495 lines
15 KiB
Rust
495 lines
15 KiB
Rust
use core::fmt;
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use std::fmt::{Display, Formatter};
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use game::texture::PieceTexture;
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use macroquad::prelude::*;
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use sol_chess::{
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board::{Board, BoardState},
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generator,
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};
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mod game;
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#[macroquad::main("Solitaire Chess")]
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async fn main() {
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let background_color = Color::from_rgba(196, 195, 208, 255);
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let mut game = init().await;
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loop {
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clear_background(background_color);
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draw_heading("Solitaire Chess");
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game.update_window_size();
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game.draw();
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game.handle_input();
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next_frame().await
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}
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}
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fn draw_heading(title: &str) {
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let dims = measure_text(title, None, 60, 1.0);
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let x = screen_width() / 2.0 - dims.width / 2.0;
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let y = 2.0 * dims.height;
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draw_text(title, x, y, 60.0, BLACK);
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}
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async fn init() -> Game {
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let texture_bytes = include_bytes!("../assets/pieces.png");
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let texture_res = Texture2D::from_file_with_format(&texture_bytes[..], None);
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texture_res.set_filter(FilterMode::Nearest);
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build_textures_atlas();
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let generate = generator::generate(6, 100);
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let board = generate.board().expect("No puzzle was generated");
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let square_width = 128.0;
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let num_squares = 4;
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let x = (screen_width() - (square_width * num_squares as f32)) / 2.0;
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let y = (screen_height() - (square_width * num_squares as f32)) / 2.0;
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let game = Game::new(board, x, y, square_width, num_squares, texture_res);
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game
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}
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struct Game {
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original_board: Board,
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board: Board,
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squares: Vec<GameSquare>,
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texture_res: Texture2D,
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num_squares: usize,
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state: GameState,
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debug: bool,
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info_square: Rect,
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window_height: f32,
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window_width: f32,
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}
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struct GameSquare {
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rect: Rect,
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color: Color,
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is_source: bool,
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is_target: bool,
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is_previous_target: bool,
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i: usize,
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j: usize,
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}
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#[derive(Copy, Clone)]
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enum GameState {
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SelectSource(Option<(usize, usize)>),
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SelectTarget((usize, usize)),
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GameOver((usize, usize)),
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}
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impl Game {
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fn new(
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board: Board,
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x: f32,
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y: f32,
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square_width: f32,
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num_squares: usize,
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texture_res: Texture2D,
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) -> Self {
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let dark = Color::from_rgba(83, 104, 120, 255);
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let light = Color::from_rgba(190, 190, 190, 255);
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let mut rects = Vec::new();
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for i in 0..num_squares {
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for j in 0..num_squares {
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let x_eff = x + (i as f32 * square_width);
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let y_eff = y + (j as f32 * square_width);
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let rect = Rect::new(x_eff, y_eff, square_width, 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(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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let info_x = x;
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let info_y = y + (num_squares as f32 * square_width) + square_width / 2.0;
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let info_w = square_width * num_squares as f32;
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Self {
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original_board: board.clone(),
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board,
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squares: rects,
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num_squares,
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texture_res,
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state: GameState::SelectSource(None),
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debug: false,
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info_square: Rect::new(info_x, info_y, info_w, square_width),
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window_height: screen_height(),
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window_width: screen_width(),
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}
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}
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fn update_window_size(&mut self) {
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let new_height = screen_height();
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let new_width = screen_width();
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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 = screen_height();
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self.window_width = screen_width();
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let square_width = 128.0;
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let num_squares = 4;
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let x = (self.window_width - (square_width * num_squares as f32)) / 2.0;
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let y = (self.window_height - (square_width * num_squares as f32)) / 2.0;
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let dark = Color::from_rgba(83, 104, 120, 255);
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let light = Color::from_rgba(190, 190, 190, 255);
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let mut rects = Vec::new();
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for i in 0..num_squares {
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for j in 0..num_squares {
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let x_eff = x + (i as f32 * square_width);
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let y_eff = y + (j as f32 * square_width);
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let rect = Rect::new(x_eff, y_eff, square_width, 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(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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let info_x = x;
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let info_y = y + (num_squares as f32 * square_width) + square_width / 2.0;
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let info_w = square_width * num_squares as f32;
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self.squares = rects;
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self.info_square = Rect::new(info_x, info_y, info_w, square_width);
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}
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fn get(&mut self, i: usize, j: usize) -> &mut GameSquare {
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&mut self.squares[i * self.num_squares + j]
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}
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fn draw(&self) {
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let sprite_size = 100.0;
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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 = if square.is_source {
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Color::from_rgba(152, 152, 152, 255)
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} else if square.is_target {
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Color::from_rgba(152, 129, 123, 255)
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} else {
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square.color
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};
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draw_rectangle(
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square.rect.x,
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square.rect.y,
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square.rect.w,
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square.rect.h,
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color,
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);
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if let Some(p) = &self.board.cells[square.i][square.j] {
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let offset = (square.rect.w - sprite_size) / 2.0;
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let dtp = PieceTexture::for_piece(*p, sprite_size);
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if !square.is_source {
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draw_texture_ex(
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&self.texture_res,
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square.rect.x + offset,
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square.rect.y + offset,
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WHITE,
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dtp,
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);
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} else {
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selected_square = Some(square);
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}
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}
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});
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if let Some(selected_square) = selected_square {
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if let Some(p) = self.board.cells[selected_square.i][selected_square.j] {
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let dtp = PieceTexture::for_piece(p, sprite_size);
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draw_texture_ex(
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&self.texture_res,
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mouse_position().0 - sprite_size / 2.0,
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mouse_position().1 - sprite_size / 2.0,
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WHITE,
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dtp,
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);
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}
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}
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draw_text(
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&format!("Press 'R' to reset"),
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self.info_square.x + 20.0,
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self.info_square.y + 20.0,
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20.0,
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BLACK,
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);
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draw_text(
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&format!("Press 'N' for new game (when the current game is won)"),
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self.info_square.x + 20.0,
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self.info_square.y + 40.0,
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20.0,
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BLACK,
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);
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draw_text(
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&format!("Press 'D' to toggle debug mode"),
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self.info_square.x + 20.0,
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self.info_square.y + 60.0,
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20.0,
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GRAY,
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);
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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.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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self.show_fps();
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}
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}
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fn handle_input(&mut self) {
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if is_key_released(KeyCode::R) {
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self.reset();
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return;
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}
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if is_key_released(KeyCode::N) {
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if let GameState::GameOver(_) = self.state {
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self.next_puzzle();
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}
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return;
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}
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if is_key_released(KeyCode::D) {
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self.debug = !self.debug;
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return;
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}
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if is_key_released(KeyCode::Q) {
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std::process::exit(0);
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}
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if is_mouse_button_pressed(MouseButton::Right) {
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let current_state = self.state.clone();
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let new_state = match current_state {
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GameState::SelectSource(_) => GameState::SelectSource(None),
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GameState::SelectTarget((_, _)) => {
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self.reset_squares();
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GameState::SelectSource(None)
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}
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GameState::GameOver((i, j)) => GameState::SelectSource(Some((i, j))),
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};
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self.state = new_state;
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return;
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}
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if is_mouse_button_pressed(MouseButton::Left) {
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let current_state = self.state.clone();
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let new_state = match current_state {
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GameState::SelectSource(previous_target) => {
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self.handle_select_source(mouse_position(), previous_target)
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}
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GameState::SelectTarget(source) => GameState::SelectTarget(source),
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GameState::GameOver(previous_target) => GameState::GameOver(previous_target),
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};
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self.state = new_state;
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}
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if is_mouse_button_released(MouseButton::Left) {
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let current_state = self.state.clone();
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let new_state = match current_state {
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GameState::SelectSource(previous_target) => {
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GameState::SelectSource(previous_target)
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}
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GameState::SelectTarget(source) => {
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self.handle_select_target(mouse_position(), source)
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}
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GameState::GameOver(previous_target) => GameState::GameOver(previous_target),
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};
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self.state = new_state;
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}
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}
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fn handle_select_source(
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&mut self,
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mouse_position: (f32, f32),
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previous_target: Option<(usize, usize)>,
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) -> GameState {
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self.reset_squares();
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let (x, y) = mouse_position;
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let mouse = Circle::new(x, y, 0.0);
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let mut selected = None;
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for square in &mut self.squares {
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if mouse.overlaps_rect(&square.rect) {
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if let Some(_) = self.board.cells[square.i][square.j] {
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selected = Some((square.i, square.j));
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}
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}
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}
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if let Some((i, j)) = selected {
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self.get(i, j).is_source = true;
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let mut target_squares = vec![];
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for m in self.board.legal_moves.iter() {
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if m.from.file == i && m.from.rank == j {
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target_squares.push((m.to.file, m.to.rank));
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}
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}
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for (i, j) in target_squares {
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self.get(i, j).is_target = true;
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}
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return GameState::SelectTarget(selected.unwrap());
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}
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if let Some((i, j)) = previous_target {
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self.get(i, j).is_previous_target = true;
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}
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return GameState::SelectSource(None);
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}
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fn handle_select_target(
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&mut self,
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mouse_position: (f32, f32),
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source: (usize, usize),
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) -> GameState {
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let (x, y) = mouse_position;
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let mouse = Circle::new(x, y, 0.0);
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let mut selected = None;
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for square in &mut self.squares {
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if mouse.overlaps_rect(&square.rect) {
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if let Some(_) = self.board.cells[square.i][square.j] {
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selected = Some((square.i, square.j));
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}
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}
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}
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let (s_x, s_y) = source;
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let Some((x, y)) = selected else {
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self.get(s_x, s_y).is_source = true;
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return GameState::SelectTarget(source);
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};
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if x == s_x && y == s_y {
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self.get(s_x, s_y).is_source = true;
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return GameState::SelectTarget(source);
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}
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let mut is_legal = false;
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if self.get(x, y).is_target {
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is_legal = true;
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}
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if is_legal {
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let m = self.board.legal_moves.iter().find(|m| {
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m.from.file == s_x && m.from.rank == s_y && m.to.file == x && m.to.rank == y
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});
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let m = m.expect("legal move should be found");
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self.board.make_move(m.clone());
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if self.board.game_state == BoardState::Won || self.board.game_state == BoardState::Lost
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{
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self.reset_squares();
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return GameState::GameOver((x, y));
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}
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self.reset_squares();
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self.get(x, y).is_target = true;
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return GameState::SelectSource(Some((x, y)));
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}
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self.reset_squares();
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return GameState::SelectSource(None);
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}
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fn reset(&mut self) {
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self.board = self.original_board.clone();
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self.reset_squares();
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self.state = GameState::SelectSource(None);
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}
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fn next_puzzle(&mut self) {
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self.reset();
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let generate = generator::generate(6, 100);
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let board = generate.board().expect("No puzzle was generated");
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self.original_board = board.clone();
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self.board = board;
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}
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fn reset_squares(&mut self) {
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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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self.get(i, j).is_source = false;
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self.get(i, j).is_target = false;
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}
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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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fn show_fps(&self) {
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let fps = get_fps();
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draw_text(
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&format!("FPS: {}", fps),
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10.0,
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screen_height() - 20.0,
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20.0,
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BLACK,
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);
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}
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}
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impl Display for GameState {
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fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
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match self {
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GameState::SelectSource(Some(x)) => write!(f, "Select Source [ {}, {} ]", x.0, x.1),
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GameState::SelectSource(None) => write!(f, "Select Source [ ]"),
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GameState::SelectTarget(x) => write!(f, "Select Target [ {}, {} ]", x.0, x.1),
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GameState::GameOver(x) => write!(f, "Game Over [ {}, {} ]", x.0, x.1),
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}
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}
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}
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