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
+21 -24
View File
@@ -2,21 +2,14 @@ pub mod constants;
mod draw; mod draw;
mod logic; mod logic;
use crate::{ use crate::{resources::Resources, widgets::*};
game::logic::{GameMode, GameState},
resources::Resources,
widgets::*,
};
use macroquad::prelude::*; use macroquad::prelude::*;
use sol_lib::{board::Board, generator::Puzzle}; use sol_lib::generator::Puzzle;
#[derive(Default)] #[derive(Default)]
pub struct Game { pub struct Game {
resources: Resources, resources: Resources,
settings: GameSettings,
volume: f32,
debug: bool,
window_height: f32, window_height: f32,
window_width: f32, window_width: f32,
@@ -26,12 +19,7 @@ pub struct Game {
reset_btn: ButtonWidget, reset_btn: ButtonWidget,
next_btn: ButtonWidget, next_btn: ButtonWidget,
current_board: Board, board: BoardWidget,
square_width: f32,
num_squares: usize, // this is a constant = 4 for now.
board_rect: Rect,
squares: Vec<GameSquare>,
state: GameState,
heading_rect: Rect, heading_rect: Rect,
heading_font_size: f32, heading_font_size: f32,
@@ -47,12 +35,21 @@ pub struct Game {
hard_btn: ButtonWidget, hard_btn: ButtonWidget,
} }
struct GameSquare { #[derive(Default)]
rect: Rect, pub struct GameSettings {
color: Color, pub volume: f32,
is_source: bool, pub debug: bool,
is_target: bool, }
is_previous_target: bool,
i: usize, #[derive(Debug, Clone, Copy, Eq, PartialEq, Hash)]
j: usize, pub enum GameMode {
Easy,
Medium,
Hard,
}
impl Default for GameMode {
fn default() -> Self {
GameMode::Medium
}
} }
+70 -251
View File
@@ -1,48 +1,20 @@
use super::{Game, GameMode, constants}; use super::{Game, constants};
use crate::widgets::*; use crate::widgets::*;
use macroquad::{math, prelude::*}; use macroquad::{math, prelude::*};
use sol_lib::board::piece::Piece;
impl Game { impl Game {
pub fn draw(&mut self) {
self.update_window_size();
self.draw_heading();
self.draw_board();
self.draw_buttons();
self.draw_id_text();
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) { fn initialize_drawables(&mut self) {
let min_dimension = f32::min(self.window_height, self.window_width); let min_dimension = f32::min(self.window_height, self.window_width);
self.square_width = constants::BOARD_SQUARE_WIDTH_MULTIPLIER * min_dimension; let square_width = constants::BOARD_SQUARE_WIDTH_MULTIPLIER * min_dimension;
let board_width = self.square_width * self.num_squares as f32; let num_squares = self.board.num_squares;
let board_width = square_width * num_squares as f32;
let board_x = (self.window_width - board_width) / 2.0; let board_x = (self.window_width - board_width) / 2.0;
let board_y = (self.window_height - 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); let board_rect = Rect::new(board_x, board_y, board_width, board_width);
self.board.initialize_drawables(square_width, board_rect);
self.heading_font_size = constants::HEADING_FONT_SIZE_MULTIPLIER * min_dimension; self.heading_font_size = constants::HEADING_FONT_SIZE_MULTIPLIER * min_dimension;
let f = self.heading_font_size.floor() as u16; let f = self.heading_font_size.floor() as u16;
let dims = measure_text( let dims = measure_text(
self.heading_text.as_str(), self.heading_text.as_str(),
@@ -52,65 +24,35 @@ impl Game {
); );
self.heading_rect = Rect::new( self.heading_rect = Rect::new(
board_x + (board_width - dims.width) / 2.0, board_x + (board_width - dims.width) / 2.0,
board_y - dims.height - constants::TOP_HEADING_OFFSET_MULTIPLIER * self.square_width, board_y - dims.height - constants::TOP_HEADING_OFFSET_MULTIPLIER * square_width,
dims.width, dims.width,
dims.height, 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;
// Buttons // Buttons
let btn_h = constants::BUTTON_HEIGHT_MULTIPLIER * min_dimension; let btn_h = constants::BUTTON_HEIGHT_MULTIPLIER * min_dimension;
let btn_w = board_width * constants::BUTTON_WIDTH_MULTIPLIER; let btn_w = board_width * constants::BUTTON_WIDTH_MULTIPLIER;
let btn_w_sq = btn_h; let btn_w_sq = btn_h;
// Bottom row // Bottom row
let bottom_row_y = board_width let bottom_row_y =
+ board_y board_width + board_y + constants::BOTTOM_BUTTON_ROW_OFFSET_MULTIPLIER * square_width;
+ constants::BOTTOM_BUTTON_ROW_OFFSET_MULTIPLIER * self.square_width; self.reset_btn.initialize_drawables(Rect::new(
self.reset_btn = ButtonWidget::new(Rect::new( board_x + (square_width - btn_w_sq) / 2.,
board_x + (self.square_width - btn_w_sq) / 2.,
bottom_row_y, bottom_row_y,
btn_w_sq, btn_w_sq,
btn_h, btn_h,
)); ));
let btn_next_x_offset = let btn_next_x_offset = (board_width - square_width) + (square_width - btn_w_sq) / 2.;
(self.board_rect.w - self.square_width) + (self.square_width - btn_w_sq) / 2.; self.next_btn.initialize_drawables(Rect::new(
self.next_btn = ButtonWidget::new(Rect::new(
board_x + btn_next_x_offset, board_x + btn_next_x_offset,
bottom_row_y, bottom_row_y,
btn_w_sq, btn_w_sq,
btn_h, btn_h,
)); ));
self.next_btn.is_active = false;
let id_text_rect = Rect::new( let id_text_rect = Rect::new(
board_x + 2. * self.square_width - btn_w, board_x + 2. * square_width - btn_w,
bottom_row_y, bottom_row_y,
btn_w * 2., btn_w * 2.,
btn_h, btn_h,
@@ -119,50 +61,51 @@ impl Game {
// Left column // Left column
let left_column_x = let left_column_x =
board_x - constants::BOTTOM_RIGHT_ROW_OFFSET_MULTIPLIER * self.square_width - btn_w; board_x - constants::BOTTOM_RIGHT_ROW_OFFSET_MULTIPLIER * square_width - btn_w;
self.rules_btn = ButtonWidget::new(Rect::new( self.rules_btn.initialize_drawables(Rect::new(
left_column_x, left_column_x,
board_y + self.board_rect.h - self.square_width + (self.square_width - btn_h) / 2., board_y + board_rect.h - square_width + (square_width - btn_h) / 2.,
btn_w, btn_w,
btn_h, btn_h,
)); ));
// Right column // Right column
let right_column_x = board_x let right_column_x =
+ board_width board_x + board_width + constants::BOTTOM_RIGHT_ROW_OFFSET_MULTIPLIER * square_width;
+ constants::BOTTOM_RIGHT_ROW_OFFSET_MULTIPLIER * self.square_width; self.easy_btn.initialize_drawables(Rect::new(
self.easy_btn = ButtonWidget::new(Rect::new(
right_column_x, right_column_x,
board_y + self.square_width + (self.square_width - btn_h) / 2., board_y + square_width + (square_width - btn_h) / 2.,
btn_w, btn_w,
btn_h, btn_h,
)); ));
self.medium_btn = ButtonWidget::new(Rect::new( self.medium_btn.initialize_drawables(Rect::new(
right_column_x, right_column_x,
board_y + 2. * self.square_width + (self.square_width - btn_h) / 2., board_y + 2. * square_width + (square_width - btn_h) / 2.,
btn_w, btn_w,
btn_h, btn_h,
)); ));
self.hard_btn = ButtonWidget::new(Rect::new( self.hard_btn.initialize_drawables(Rect::new(
right_column_x, right_column_x,
board_y + 3. * self.square_width + (self.square_width - btn_h) / 2., board_y + 3. * square_width + (square_width - btn_h) / 2.,
btn_w, btn_w,
btn_h, btn_h,
)); ));
}
match self.game_mode { pub fn draw(&mut self) {
GameMode::Easy => { self.update_window_size();
self.easy_btn.is_active = false; self.draw_heading();
} self.board.draw(
GameMode::Medium => { self.show_rules,
self.medium_btn.is_active = false; self.heading_font_size,
} &self.resources,
GameMode::Hard => { &self.settings,
self.hard_btn.is_active = false; );
} self.id_text.draw(&self.resources, &self.puzzle.board.id);
} self.draw_buttons();
self.draw_debug();
} }
fn draw_heading(&self) { fn draw_heading(&self) {
@@ -187,187 +130,47 @@ impl Game {
); );
} }
fn draw_board(&self) {
let board_shadow_width = constants::BOARD_SHADOW_MULTIPLIER * self.square_width;
draw_shadow(&self.board_rect, board_shadow_width);
if self.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 = 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.resources.font()), font_size as u16, 1.0);
let draw_text_params = TextParams {
font_size: font_size as u16,
font: Some(&self.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 = self.piece_draw_texture_params(&p, sprite_size);
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 = self.piece_draw_texture_params(&p, sprite_size);
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,
);
}
}
}
fn piece_draw_texture_params<'a>(
&'a self,
piece: &Piece,
sprite_size: f32,
) -> PieceDrawTextureParams<'a> {
let texture = self.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,
}
}
fn draw_buttons(&mut self) { fn draw_buttons(&mut self) {
self.reset_btn.draw( self.reset_btn.draw(
constants::RESET_BUTTON_TEXT, constants::RESET_BUTTON_TEXT,
&UiColor::Yellow, &UiColor::Yellow,
&self.resources.font(), &self.resources,
); );
self.next_btn.draw( self.next_btn.draw(
constants::NEXT_BUTTON_TEXT, constants::NEXT_BUTTON_TEXT,
&UiColor::Green, &UiColor::Green,
&self.resources.font(), &self.resources,
); );
self.easy_btn.draw( self.easy_btn.draw(
constants::EASY_BUTTON_TEXT, constants::EASY_BUTTON_TEXT,
&UiColor::Yellow, &UiColor::Yellow,
&self.resources.font(), &self.resources,
); );
self.medium_btn.draw( self.medium_btn.draw(
constants::MEDIUM_BUTTON_TEXT, constants::MEDIUM_BUTTON_TEXT,
&UiColor::Yellow, &UiColor::Yellow,
&self.resources.font(), &self.resources,
); );
self.hard_btn.draw( self.hard_btn.draw(
constants::HARD_BUTTON_TEXT, constants::HARD_BUTTON_TEXT,
&UiColor::Yellow, &UiColor::Yellow,
&self.resources.font(), &self.resources,
); );
let rules_btn_text = if self.show_rules {
constants::RULES_BUTTON_ALT_TEXT
} else {
constants::RULES_BUTTON_TEXT
};
self.rules_btn self.rules_btn
.draw(rules_btn_text, &UiColor::Brown, &self.resources.font()); .draw(&self.rules_text, &UiColor::Brown, &self.resources);
}
fn draw_id_text(&self) {
self.id_text
.draw(&self.resources.font(), &self.puzzle.board.id);
} }
fn draw_debug(&self) { fn draw_debug(&self) {
if self.debug { if self.settings.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(); 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) { fn show_fps(&self) {
let fps = get_fps(); let fps = get_fps();
draw_text( draw_text(
@@ -378,9 +181,25 @@ impl Game {
BLACK, BLACK,
); );
} }
}
struct PieceDrawTextureParams<'a> { fn update_window_size(&mut self) {
texture: &'a Texture2D, let new_height = math::clamp(
draw_text_params: DrawTextureParams, 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();
}
} }
+99 -222
View File
@@ -1,107 +1,80 @@
use super::{Game, GameSquare, constants}; use super::{Game, GameMode, GameSettings, constants};
use crate::{resources::*, widgets::*}; use crate::{
use core::fmt; resources::{self, *},
widgets::*,
};
use macroquad::prelude::*; use macroquad::prelude::*;
use sol_lib::{ use sol_lib::{
board::BoardState, board::BoardState,
generator::{self, Puzzle, RandomRange}, generator::{self, Puzzle, RandomRange},
}; };
use std::fmt::{Display, Formatter};
#[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)
}
}
#[derive(Debug, Clone, Copy, Eq, PartialEq, Hash)]
pub enum GameMode {
Easy,
Medium,
Hard,
}
impl Default for GameMode {
fn default() -> Self {
GameMode::Medium
}
}
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),
}
}
}
impl Game { impl Game {
fn get(&mut self, i: usize, j: usize) -> &mut GameSquare { pub async fn initialize_state() -> Self {
&mut self.squares[i * self.num_squares + j] let resources = resources::init().await;
let game_mode = GameMode::Medium;
let settings = GameSettings {
volume: constants::VOLUME,
..Default::default()
};
let puzzle = Game::generate_puzzle(game_mode);
let board = BoardWidget::initialize_state(puzzle.board.size, puzzle.board.clone());
let medium_btn = ButtonWidget::initialize_state(false);
let next_btn = ButtonWidget::initialize_state(false);
Self {
puzzle,
board,
resources,
game_mode,
settings,
heading_text: constants::HEADING_TEXT.to_string(),
rules_text: constants::RULES_BUTTON_TEXT.to_string(),
medium_btn,
next_btn,
..Self::default()
}
} }
pub fn handle_input(&mut self) { pub fn handle_input(&mut self) {
// CORE GAMEPLAY // CORE GAMEPLAY
let (mouse_x, mouse_y) = mouse_position(); let (mouse_x, mouse_y) = mouse_position();
let mouse_pos = Circle::new(mouse_x, mouse_y, 0.0); let mouse_pos = Circle::new(mouse_x, mouse_y, 0.0);
if is_mouse_button_released(MouseButton::Left) { let board_interaction = self
let current_state = self.state.clone(); .board
let new_state = match current_state { .handle_input(mouse_pos, &self.resources, &self.settings);
GameState::SelectSource(previous_target) => { if board_interaction.interacted {
self.handle_select_source(mouse_pos, previous_target) let Some(board_state) = board_interaction.board_state else {
} return;
GameState::SelectTarget(source) => {
let next = self.handle_select_target(mouse_pos, 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; match board_state {
} BoardState::Won => {
self.next_btn.is_active = true;
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; return;
} }
if (self if self
.reset_btn .reset_btn
.handle_input(&self.resources.sound(&SoundKind::Button), self.volume)) .handle_input(
.is_clicked &self.resources.sound(&SoundKind::Button),
self.settings.volume,
)
.is_clicked
{ {
self.reset(); self.reset();
return; return;
} }
if (self if self
.next_btn .next_btn
.handle_input(&self.resources.sound(&SoundKind::Button), self.volume)) .handle_input(
.is_clicked &self.resources.sound(&SoundKind::Button),
self.settings.volume,
)
.is_clicked
{ {
self.next_puzzle(); self.next_puzzle();
return; return;
@@ -109,30 +82,39 @@ impl Game {
// PRESETS // PRESETS
let mut clicked_game_mode_btn: Option<&ButtonWidget> = None; let mut clicked_game_mode_btn: Option<&ButtonWidget> = None;
if (self if self
.easy_btn .easy_btn
.handle_input(&self.resources.sound(&SoundKind::Mode), self.volume)) .handle_input(
.is_clicked &self.resources.sound(&SoundKind::Mode),
self.settings.volume,
)
.is_clicked
{ {
self.game_mode = GameMode::Easy; self.game_mode = GameMode::Easy;
self.easy_btn.is_active = false; self.easy_btn.is_active = false;
self.medium_btn.is_active = true; self.medium_btn.is_active = true;
self.hard_btn.is_active = true; self.hard_btn.is_active = true;
clicked_game_mode_btn = Some(&self.easy_btn); clicked_game_mode_btn = Some(&self.easy_btn);
} else if (self } else if self
.medium_btn .medium_btn
.handle_input(&self.resources.sound(&SoundKind::Mode), self.volume)) .handle_input(
.is_clicked &self.resources.sound(&SoundKind::Mode),
self.settings.volume,
)
.is_clicked
{ {
self.game_mode = GameMode::Medium; self.game_mode = GameMode::Medium;
self.easy_btn.is_active = true; self.easy_btn.is_active = true;
self.medium_btn.is_active = false; self.medium_btn.is_active = false;
self.hard_btn.is_active = true; self.hard_btn.is_active = true;
clicked_game_mode_btn = Some(&self.medium_btn); clicked_game_mode_btn = Some(&self.medium_btn);
} else if (self } else if self
.hard_btn .hard_btn
.handle_input(&self.resources.sound(&SoundKind::Mode), self.volume)) .handle_input(
.is_clicked &self.resources.sound(&SoundKind::Mode),
self.settings.volume,
)
.is_clicked
{ {
self.game_mode = GameMode::Hard; self.game_mode = GameMode::Hard;
self.easy_btn.is_active = true; self.easy_btn.is_active = true;
@@ -146,10 +128,13 @@ impl Game {
return; return;
} }
if (self if self
.rules_btn .rules_btn
.handle_input(&self.resources.sound(&SoundKind::Button), self.volume)) .handle_input(
.is_clicked &self.resources.sound(&SoundKind::Button),
self.settings.volume,
)
.is_clicked
{ {
self.show_rules = !self.show_rules; self.show_rules = !self.show_rules;
self.rules_text = match self.show_rules { self.rules_text = match self.show_rules {
@@ -163,16 +148,19 @@ impl Game {
// KEY INPUTS // KEY INPUTS
if is_key_released(KeyCode::Escape) { if is_key_released(KeyCode::Escape) {
if self.show_rules { if self.show_rules {
play_sound_once(&self.resources.sound(&SoundKind::Button), self.volume); play_sound_once(
&self.resources.sound(&SoundKind::Button),
self.settings.volume,
);
self.show_rules = false; self.show_rules = false;
self.rules_text = constants::RESET_BUTTON_TEXT.to_string(); self.rules_text = constants::RULES_BUTTON_TEXT.to_string();
} }
return; return;
} }
if is_key_released(KeyCode::D) { if is_key_released(KeyCode::D) {
self.debug = !self.debug; self.settings.debug = !self.settings.debug;
return; return;
} }
@@ -181,123 +169,24 @@ impl Game {
} }
} }
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)) -> 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 {
self.next_btn.is_active = true;
play_sound_once(&self.resources.sound(&SoundKind::Win), self.volume);
} else {
play_sound_once(&self.resources.sound(&SoundKind::Loss), self.volume);
}
return GameState::GameOver((x, y));
}
self.reset_squares();
self.get(x, y).is_target = true;
play_sound_once(&self.resources.sound(&SoundKind::Click), self.volume);
return GameState::SelectSource(Some((x, y)));
}
self.reset_squares();
return GameState::SelectSource(None);
}
fn reset(&mut self) { fn reset(&mut self) {
self.current_board = self.puzzle.board.clone(); self.reset_game(Default::default());
}
fn reset_game(&mut self, options: ResetOptions) {
if options.create_new_puzzle {
self.puzzle = Game::generate_puzzle(self.game_mode);
}
self.next_btn.is_active = false; self.next_btn.is_active = false;
self.state = GameState::SelectSource(None); self.board.reset(&self.puzzle);
self.reset_squares();
} }
fn next_puzzle(&mut self) { fn next_puzzle(&mut self) {
self.reset(); self.reset_game(ResetOptions {
let puzzle = Game::generate_puzzle(self.game_mode); create_new_puzzle: true,
self.current_board = puzzle.board.clone(); ..Default::default()
self.puzzle = puzzle; });
}
fn reset_squares(&mut self) {
for i in 0..self.num_squares {
for j in 0..self.num_squares {
self.get(i, j).is_source = false;
self.get(i, j).is_target = false;
}
}
} }
fn generate_puzzle(mode: GameMode) -> Puzzle { fn generate_puzzle(mode: GameMode) -> Puzzle {
@@ -312,23 +201,11 @@ impl Game {
let puzzle = generated.puzzle(); let puzzle = generated.puzzle();
puzzle.expect("No puzzle was generated") puzzle.expect("No puzzle was generated")
} }
}
pub fn new_game(resources: Resources) -> Self { #[derive(Default)]
let game_mode = GameMode::Medium; struct ResetOptions {
let puzzle = Game::generate_puzzle(game_mode); create_new_puzzle: bool,
let current_board = puzzle.board.clone();
let num_squares: usize = current_board.size;
Self {
puzzle,
current_board,
resources,
game_mode,
num_squares,
heading_text: constants::HEADING_TEXT.to_string(),
volume: constants::VOLUME,
..Self::default()
}
}
} }
struct MacroquadRandAdapter; struct MacroquadRandAdapter;
+1 -2
View File
@@ -28,8 +28,7 @@ fn window_conf() -> Conf {
async fn main() { async fn main() {
rand::srand(date::now() as u64); rand::srand(date::now() as u64);
let background_color = Color::from_rgba(196, 195, 208, 255); let background_color = Color::from_rgba(196, 195, 208, 255);
let resources = resources::init().await; let mut game = Game::initialize_state().await;
let mut game = Game::new_game(resources);
loop { loop {
clear_background(background_color); clear_background(background_color);
game.handle_input(); game.handle_input();
+3
View File
@@ -1,3 +1,6 @@
mod board;
pub use board::*;
mod button; mod button;
pub use button::*; pub use button::*;
+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,
}
+14 -10
View File
@@ -1,4 +1,4 @@
use crate::widgets::*; use crate::{resources::Resources, widgets::*};
use macroquad::{audio::Sound, prelude::*}; use macroquad::{audio::Sound, prelude::*};
pub struct ButtonWidget { pub struct ButtonWidget {
@@ -13,18 +13,21 @@ pub struct ButtonInteraction {
} }
impl ButtonWidget { impl ButtonWidget {
pub fn new(rect: Rect) -> Self { pub fn initialize_state(is_active: bool) -> Self {
Self { Self {
is_down: false, is_active,
is_active: true, ..Default::default()
rect,
shadow_width: 5.0,
} }
} }
pub fn draw(&self, text: &str, color: &UiColor, font: &Font) { pub fn initialize_drawables(&mut self, rect: Rect) {
self.rect = rect;
self.shadow_width = 5.0;
}
pub fn draw(&self, text: &str, color: &UiColor, resources: &Resources) {
self.draw_button(color); self.draw_button(color);
self.draw_label(text, font, color); self.draw_label(text, resources, color);
} }
fn draw_button(&self, color: &UiColor) { fn draw_button(&self, color: &UiColor) {
@@ -56,12 +59,13 @@ impl ButtonWidget {
draw_shadow(&self.rect, self.shadow_width); draw_shadow(&self.rect, self.shadow_width);
} }
fn draw_label(&self, text: &str, font: &Font, color: &UiColor) { fn draw_label(&self, text: &str, resources: &Resources, color: &UiColor) {
let font_color = match self.is_active { let font_color = match self.is_active {
true => color.to_fg_color(), true => color.to_fg_color(),
false => Color::from_rgba(100, 100, 100, 255), false => Color::from_rgba(100, 100, 100, 255),
}; };
let font = resources.font();
let font_size = (0.2 * self.rect.w) as u16; let font_size = (0.2 * self.rect.w) as u16;
let dims = measure_text(&text, Some(&font), font_size, 1.0); let dims = measure_text(&text, Some(&font), font_size, 1.0);
let button_draw_offset = self.get_button_draw_offset(); let button_draw_offset = self.get_button_draw_offset();
@@ -124,7 +128,7 @@ impl ButtonWidget {
impl Default for ButtonWidget { impl Default for ButtonWidget {
fn default() -> Self { fn default() -> Self {
Self { Self {
is_active: Default::default(), is_active: true,
is_down: Default::default(), is_down: Default::default(),
rect: Default::default(), rect: Default::default(),
shadow_width: Default::default(), shadow_width: Default::default(),
+3 -2
View File
@@ -1,4 +1,4 @@
use crate::widgets::*; use crate::{resources::Resources, widgets::*};
use macroquad::prelude::*; use macroquad::prelude::*;
pub struct IdTextInput { pub struct IdTextInput {
@@ -38,12 +38,13 @@ impl IdTextInput {
} }
} }
pub fn draw(&self, font: &Font, text: &str) { pub fn draw(&self, resources: &Resources, text: &str) {
draw_rect(&self.text_rect, self.color); draw_rect(&self.text_rect, self.color);
draw_rect(&self.copy_box_rect, self.copy_color); draw_rect(&self.copy_box_rect, self.copy_color);
draw_rect(&self.paste_box_rect, self.paste_color); draw_rect(&self.paste_box_rect, self.paste_color);
draw_shadow(&self.rect, self.shadow_width); draw_shadow(&self.rect, self.shadow_width);
let font = resources.font();
let font_size = (0.15 * self.text_rect.w) as u16; let font_size = (0.15 * self.text_rect.w) as u16;
let text_dims = measure_text(text, Some(font), font_size, 1.0); let text_dims = measure_text(text, Some(font), font_size, 1.0);
draw_text_ex( draw_text_ex(