Animation on button click
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8b71bce89c
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1dfe56ac50
@ -100,7 +100,7 @@ impl Game {
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let mut button_action = None;
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for btn in &mut self.btns {
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btn.handle_input();
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if btn.is_pressed {
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if btn.is_clicked() {
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button_action = Some(btn.action);
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}
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}
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@ -431,7 +431,6 @@ impl Game {
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self.board = self.original_board.clone();
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self.reset_squares();
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for btn in &mut self.btns {
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btn.reset();
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if let ButtonAction::Next = btn.action {
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btn.is_active = false;
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}
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@ -2,10 +2,12 @@ use macroquad::prelude::*;
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pub struct Button {
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pub text: String,
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pub is_pressed: bool,
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pub is_active: bool,
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pub action: ButtonAction,
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is_down: bool,
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is_clicked: bool,
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rect: Rect,
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shadow_width: f32,
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}
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#[derive(Debug, Clone, Copy)]
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@ -19,13 +21,24 @@ impl Button {
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let rect = Rect::new(x, y, width, height);
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Self {
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text: text.to_string(),
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is_pressed: false,
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is_down: false,
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is_clicked: false,
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is_active: true,
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rect,
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action,
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shadow_width: 5.0,
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}
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}
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pub fn is_clicked(&mut self) -> bool {
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if self.is_clicked {
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self.is_clicked = false;
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return true;
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}
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false
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}
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pub fn draw(&self) {
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self.draw_button();
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self.draw_label();
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@ -33,81 +46,119 @@ impl Button {
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fn draw_button(&self) {
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let bg_color = Color::from_rgba(190, 190, 190, 255);
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draw_rectangle(self.rect.x, self.rect.y, self.rect.w, self.rect.h, bg_color);
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let button_draw_offset = self.get_button_draw_offset();
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draw_rectangle(
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self.rect.x + button_draw_offset,
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self.rect.y + button_draw_offset,
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self.rect.w,
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self.rect.h,
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bg_color,
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);
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self.draw_shadow();
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}
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fn draw_shadow(&self) {
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if !self.is_active {
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return;
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}
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if self.is_down {
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return;
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}
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let color = Color::from_rgba(0, 0, 0, 100);
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let width = 5.0;
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draw_rectangle(
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self.rect.x + self.rect.w,
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self.rect.y + width,
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width,
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self.rect.y + self.shadow_width,
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self.shadow_width,
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self.rect.h,
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color,
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);
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draw_rectangle(
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self.rect.x + width,
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self.rect.x + self.shadow_width,
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self.rect.y + self.rect.h,
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self.rect.w - width,
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width,
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self.rect.w - self.shadow_width,
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self.shadow_width,
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color,
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);
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draw_triangle(
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vec2(self.rect.x + self.rect.w, self.rect.y),
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vec2(self.rect.x + self.rect.w + width, self.rect.y + width),
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vec2(self.rect.x + self.rect.w, self.rect.y + width),
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vec2(
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self.rect.x + self.rect.w + self.shadow_width,
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self.rect.y + self.shadow_width,
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),
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vec2(self.rect.x + self.rect.w, self.rect.y + self.shadow_width),
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color,
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);
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draw_triangle(
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vec2(self.rect.x, self.rect.y + self.rect.h),
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vec2(self.rect.x + width, self.rect.y + self.rect.h + width),
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vec2(self.rect.x + width, self.rect.y + self.rect.h),
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vec2(
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self.rect.x + self.shadow_width,
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self.rect.y + self.rect.h + self.shadow_width,
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),
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vec2(self.rect.x + self.shadow_width, self.rect.y + self.rect.h),
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color,
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);
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}
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fn draw_label(&self) {
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let font_color = if self.is_active {
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Color::from_rgba(0, 0, 0, 255)
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} else {
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Color::from_rgba(100, 0, 0, 255)
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let font_color = match self.is_active {
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true => Color::from_rgba(0, 0, 0, 255),
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false => Color::from_rgba(100, 100, 100, 255)
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};
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let font_size = (0.5 * self.rect.h) as u16;
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let dims = measure_text(&self.text, None, font_size, 1.0);
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let button_draw_offset = self.get_button_draw_offset();
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draw_text(
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&self.text,
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self.rect.x + (self.rect.w - dims.width) * 0.5,
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self.rect.y + (self.rect.h - dims.height) * 0.5 + dims.offset_y,
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self.rect.x + (self.rect.w - dims.width) * 0.5 + button_draw_offset,
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self.rect.y + (self.rect.h - dims.height) * 0.5 + dims.offset_y + button_draw_offset,
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font_size as f32,
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font_color,
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);
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}
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pub fn reset(&mut self) {
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self.is_pressed = false;
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self.is_active = true;
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fn get_button_draw_offset(&self) -> f32 {
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let button_pressed_correction = match self.is_down {
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true => self.shadow_width,
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false => match self.is_active {
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true => 0.0,
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false => self.shadow_width,
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},
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};
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button_pressed_correction
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}
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pub fn handle_input(&mut self) {
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if !self.is_active {
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return;
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}
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if !is_mouse_button_released(MouseButton::Left) {
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self.is_pressed = false;
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self.is_down = false;
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return;
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}
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let (mx, my) = mouse_position();
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let c = Circle::new(mx, my, 0.0);
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if c.overlaps_rect(&self.rect) {
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self.is_pressed = true;
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return;
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if is_mouse_button_pressed(MouseButton::Left) {
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if c.overlaps_rect(&self.rect) {
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self.is_down = true;
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return;
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}
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}
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self.is_pressed = false;
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if is_mouse_button_released(MouseButton::Left) {
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if c.overlaps_rect(&self.rect) {
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self.is_clicked = true;
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self.is_down = false;
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return;
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}
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self.is_down = false;
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}
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}
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}
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