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mod shadow;
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pub mod sound;
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mod texture;
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use button::Button;
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use macroquad::prelude::*;
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use sol_chess::board::{Board, BoardState};
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use sound::Sounds;
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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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sounds: Sounds,
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font: Arc<Font>,
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num_squares: usize,
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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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game_mode: GameMode,
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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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board_rect: Rect,
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squares: Vec<GameSquare>,
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heading_rect: Rect,
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heading_font_size: f32,
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gp_btns: HashMap<ButtonAction, Button>,
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mode_btns: HashMap<GameMode, Button>,
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rules: bool,
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rules_btn: Option<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(Debug, Clone, Copy, Eq, PartialEq, Hash)]
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pub enum ButtonAction {
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Reset,
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Next,
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}
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#[derive(Debug, Clone, Copy, Eq, PartialEq, Hash)]
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pub enum GameMode {
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Easy,
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Medium,
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Hard,
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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 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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@@ -0,0 +1,39 @@
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#[cfg(not(debug_assertions))]
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pub const WINDOW_TITLE: &str = "Solitaire Chess";
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#[cfg(debug_assertions)]
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pub const WINDOW_TITLE: &str = "MOVE TO WORKSPACE 10";
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pub const HEADING_TEXT: &str = "Solitaire Chess";
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pub const VOLUME: f32 = 0.1; // Between 0 and 1
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pub const SCREEN_HEIGHT_MIN: f32 = 200.0;
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pub const SCREEN_HEIGHT_MAX: f32 = 10000.0;
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pub const SCREEN_WIDTH_MIN: f32 = 200.0;
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pub const SCREEN_WIDTH_MAX: f32 = 10000.0;
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// How big the square should be relative to the screen size, between 0 and 1
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pub const BOARD_SQUARE_WIDTH_MULTIPLIER: f32 = 0.15;
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pub const BOARD_SHADOW_MULTIPLIER: f32 = 0.1;
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pub const BOARD_PIECE_WIDTH_MULTIPLIER: f32 = 0.8;
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// How big the heading text font size should be relative to the screen size, between 0 and 1
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pub const HEADING_FONT_SIZE_MULTIPLIER: f32 = 0.07;
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// Height of the button relative to the screen size.
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pub const BUTTON_HEIGHT_MULTIPLIER: f32 = 0.08;
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// Width of the button relative to the 'board size'
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pub const BUTTON_WIDTH_MULTIPLIER: f32 = 0.20;
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// Gap between the bottom of the row and the first row of buttons
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pub const BOTTOM_BUTTON_ROW_OFFSET_MULTIPLIER: f32 = 0.3;
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pub const RESET_BUTTON_TEXT: &str = "RESET";
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pub const NEXT_BUTTON_TEXT: &str = "NEXT";
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pub const RULES_BUTTON_TEXT: &str = "RULES";
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pub const RULES_BUTTON_ALT_TEXT: &str = "CLOSE";
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pub const EASY_BUTTON_TEXT: &str = "EASY";
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pub const MEDIUM_BUTTON_TEXT: &str = "MEDIUM";
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pub const HARD_BUTTON_TEXT: &str = "HARD";
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@@ -0,0 +1,337 @@
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use macroquad::{math, prelude::*};
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use std::collections::HashMap;
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use super::{
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button::Button, color::UiColor, constants, shadow, texture::PieceTexture, ButtonAction, Game,
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GameMode,
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};
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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.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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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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|
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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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|
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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);
|
||||
if c.overlaps_rect(&s.rect) {
|
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return true;
|
||||
}
|
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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));
|
||||
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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}
|
||||
self.add_debug_info(debug_lines);
|
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|
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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;
|
||||
for line in lines {
|
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draw_text(&line, 10.0, y, 20.0, BLACK);
|
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y += 25.0;
|
||||
}
|
||||
}
|
||||
|
||||
fn show_fps(&self) {
|
||||
let fps = get_fps();
|
||||
draw_text(
|
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&format!("FPS: {}", fps),
|
||||
10.0,
|
||||
screen_height() - 20.0,
|
||||
20.0,
|
||||
BLACK,
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,312 @@
|
||||
use std::{collections::HashMap, sync::Arc};
|
||||
|
||||
use super::{
|
||||
constants, sound::Sounds, Board, BoardState, ButtonAction, Game, GameMode, GameSquare,
|
||||
GameState,
|
||||
};
|
||||
|
||||
use macroquad::prelude::*;
|
||||
use sol_chess::{board, generator::{self, RandomRange}};
|
||||
|
||||
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.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.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.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.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.board.make_move(m.clone());
|
||||
|
||||
if self.board.game_state == BoardState::Won || self.board.game_state == BoardState::Lost
|
||||
{
|
||||
self.reset_squares();
|
||||
if self.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.board = self.original_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 board = Game::generate_puzzle(self.game_mode);
|
||||
self.original_board = board.clone();
|
||||
self.board = board;
|
||||
}
|
||||
|
||||
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) -> Board {
|
||||
let piece_count = match mode {
|
||||
GameMode::Easy => 3,
|
||||
GameMode::Medium => 5,
|
||||
GameMode::Hard => 7,
|
||||
};
|
||||
|
||||
let generate = generator::generate(piece_count, 100, &MacroquadRandAdapter);
|
||||
generate.board().expect("No puzzle was generated")
|
||||
}
|
||||
|
||||
pub fn new_game(texture_res: Texture2D, sounds: Sounds, font: Font) -> Self {
|
||||
let num_squares: usize = board::constants::BOARD_SIZE;
|
||||
let game_mode = GameMode::Medium;
|
||||
let board = Game::generate_puzzle(game_mode);
|
||||
|
||||
Self {
|
||||
original_board: board.clone(),
|
||||
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: Arc::new(font),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct MacroquadRandAdapter;
|
||||
impl RandomRange for MacroquadRandAdapter {
|
||||
fn gen_range(&self, min: usize, max: usize) -> usize {
|
||||
rand::gen_range(min, max)
|
||||
}
|
||||
}
|
||||
@@ -1,7 +1,7 @@
|
||||
use macroquad::audio::{self, Sound};
|
||||
use quad_snd::PlaySoundParams;
|
||||
|
||||
use super::constants::VOLUME;
|
||||
use crate::constants::VOLUME;
|
||||
|
||||
pub struct Sounds {
|
||||
pub click: Sound,
|
||||
@@ -1,29 +1,26 @@
|
||||
mod game;
|
||||
|
||||
use game::{sound::Sounds, Game};
|
||||
use macroquad::{audio, prelude::*};
|
||||
use miniquad::date;
|
||||
use sol_chess::board;
|
||||
|
||||
mod game;
|
||||
use game::constants;
|
||||
|
||||
fn window_conf() -> Conf {
|
||||
Conf {
|
||||
window_title: get_window_title(),
|
||||
window_title: constants::WINDOW_TITLE.to_string(),
|
||||
fullscreen: false,
|
||||
..Default::default()
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(debug_assertions)]
|
||||
fn get_window_title() -> String {
|
||||
String::from("MOVE TO WORKSPACE 10")
|
||||
}
|
||||
|
||||
#[cfg(not(debug_assertions))]
|
||||
fn get_window_title() -> String {
|
||||
String::from("Solitaire Chess")
|
||||
}
|
||||
|
||||
#[macroquad::main(window_conf)]
|
||||
async fn main() {
|
||||
if board::constants::BOARD_SIZE != 4 {
|
||||
panic!("NUM_SQUARES != 4 is not yet supported");
|
||||
}
|
||||
|
||||
rand::srand(date::now() as u64);
|
||||
let background_color = Color::from_rgba(196, 195, 208, 255);
|
||||
let mut game = init().await;
|
||||
@@ -67,5 +64,5 @@ async fn init() -> Game {
|
||||
panic!("Failed to load font");
|
||||
};
|
||||
|
||||
Game::new(texture_res, sounds, font)
|
||||
Game::new_game(texture_res, sounds, font)
|
||||
}
|
||||
+15
-6
@@ -1,5 +1,5 @@
|
||||
pub mod cmove;
|
||||
mod constants;
|
||||
pub mod constants;
|
||||
pub mod errors;
|
||||
pub mod piece;
|
||||
pub mod square;
|
||||
@@ -24,6 +24,7 @@ pub struct Board {
|
||||
pub cells: [[Option<Piece>; BOARD_SIZE]; BOARD_SIZE],
|
||||
pub legal_moves: HashSet<CMove>,
|
||||
pub game_state: BoardState,
|
||||
pub id: String,
|
||||
pieces_remaining: u8,
|
||||
}
|
||||
|
||||
@@ -37,9 +38,12 @@ pub enum BoardState {
|
||||
|
||||
impl Board {
|
||||
pub fn new() -> Self {
|
||||
let cells = [[None; BOARD_SIZE]; BOARD_SIZE];
|
||||
let id = Board::encode(cells);
|
||||
Board {
|
||||
cells: [[None; BOARD_SIZE]; BOARD_SIZE],
|
||||
cells,
|
||||
legal_moves: HashSet::new(),
|
||||
id,
|
||||
pieces_remaining: 0,
|
||||
game_state: BoardState::NotStarted,
|
||||
}
|
||||
@@ -147,16 +151,16 @@ impl Board {
|
||||
pub fn pretty_print(&self) {
|
||||
println!("{}", self.print(true));
|
||||
// println!("{:^40}\n", format!("id: {:#018x}", self.id()));
|
||||
println!("{:^40}\n", format!("id: {}", self.id()));
|
||||
println!("{:^40}\n", format!("id: {}", self.id));
|
||||
}
|
||||
|
||||
pub fn id(&self) -> String {
|
||||
fn encode(cells: [[Option<Piece>; BOARD_SIZE]; BOARD_SIZE]) -> String {
|
||||
let mut res: u64 = 0;
|
||||
|
||||
for i in 0..BOARD_SIZE {
|
||||
for j in 0..BOARD_SIZE {
|
||||
res = res << 3;
|
||||
let byte = Board::get_piece_encoding(self.cells[i][j]);
|
||||
let byte = Board::get_piece_encoding(cells[i][j]);
|
||||
res = res | byte as u64
|
||||
}
|
||||
}
|
||||
@@ -320,6 +324,7 @@ impl Board {
|
||||
fn board_state_changed(&mut self) {
|
||||
self.calc_legal_moves();
|
||||
self.calc_game_state();
|
||||
self.calc_id();
|
||||
}
|
||||
|
||||
fn get_piece_encoding(piece: Option<Piece>) -> u8 {
|
||||
@@ -348,6 +353,10 @@ impl Board {
|
||||
_ => Err(SError::InvalidBoard),
|
||||
}
|
||||
}
|
||||
|
||||
fn calc_id(&mut self) {
|
||||
self.id = Board::encode(self.cells);
|
||||
}
|
||||
}
|
||||
|
||||
fn get_square_for_display(piece: &Option<Piece>, pretty: bool) -> String {
|
||||
@@ -597,7 +606,7 @@ mod tests {
|
||||
board.set(sq!("Bd4"));
|
||||
board.set(sq!("Nc4"));
|
||||
|
||||
let id = board.id();
|
||||
let id = board.id;
|
||||
let board2 = Board::from_id(&id);
|
||||
let board2 = board2.unwrap();
|
||||
|
||||
|
||||
@@ -1 +1 @@
|
||||
pub(crate) const BOARD_SIZE: usize = 4;
|
||||
pub const BOARD_SIZE: usize = 4;
|
||||
|
||||
-720
@@ -1,720 +0,0 @@
|
||||
use std::{
|
||||
collections::HashMap,
|
||||
fmt::{self, Display, Formatter}, sync::Arc,
|
||||
};
|
||||
|
||||
use button::Button;
|
||||
use color::UiColor;
|
||||
use macroquad::{math, prelude::*, rand};
|
||||
use shadow::draw_shadow;
|
||||
use sol_chess::{
|
||||
board::{Board, BoardState},
|
||||
generator::{self, RandomRange},
|
||||
};
|
||||
use sound::Sounds;
|
||||
use texture::PieceTexture;
|
||||
|
||||
pub mod button;
|
||||
pub mod color;
|
||||
pub mod constants;
|
||||
pub mod shadow;
|
||||
pub mod sound;
|
||||
pub mod texture;
|
||||
|
||||
pub struct MacroquadRandAdapter;
|
||||
impl RandomRange for MacroquadRandAdapter {
|
||||
fn gen_range(&self, min: usize, max: usize) -> usize {
|
||||
rand::gen_range(min, max)
|
||||
}
|
||||
}
|
||||
|
||||
pub struct Game {
|
||||
// The generated puzzle. We keep a copy of this to reset the game.
|
||||
original_board: Board,
|
||||
|
||||
// What is shown to the user
|
||||
board: Board,
|
||||
|
||||
// Constants througout the game
|
||||
texture_res: Texture2D,
|
||||
sounds: Sounds,
|
||||
font: Arc<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: Vec<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 Game {
|
||||
pub fn new(texture_res: Texture2D, sounds: Sounds, font: Font) -> Self {
|
||||
let num_squares: usize = 4;
|
||||
let game_mode = GameMode::Medium;
|
||||
let board = Game::generate_puzzle(game_mode);
|
||||
|
||||
Self {
|
||||
original_board: board.clone(),
|
||||
board,
|
||||
board_rect: Rect::new(0., 0., 0., 0.),
|
||||
squares: Vec::new(),
|
||||
heading_rect: Rect::new(0., 0., 0., 0.),
|
||||
heading_text: "Solitaire Chess".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: Vec::new(),
|
||||
window_height: 0.,
|
||||
window_width: 0.,
|
||||
square_width: 0.,
|
||||
font: Arc::new(font),
|
||||
}
|
||||
}
|
||||
|
||||
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(), 200.0, 10000.0);
|
||||
let new_width = math::clamp(screen_width(), 200.0, 10000.0);
|
||||
if new_height == self.window_height && new_width == self.window_width {
|
||||
return;
|
||||
}
|
||||
|
||||
self.window_height = new_height;
|
||||
self.window_width = new_width;
|
||||
self.update_drawables();
|
||||
}
|
||||
|
||||
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;
|
||||
for btn in &mut self.rules_btn {
|
||||
btn.handle_input();
|
||||
if btn.is_clicked() {
|
||||
rules_btn_clicked = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
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 self.rules_btn.get(0).is_some() {
|
||||
let rules_btn = &mut self.rules_btn[0];
|
||||
if self.rules {
|
||||
rules_btn.text = "Close".to_string();
|
||||
rules_btn.color = UiColor::Green;
|
||||
} else {
|
||||
rules_btn.text = "Rules".to_string();
|
||||
rules_btn.color = UiColor::Brown;
|
||||
}
|
||||
}
|
||||
|
||||
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 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 = 0.1 * self.square_width;
|
||||
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::Brown.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_fg_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 = 0.8 * 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.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.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();
|
||||
}
|
||||
|
||||
for btn in &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.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 get(&mut self, i: usize, j: usize) -> &mut GameSquare {
|
||||
&mut self.squares[i * self.num_squares + j]
|
||||
}
|
||||
|
||||
fn update_drawables(&mut self) {
|
||||
let min_dimension = f32::min(self.window_height, self.window_width);
|
||||
self.square_width = 0.15 * 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 = 0.07 * 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(GameSquare {
|
||||
rect,
|
||||
color,
|
||||
i,
|
||||
j,
|
||||
is_source: false,
|
||||
is_target: false,
|
||||
is_previous_target: false,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
self.squares = rects;
|
||||
|
||||
let btn_h = 0.08 * min_dimension;
|
||||
let btn_w = board_width * 0.20;
|
||||
let btn_y = board_width + board_y + 0.3 * self.square_width;
|
||||
let btn_reset_x_offset = board_width / 2. + ((board_width / 4. - btn_w) / 2.);
|
||||
let reset_btn = Button::new(
|
||||
"Reset",
|
||||
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 =
|
||||
board_width / 2. + board_width / 4. + ((board_width / 4. - btn_w) / 2.);
|
||||
let mut next_btn = Button::new(
|
||||
"Next",
|
||||
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;
|
||||
|
||||
let rules_button = Button::new(
|
||||
"Rules",
|
||||
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 = vec![rules_button];
|
||||
|
||||
self.gp_btns = HashMap::new();
|
||||
self.gp_btns.insert(ButtonAction::Next, next_btn);
|
||||
self.gp_btns.insert(ButtonAction::Reset, reset_btn);
|
||||
|
||||
let easy_btn = Button::new(
|
||||
"Easy",
|
||||
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(
|
||||
"Medium",
|
||||
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(
|
||||
"Hard",
|
||||
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 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.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.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.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.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.board.make_move(m.clone());
|
||||
|
||||
if self.board.game_state == BoardState::Won || self.board.game_state == BoardState::Lost
|
||||
{
|
||||
self.reset_squares();
|
||||
if self.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.board = self.original_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 board = Game::generate_puzzle(self.game_mode);
|
||||
self.original_board = board.clone();
|
||||
self.board = board;
|
||||
}
|
||||
|
||||
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 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,
|
||||
);
|
||||
}
|
||||
|
||||
fn generate_puzzle(mode: GameMode) -> Board {
|
||||
let piece_count = match mode {
|
||||
GameMode::Easy => 3,
|
||||
GameMode::Medium => 5,
|
||||
GameMode::Hard => 7,
|
||||
};
|
||||
|
||||
let generate = generator::generate(piece_count, 100, &MacroquadRandAdapter);
|
||||
generate.board().expect("No puzzle was generated")
|
||||
}
|
||||
}
|
||||
|
||||
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),
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1 +0,0 @@
|
||||
pub(crate) const VOLUME: f32 = 0.3; // Between 0 and 1
|
||||
+1
-1
@@ -1,4 +1,4 @@
|
||||
pub mod board;
|
||||
pub mod generator;
|
||||
pub mod solver;
|
||||
pub mod util;
|
||||
mod util;
|
||||
|
||||
Reference in New Issue
Block a user