separate logic state and draw state
This commit is contained in:
+21
-24
@@ -2,21 +2,14 @@ pub mod constants;
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mod draw;
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mod logic;
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use crate::{
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game::logic::{GameMode, GameState},
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resources::Resources,
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widgets::*,
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};
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use crate::{resources::Resources, widgets::*};
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use macroquad::prelude::*;
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use sol_lib::{board::Board, generator::Puzzle};
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use sol_lib::generator::Puzzle;
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#[derive(Default)]
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pub struct Game {
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resources: Resources,
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volume: f32,
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debug: bool,
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settings: GameSettings,
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window_height: f32,
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window_width: f32,
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@@ -26,12 +19,7 @@ pub struct Game {
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reset_btn: ButtonWidget,
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next_btn: ButtonWidget,
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current_board: Board,
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square_width: f32,
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num_squares: usize, // this is a constant = 4 for now.
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board_rect: Rect,
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squares: Vec<GameSquare>,
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state: GameState,
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board: BoardWidget,
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heading_rect: Rect,
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heading_font_size: f32,
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@@ -47,12 +35,21 @@ pub struct Game {
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hard_btn: ButtonWidget,
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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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#[derive(Default)]
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pub struct GameSettings {
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pub volume: f32,
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pub debug: bool,
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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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impl Default for GameMode {
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fn default() -> Self {
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GameMode::Medium
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}
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}
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+69
-250
@@ -1,48 +1,20 @@
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use super::{Game, GameMode, constants};
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use super::{Game, constants};
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use crate::widgets::*;
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use macroquad::{math, prelude::*};
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use sol_lib::board::piece::Piece;
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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_id_text();
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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 square_width = constants::BOARD_SQUARE_WIDTH_MULTIPLIER * min_dimension;
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let num_squares = self.board.num_squares;
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let board_width = square_width * 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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let board_rect = Rect::new(board_x, board_y, board_width, board_width);
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self.board.initialize_drawables(square_width, board_rect);
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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(
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self.heading_text.as_str(),
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@@ -52,65 +24,35 @@ impl Game {
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);
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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 - constants::TOP_HEADING_OFFSET_MULTIPLIER * self.square_width,
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board_y - dims.height - constants::TOP_HEADING_OFFSET_MULTIPLIER * square_width,
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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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// Buttons
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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_w_sq = btn_h;
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// Bottom row
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let bottom_row_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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self.reset_btn = ButtonWidget::new(Rect::new(
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board_x + (self.square_width - btn_w_sq) / 2.,
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let bottom_row_y =
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board_width + board_y + constants::BOTTOM_BUTTON_ROW_OFFSET_MULTIPLIER * square_width;
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self.reset_btn.initialize_drawables(Rect::new(
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board_x + (square_width - btn_w_sq) / 2.,
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bottom_row_y,
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btn_w_sq,
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btn_h,
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));
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let btn_next_x_offset =
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(self.board_rect.w - self.square_width) + (self.square_width - btn_w_sq) / 2.;
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self.next_btn = ButtonWidget::new(Rect::new(
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let btn_next_x_offset = (board_width - square_width) + (square_width - btn_w_sq) / 2.;
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self.next_btn.initialize_drawables(Rect::new(
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board_x + btn_next_x_offset,
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bottom_row_y,
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btn_w_sq,
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btn_h,
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));
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self.next_btn.is_active = false;
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let id_text_rect = Rect::new(
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board_x + 2. * self.square_width - btn_w,
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board_x + 2. * square_width - btn_w,
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bottom_row_y,
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btn_w * 2.,
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btn_h,
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@@ -119,50 +61,51 @@ impl Game {
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// Left column
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let left_column_x =
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board_x - constants::BOTTOM_RIGHT_ROW_OFFSET_MULTIPLIER * self.square_width - btn_w;
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self.rules_btn = ButtonWidget::new(Rect::new(
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board_x - constants::BOTTOM_RIGHT_ROW_OFFSET_MULTIPLIER * square_width - btn_w;
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self.rules_btn.initialize_drawables(Rect::new(
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left_column_x,
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board_y + self.board_rect.h - self.square_width + (self.square_width - btn_h) / 2.,
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board_y + board_rect.h - square_width + (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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// Right column
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let right_column_x = board_x
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+ board_width
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+ constants::BOTTOM_RIGHT_ROW_OFFSET_MULTIPLIER * self.square_width;
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self.easy_btn = ButtonWidget::new(Rect::new(
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let right_column_x =
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board_x + board_width + constants::BOTTOM_RIGHT_ROW_OFFSET_MULTIPLIER * square_width;
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self.easy_btn.initialize_drawables(Rect::new(
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right_column_x,
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board_y + self.square_width + (self.square_width - btn_h) / 2.,
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board_y + square_width + (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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self.medium_btn = ButtonWidget::new(Rect::new(
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self.medium_btn.initialize_drawables(Rect::new(
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right_column_x,
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board_y + 2. * self.square_width + (self.square_width - btn_h) / 2.,
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board_y + 2. * square_width + (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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self.hard_btn = ButtonWidget::new(Rect::new(
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self.hard_btn.initialize_drawables(Rect::new(
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right_column_x,
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board_y + 3. * self.square_width + (self.square_width - btn_h) / 2.,
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board_y + 3. * square_width + (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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}
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match self.game_mode {
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GameMode::Easy => {
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self.easy_btn.is_active = false;
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}
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GameMode::Medium => {
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self.medium_btn.is_active = false;
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}
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GameMode::Hard => {
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self.hard_btn.is_active = false;
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}
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}
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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.board.draw(
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self.show_rules,
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self.heading_font_size,
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&self.resources,
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&self.settings,
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);
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self.id_text.draw(&self.resources, &self.puzzle.board.id);
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self.draw_buttons();
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self.draw_debug();
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}
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fn draw_heading(&self) {
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@@ -187,187 +130,47 @@ impl Game {
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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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draw_shadow(&self.board_rect, board_shadow_width);
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if self.show_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 =
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measure_text(rules, Some(&self.resources.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.resources.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 + 0.5 * self.square_width,
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self.board_rect.y + 0.5 * (self.board_rect.h - measurement.height)
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- 2. * measurement.offset_y,
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Some(2.),
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draw_text_params,
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);
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return;
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}
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let sprite_size = constants::BOARD_PIECE_WIDTH_MULTIPLIER * self.square_width;
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let mut selected_square = None;
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self.squares.iter().for_each(|square| {
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let color = match square.is_source {
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true => square.color,
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false => match square.is_target {
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true => UiColor::Pink.to_shadow_color(),
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false => square.color,
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},
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};
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draw_rectangle(
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square.rect.x,
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square.rect.y,
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square.rect.w,
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square.rect.h,
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color,
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);
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if let Some(p) = &self.current_board.cells[square.i][square.j] {
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let offset = (square.rect.w - sprite_size) / 2.0;
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let texture_params = self.piece_draw_texture_params(&p, sprite_size);
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if !square.is_source {
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draw_texture_ex(
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texture_params.texture,
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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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texture_params.draw_text_params,
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);
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} else {
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selected_square = Some(square);
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}
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}
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});
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if let Some(selected_square) = selected_square {
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if let Some(p) = self.current_board.cells[selected_square.i][selected_square.j] {
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let texture_params = self.piece_draw_texture_params(&p, sprite_size);
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draw_texture_ex(
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texture_params.texture,
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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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texture_params.draw_text_params,
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);
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}
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}
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}
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fn piece_draw_texture_params<'a>(
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&'a self,
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piece: &Piece,
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sprite_size: f32,
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) -> PieceDrawTextureParams<'a> {
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let texture = self.resources.get_piece_texture(&piece);
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let dtp = DrawTextureParams {
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source: Some(Rect::new(
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texture.texture_rect.x,
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texture.texture_rect.y,
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texture.texture_rect.w,
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texture.texture_rect.h,
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)),
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dest_size: Some(Vec2::new(sprite_size, sprite_size)),
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..DrawTextureParams::default()
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};
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PieceDrawTextureParams {
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texture: texture.texture,
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draw_text_params: dtp,
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}
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}
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fn draw_buttons(&mut self) {
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self.reset_btn.draw(
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constants::RESET_BUTTON_TEXT,
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&UiColor::Yellow,
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&self.resources.font(),
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&self.resources,
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);
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self.next_btn.draw(
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constants::NEXT_BUTTON_TEXT,
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&UiColor::Green,
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&self.resources.font(),
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&self.resources,
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);
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self.easy_btn.draw(
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constants::EASY_BUTTON_TEXT,
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&UiColor::Yellow,
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&self.resources.font(),
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&self.resources,
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);
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self.medium_btn.draw(
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constants::MEDIUM_BUTTON_TEXT,
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&UiColor::Yellow,
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&self.resources.font(),
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&self.resources,
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);
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self.hard_btn.draw(
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constants::HARD_BUTTON_TEXT,
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&UiColor::Yellow,
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&self.resources.font(),
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&self.resources,
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);
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let rules_btn_text = if self.show_rules {
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constants::RULES_BUTTON_ALT_TEXT
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} else {
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constants::RULES_BUTTON_TEXT
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};
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self.rules_btn
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.draw(rules_btn_text, &UiColor::Brown, &self.resources.font());
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}
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fn draw_id_text(&self) {
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self.id_text
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.draw(&self.resources.font(), &self.puzzle.board.id);
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.draw(&self.rules_text, &UiColor::Brown, &self.resources);
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}
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fn draw_debug(&self) {
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if self.debug {
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let mut debug_lines = vec![];
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let (mx, my) = mouse_position();
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let hover_square = self.squares.iter().find(|s| {
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let c = Circle::new(mx, my, 0.0);
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if c.overlaps_rect(&s.rect) {
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return true;
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}
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return false;
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});
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debug_lines.push(format!("Game State: {}", self.state));
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debug_lines.push(format!("Board State: {}", self.current_board.game_state));
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if let Some(hover_square) = hover_square {
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debug_lines.push(format!("Hover: [ {}, {} ]", hover_square.i, hover_square.j));
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}
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self.add_debug_info(debug_lines);
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if self.settings.debug {
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self.show_fps();
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}
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}
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fn add_debug_info(&self, lines: Vec<String>) {
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let mut y = 20.0;
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for line in lines {
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draw_text(&line, 10.0, y, 20.0, BLACK);
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y += 25.0;
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}
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}
|
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|
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fn show_fps(&self) {
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let fps = get_fps();
|
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draw_text(
|
||||
@@ -378,9 +181,25 @@ impl Game {
|
||||
BLACK,
|
||||
);
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
struct PieceDrawTextureParams<'a> {
|
||||
texture: &'a Texture2D,
|
||||
draw_text_params: DrawTextureParams,
|
||||
self.window_height = new_height;
|
||||
self.window_width = new_width;
|
||||
self.initialize_drawables();
|
||||
}
|
||||
}
|
||||
|
||||
+93
-216
@@ -1,106 +1,79 @@
|
||||
use super::{Game, GameSquare, constants};
|
||||
use crate::{resources::*, widgets::*};
|
||||
use core::fmt;
|
||||
use super::{Game, GameMode, GameSettings, constants};
|
||||
use crate::{
|
||||
resources::{self, *},
|
||||
widgets::*,
|
||||
};
|
||||
use macroquad::prelude::*;
|
||||
use sol_lib::{
|
||||
board::BoardState,
|
||||
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 {
|
||||
fn get(&mut self, i: usize, j: usize) -> &mut GameSquare {
|
||||
&mut self.squares[i * self.num_squares + j]
|
||||
pub async fn initialize_state() -> Self {
|
||||
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) {
|
||||
// CORE GAMEPLAY
|
||||
let (mouse_x, mouse_y) = mouse_position();
|
||||
let mouse_pos = Circle::new(mouse_x, mouse_y, 0.0);
|
||||
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_pos, previous_target)
|
||||
}
|
||||
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),
|
||||
let board_interaction = self
|
||||
.board
|
||||
.handle_input(mouse_pos, &self.resources, &self.settings);
|
||||
if board_interaction.interacted {
|
||||
let Some(board_state) = board_interaction.board_state else {
|
||||
return;
|
||||
};
|
||||
|
||||
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
|
||||
.handle_input(&self.resources.sound(&SoundKind::Button), self.volume))
|
||||
.handle_input(
|
||||
&self.resources.sound(&SoundKind::Button),
|
||||
self.settings.volume,
|
||||
)
|
||||
.is_clicked
|
||||
{
|
||||
self.reset();
|
||||
return;
|
||||
}
|
||||
|
||||
if (self
|
||||
if self
|
||||
.next_btn
|
||||
.handle_input(&self.resources.sound(&SoundKind::Button), self.volume))
|
||||
.handle_input(
|
||||
&self.resources.sound(&SoundKind::Button),
|
||||
self.settings.volume,
|
||||
)
|
||||
.is_clicked
|
||||
{
|
||||
self.next_puzzle();
|
||||
@@ -109,9 +82,12 @@ impl Game {
|
||||
|
||||
// PRESETS
|
||||
let mut clicked_game_mode_btn: Option<&ButtonWidget> = None;
|
||||
if (self
|
||||
if self
|
||||
.easy_btn
|
||||
.handle_input(&self.resources.sound(&SoundKind::Mode), self.volume))
|
||||
.handle_input(
|
||||
&self.resources.sound(&SoundKind::Mode),
|
||||
self.settings.volume,
|
||||
)
|
||||
.is_clicked
|
||||
{
|
||||
self.game_mode = GameMode::Easy;
|
||||
@@ -119,9 +95,12 @@ impl Game {
|
||||
self.medium_btn.is_active = true;
|
||||
self.hard_btn.is_active = true;
|
||||
clicked_game_mode_btn = Some(&self.easy_btn);
|
||||
} else if (self
|
||||
} else if self
|
||||
.medium_btn
|
||||
.handle_input(&self.resources.sound(&SoundKind::Mode), self.volume))
|
||||
.handle_input(
|
||||
&self.resources.sound(&SoundKind::Mode),
|
||||
self.settings.volume,
|
||||
)
|
||||
.is_clicked
|
||||
{
|
||||
self.game_mode = GameMode::Medium;
|
||||
@@ -129,9 +108,12 @@ impl Game {
|
||||
self.medium_btn.is_active = false;
|
||||
self.hard_btn.is_active = true;
|
||||
clicked_game_mode_btn = Some(&self.medium_btn);
|
||||
} else if (self
|
||||
} else if self
|
||||
.hard_btn
|
||||
.handle_input(&self.resources.sound(&SoundKind::Mode), self.volume))
|
||||
.handle_input(
|
||||
&self.resources.sound(&SoundKind::Mode),
|
||||
self.settings.volume,
|
||||
)
|
||||
.is_clicked
|
||||
{
|
||||
self.game_mode = GameMode::Hard;
|
||||
@@ -146,9 +128,12 @@ impl Game {
|
||||
return;
|
||||
}
|
||||
|
||||
if (self
|
||||
if self
|
||||
.rules_btn
|
||||
.handle_input(&self.resources.sound(&SoundKind::Button), self.volume))
|
||||
.handle_input(
|
||||
&self.resources.sound(&SoundKind::Button),
|
||||
self.settings.volume,
|
||||
)
|
||||
.is_clicked
|
||||
{
|
||||
self.show_rules = !self.show_rules;
|
||||
@@ -163,16 +148,19 @@ impl Game {
|
||||
// KEY INPUTS
|
||||
if is_key_released(KeyCode::Escape) {
|
||||
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.rules_text = constants::RESET_BUTTON_TEXT.to_string();
|
||||
self.rules_text = constants::RULES_BUTTON_TEXT.to_string();
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if is_key_released(KeyCode::D) {
|
||||
self.debug = !self.debug;
|
||||
self.settings.debug = !self.settings.debug;
|
||||
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) {
|
||||
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.state = GameState::SelectSource(None);
|
||||
self.reset_squares();
|
||||
self.board.reset(&self.puzzle);
|
||||
}
|
||||
|
||||
fn next_puzzle(&mut self) {
|
||||
self.reset();
|
||||
let puzzle = Game::generate_puzzle(self.game_mode);
|
||||
self.current_board = puzzle.board.clone();
|
||||
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;
|
||||
}
|
||||
}
|
||||
self.reset_game(ResetOptions {
|
||||
create_new_puzzle: true,
|
||||
..Default::default()
|
||||
});
|
||||
}
|
||||
|
||||
fn generate_puzzle(mode: GameMode) -> Puzzle {
|
||||
@@ -312,23 +201,11 @@ impl Game {
|
||||
let puzzle = generated.puzzle();
|
||||
puzzle.expect("No puzzle was generated")
|
||||
}
|
||||
}
|
||||
|
||||
pub fn new_game(resources: Resources) -> Self {
|
||||
let game_mode = GameMode::Medium;
|
||||
let puzzle = Game::generate_puzzle(game_mode);
|
||||
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()
|
||||
}
|
||||
}
|
||||
#[derive(Default)]
|
||||
struct ResetOptions {
|
||||
create_new_puzzle: bool,
|
||||
}
|
||||
|
||||
struct MacroquadRandAdapter;
|
||||
|
||||
+1
-2
@@ -28,8 +28,7 @@ fn window_conf() -> Conf {
|
||||
async fn main() {
|
||||
rand::srand(date::now() as u64);
|
||||
let background_color = Color::from_rgba(196, 195, 208, 255);
|
||||
let resources = resources::init().await;
|
||||
let mut game = Game::new_game(resources);
|
||||
let mut game = Game::initialize_state().await;
|
||||
loop {
|
||||
clear_background(background_color);
|
||||
game.handle_input();
|
||||
|
||||
@@ -1,3 +1,6 @@
|
||||
mod board;
|
||||
pub use board::*;
|
||||
|
||||
mod button;
|
||||
pub use button::*;
|
||||
|
||||
|
||||
@@ -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
@@ -1,4 +1,4 @@
|
||||
use crate::widgets::*;
|
||||
use crate::{resources::Resources, widgets::*};
|
||||
use macroquad::{audio::Sound, prelude::*};
|
||||
|
||||
pub struct ButtonWidget {
|
||||
@@ -13,18 +13,21 @@ pub struct ButtonInteraction {
|
||||
}
|
||||
|
||||
impl ButtonWidget {
|
||||
pub fn new(rect: Rect) -> Self {
|
||||
pub fn initialize_state(is_active: bool) -> Self {
|
||||
Self {
|
||||
is_down: false,
|
||||
is_active: true,
|
||||
rect,
|
||||
shadow_width: 5.0,
|
||||
is_active,
|
||||
..Default::default()
|
||||
}
|
||||
}
|
||||
|
||||
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_label(text, font, color);
|
||||
self.draw_label(text, resources, color);
|
||||
}
|
||||
|
||||
fn draw_button(&self, color: &UiColor) {
|
||||
@@ -56,12 +59,13 @@ impl ButtonWidget {
|
||||
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 {
|
||||
true => color.to_fg_color(),
|
||||
false => Color::from_rgba(100, 100, 100, 255),
|
||||
};
|
||||
|
||||
let font = resources.font();
|
||||
let font_size = (0.2 * self.rect.w) as u16;
|
||||
let dims = measure_text(&text, Some(&font), font_size, 1.0);
|
||||
let button_draw_offset = self.get_button_draw_offset();
|
||||
@@ -124,7 +128,7 @@ impl ButtonWidget {
|
||||
impl Default for ButtonWidget {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
is_active: Default::default(),
|
||||
is_active: true,
|
||||
is_down: Default::default(),
|
||||
rect: Default::default(),
|
||||
shadow_width: Default::default(),
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
use crate::widgets::*;
|
||||
use crate::{resources::Resources, widgets::*};
|
||||
use macroquad::prelude::*;
|
||||
|
||||
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.copy_box_rect, self.copy_color);
|
||||
draw_rect(&self.paste_box_rect, self.paste_color);
|
||||
draw_shadow(&self.rect, self.shadow_width);
|
||||
|
||||
let font = resources.font();
|
||||
let font_size = (0.15 * self.text_rect.w) as u16;
|
||||
let text_dims = measure_text(text, Some(font), font_size, 1.0);
|
||||
draw_text_ex(
|
||||
|
||||
Reference in New Issue
Block a user