separate logic state and draw state

This commit is contained in:
cool-mist
2026-01-25 01:50:52 +05:30
parent 52fb443d5b
commit dc61d6d956
8 changed files with 633 additions and 511 deletions
+422
View File
@@ -0,0 +1,422 @@
use core::fmt;
use std::fmt::{Display, Formatter};
use crate::{
game::{GameSettings, constants},
resources::{Resources, SoundKind},
widgets::*,
};
use macroquad::prelude::*;
use sol_lib::{
board::{Board, BoardState, piece::Piece},
generator::Puzzle,
};
#[derive(Default)]
pub struct BoardWidget {
current_board: Board,
square_width: f32,
pub num_squares: usize, // this is a constant = 4 for now.
board_rect: Rect,
squares: Vec<GameSquare>,
state: GameState,
}
pub struct BoardInteraction<'a> {
pub interacted: bool,
pub board_state: Option<&'a BoardState>,
}
impl BoardWidget {
fn get(&mut self, i: usize, j: usize) -> &mut GameSquare {
&mut self.squares[i * self.num_squares + j]
}
pub fn initialize_state(num_squares: usize, current_board: Board) -> BoardWidget {
let mut board = BoardWidget::default();
board.num_squares = num_squares;
board.current_board = current_board;
board
}
pub fn initialize_drawables(&mut self, square_width: f32, board_rect: Rect) {
self.square_width = square_width;
self.board_rect = board_rect;
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 = self.board_rect.x + (i as f32 * self.square_width);
let y_eff = self.board_rect.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;
}
pub fn draw(&self, show_rules: bool, rules_font_size: f32, resources: &Resources, settings: &GameSettings) {
let board_shadow_width = constants::BOARD_SHADOW_MULTIPLIER * self.square_width;
draw_shadow(&self.board_rect, board_shadow_width);
if show_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 = rules_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(resources.font()), font_size as u16, 1.0);
let draw_text_params = TextParams {
font_size: font_size as u16,
font: Some(resources.font()),
color: UiColor::Brown.to_bg_color(),
..Default::default()
};
draw_multiline_text_ex(
rules,
self.board_rect.x + 0.5 * 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 texture_params = piece_draw_texture_params(&p, sprite_size, resources);
if !square.is_source {
draw_texture_ex(
texture_params.texture,
square.rect.x + offset,
square.rect.y + offset,
WHITE,
texture_params.draw_text_params,
);
} 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 texture_params = piece_draw_texture_params(&p, sprite_size, resources);
draw_texture_ex(
texture_params.texture,
mouse_position().0 - sprite_size / 2.0,
mouse_position().1 - sprite_size / 2.0,
WHITE,
texture_params.draw_text_params,
);
}
}
if settings.debug {
self.draw_debug();
}
}
fn draw_debug(&self) {
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);
}
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;
}
}
pub fn handle_input<'a>(
&'a mut self,
mouse_pos: Circle,
resources: &Resources,
settings: &GameSettings,
) -> BoardInteraction<'a> {
if mouse_pos.overlaps_rect(&self.board_rect) == false {
return BoardInteraction {
interacted: false,
board_state: None,
};
}
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_pos, previous_target)
}
GameState::SelectTarget(source) => {
let next = self.handle_select_target(mouse_pos, source, resources, settings);
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;
}
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_pos, previous_target)
}
GameState::SelectTarget(source) => GameState::SelectTarget(source),
GameState::GameOver(previous_target) => GameState::GameOver(previous_target),
};
self.state = new_state;
}
let board_state = &self.current_board.game_state;
return BoardInteraction {
interacted: true,
board_state: Some(board_state),
};
}
pub fn reset(&mut self, puzzle: &Puzzle) {
self.current_board = puzzle.board.clone();
self.state = GameState::SelectSource(None);
self.reset_squares();
}
fn handle_select_source(
&mut self,
mouse_pos: Circle,
previous_target: Option<(usize, usize)>,
) -> GameState {
self.reset_squares();
let mut selected = None;
for square in &mut self.squares {
if mouse_pos.overlaps_rect(&square.rect) {
if let Some(_) = self.current_board.cells[square.i][square.j] {
selected = Some((square.i, square.j));
}
}
}
if let Some((i, j)) = selected {
self.get(i, j).is_source = true;
let mut target_squares = vec![];
for m in self.current_board.legal_moves.iter() {
if m.from.file == i && m.from.rank == j {
target_squares.push((m.to.file, m.to.rank));
}
}
for (i, j) in target_squares {
self.get(i, j).is_target = true;
}
return GameState::SelectTarget(selected.unwrap());
}
if let Some((i, j)) = previous_target {
self.get(i, j).is_previous_target = true;
}
return GameState::SelectSource(None);
}
fn handle_select_target(
&mut self,
mouse_pos: Circle,
source: (usize, usize),
resources: &Resources,
settings: &GameSettings,
) -> GameState {
let mut selected = None;
for square in &mut self.squares {
if mouse_pos.overlaps_rect(&square.rect) {
if let Some(_) = self.current_board.cells[square.i][square.j] {
selected = Some((square.i, square.j));
}
}
}
let (s_x, s_y) = source;
let Some((x, y)) = selected else {
self.get(s_x, s_y).is_source = true;
return GameState::SelectTarget(source);
};
if x == s_x && y == s_y {
self.get(s_x, s_y).is_source = true;
return GameState::SelectTarget(source);
}
let mut is_legal = false;
if self.get(x, y).is_target {
is_legal = true;
}
if is_legal {
let m = self.current_board.legal_moves.iter().find(|m| {
m.from.file == s_x && m.from.rank == s_y && m.to.file == x && m.to.rank == y
});
let m = m.expect("legal move should be found");
self.current_board.make_move(m.clone());
if self.current_board.game_state == BoardState::Won
|| self.current_board.game_state == BoardState::Lost
{
self.reset_squares();
if self.current_board.game_state == BoardState::Won {
play_sound_once(resources.sound(&SoundKind::Win), settings.volume);
} else {
play_sound_once(resources.sound(&SoundKind::Loss), settings.volume);
}
return GameState::GameOver((x, y));
}
self.reset_squares();
self.get(x, y).is_target = true;
play_sound_once(resources.sound(&SoundKind::Click), settings.volume);
return GameState::SelectSource(Some((x, y)));
}
self.reset_squares();
return GameState::SelectSource(None);
}
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;
}
}
}
}
struct GameSquare {
rect: Rect,
color: Color,
is_source: bool,
is_target: bool,
is_previous_target: bool,
i: usize,
j: usize,
}
#[derive(Copy, Clone)]
pub enum GameState {
SelectSource(Option<(usize, usize)>),
SelectTarget((usize, usize)),
GameOver((usize, usize)),
}
impl Default for GameState {
fn default() -> Self {
GameState::SelectSource(None)
}
}
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),
}
}
}
fn piece_draw_texture_params<'a>(
piece: &Piece,
sprite_size: f32,
resources: &'a Resources,
) -> PieceDrawTextureParams<'a> {
let texture = resources.get_piece_texture(&piece);
let dtp = DrawTextureParams {
source: Some(Rect::new(
texture.texture_rect.x,
texture.texture_rect.y,
texture.texture_rect.w,
texture.texture_rect.h,
)),
dest_size: Some(Vec2::new(sprite_size, sprite_size)),
..DrawTextureParams::default()
};
PieceDrawTextureParams {
texture: texture.texture,
draw_text_params: dtp,
}
}
struct PieceDrawTextureParams<'a> {
texture: &'a Texture2D,
draw_text_params: DrawTextureParams,
}