Add buttons, refactor, make it more mouse friendly

This commit is contained in:
cool-mist 2025-03-24 00:19:34 +05:30
parent 5560013e33
commit 6b321e034f
3 changed files with 577 additions and 460 deletions

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@ -1 +1,500 @@
use std::fmt::{self, Display, Formatter};
use button::{Button, ButtonAction};
use macroquad::prelude::*;
use sol_chess::{
board::{Board, BoardState},
generator,
};
use texture::PieceTexture;
pub mod button;
pub mod texture;
pub struct Game {
// The generated puzzle. We keep a copy of this to reset the game.
original_board: Board,
// What is shown to the user
board: Board,
// Constants througout the game
texture_res: Texture2D,
num_squares: usize,
heading_font_size: f32,
heading_text: String,
// Update below on handle input
state: GameState,
debug: bool,
// Update below on window resize
// Used for drawing the state
square_width: f32,
window_height: f32,
window_width: f32,
squares: Vec<GameSquare>,
heading_rect: Rect,
btns: Vec<Button>,
}
struct GameSquare {
rect: Rect,
color: Color,
is_source: bool,
is_target: bool,
is_previous_target: bool,
i: usize,
j: usize,
}
#[derive(Copy, Clone)]
enum GameState {
SelectSource(Option<(usize, usize)>),
SelectTarget((usize, usize)),
GameOver((usize, usize)),
}
impl Game {
pub fn new(board: Board, texture_res: Texture2D) -> Self {
let num_squares: usize = 4;
Self {
original_board: board.clone(),
board,
squares: Vec::new(),
heading_rect: Rect::new(0., 0., 0., 0.),
heading_text: "Solitaire Chess".to_string(),
heading_font_size: 0.,
num_squares,
texture_res,
state: GameState::SelectSource(None),
debug: false,
btns: Vec::new(),
window_height: 0.,
window_width: 0.,
square_width: 0.,
}
}
pub fn draw(&self) {
self.draw_heading();
self.draw_board();
self.draw_buttons();
self.draw_debug();
}
pub fn update_window_size(&mut self) {
let new_height = if screen_height() > 800.0 {
800.0
} else {
screen_height()
};
let new_width = if screen_width() > 1000.0 {
1000.0
} else {
screen_width()
};
if new_height == self.window_height && new_width == self.window_width {
return;
}
self.window_height = new_height;
self.window_width = new_width;
self.update_drawables();
}
pub fn handle_input(&mut self) {
let mut button_action = None;
for btn in &mut self.btns {
btn.handle_input();
if btn.is_pressed {
button_action = Some(btn.action);
}
}
if let Some(action) = button_action {
match action {
ButtonAction::Reset => self.reset(),
ButtonAction::Next => self.next_puzzle(),
}
return;
}
if is_key_released(KeyCode::D) {
self.debug = !self.debug;
return;
}
if is_key_released(KeyCode::Q) {
std::process::exit(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_position(), previous_target)
}
GameState::SelectTarget(source) => {
let next = self.handle_select_target(mouse_position(), source);
if let GameState::SelectTarget(_) = next {
self.reset_squares();
GameState::SelectSource(None)
} else {
next
}
}
GameState::GameOver(previous_target) => GameState::GameOver(previous_target),
};
self.state = new_state;
return;
}
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_position(), previous_target)
}
GameState::SelectTarget(source) => GameState::SelectTarget(source),
GameState::GameOver(previous_target) => GameState::GameOver(previous_target),
};
self.state = new_state;
}
}
fn draw_heading(&self) {
draw_text(
self.heading_text.as_str(),
self.heading_rect.x,
self.heading_rect.y,
self.heading_font_size,
BLACK,
);
}
fn draw_board(&self) {
let sprite_size = 0.8 * self.square_width;
let mut selected_square = None;
self.squares.iter().for_each(|square| {
let color = if square.is_source {
Color::from_rgba(152, 152, 152, 255)
} else if square.is_target {
Color::from_rgba(152, 129, 123, 255)
} else {
square.color
};
draw_rectangle(
square.rect.x,
square.rect.y,
square.rect.w,
square.rect.h,
color,
);
if let Some(p) = &self.board.cells[square.i][square.j] {
let offset = (square.rect.w - sprite_size) / 2.0;
let dtp = PieceTexture::for_piece(*p, sprite_size);
if !square.is_source {
draw_texture_ex(
&self.texture_res,
square.rect.x + offset,
square.rect.y + offset,
WHITE,
dtp,
);
} else {
selected_square = Some(square);
}
}
});
if let Some(selected_square) = selected_square {
if let Some(p) = self.board.cells[selected_square.i][selected_square.j] {
let dtp = PieceTexture::for_piece(p, sprite_size);
draw_texture_ex(
&self.texture_res,
mouse_position().0 - sprite_size / 2.0,
mouse_position().1 - sprite_size / 2.0,
WHITE,
dtp,
);
}
}
}
fn draw_buttons(&self) {
for btn in &self.btns {
btn.draw();
}
}
fn draw_debug(&self) {
if self.debug {
let mut debug_lines = vec![];
let (mx, my) = mouse_position();
let hover_square = self.squares.iter().find(|s| {
let c = Circle::new(mx, my, 0.0);
if c.overlaps_rect(&s.rect) {
return true;
}
return false;
});
debug_lines.push(format!("Game State: {}", self.state));
debug_lines.push(format!("Board State: {}", self.board.game_state));
if let Some(hover_square) = hover_square {
debug_lines.push(format!("Hover: [ {}, {} ]", hover_square.i, hover_square.j));
}
self.add_debug_info(debug_lines);
self.show_fps();
}
}
fn get(&mut self, i: usize, j: usize) -> &mut GameSquare {
&mut self.squares[i * self.num_squares + j]
}
fn update_drawables(&mut self) {
self.square_width = 0.15 * self.window_width;
let board_x = (self.window_width - (self.square_width * self.num_squares as f32)) / 2.0;
let board_y = (self.window_height - (self.square_width * self.num_squares as f32)) / 2.0;
let board_width = self.square_width * self.num_squares as f32;
self.heading_font_size = 0.07 * self.window_width;
let f = self.heading_font_size.floor() as u16;
let dims = measure_text(self.heading_text.as_str(), None, f, 1.0);
self.heading_rect = Rect::new(
board_x + (board_width - dims.width) / 2.0,
board_y / 2.0,
dims.width,
dims.height,
);
let dark = Color::from_rgba(83, 104, 120, 255);
let light = Color::from_rgba(190, 190, 190, 255);
let mut rects = Vec::new();
for i in 0..self.num_squares {
for j in 0..self.num_squares {
let x_eff = board_x + (i as f32 * self.square_width);
let y_eff = board_y + (j as f32 * self.square_width);
let rect = Rect::new(x_eff, y_eff, self.square_width, self.square_width);
let color = match (i + j) % 2 {
1 => dark,
_ => light,
};
rects.push(GameSquare {
rect,
color,
i,
j,
is_source: false,
is_target: false,
is_previous_target: false,
});
}
}
self.squares = rects;
let btn_height = 0.1 * self.window_height;
let btn_displ = (self.window_height
- (self.num_squares as f32 * self.square_width + board_y)
- btn_height)
* 0.5;
let btn_y = self.num_squares as f32 * self.square_width + board_y + btn_displ;
let btn_w = self.num_squares as f32 * self.square_width * 0.5;
let reset_btn = Button::new(
"Reset",
board_x,
btn_y,
btn_w,
btn_height,
ButtonAction::Reset,
);
let mut next_btn = Button::new(
"Next",
board_x + btn_w,
btn_y,
btn_w,
btn_height,
ButtonAction::Next,
);
next_btn.is_active = false;
self.btns = vec![reset_btn, next_btn];
}
fn handle_select_source(
&mut self,
mouse_position: (f32, f32),
previous_target: Option<(usize, usize)>,
) -> GameState {
self.reset_squares();
let (x, y) = mouse_position;
let mouse = Circle::new(x, y, 0.0);
let mut selected = None;
for square in &mut self.squares {
if mouse.overlaps_rect(&square.rect) {
if let Some(_) = self.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.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_position: (f32, f32),
source: (usize, usize),
) -> GameState {
let (x, y) = mouse_position;
let mouse = Circle::new(x, y, 0.0);
let mut selected = None;
for square in &mut self.squares {
if mouse.overlaps_rect(&square.rect) {
if let Some(_) = self.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.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.board.make_move(m.clone());
if self.board.game_state == BoardState::Won || self.board.game_state == BoardState::Lost
{
self.reset_squares();
if self.board.game_state == BoardState::Won {
for btn in &mut self.btns {
if let ButtonAction::Next = btn.action {
btn.is_active = true;
}
}
}
return GameState::GameOver((x, y));
}
self.reset_squares();
self.get(x, y).is_target = true;
return GameState::SelectSource(Some((x, y)));
}
self.reset_squares();
return GameState::SelectSource(None);
}
fn reset(&mut self) {
self.board = self.original_board.clone();
self.reset_squares();
for btn in &mut self.btns {
btn.reset();
if let ButtonAction::Next = btn.action {
btn.is_active = false;
}
}
self.state = GameState::SelectSource(None);
}
fn next_puzzle(&mut self) {
self.reset();
let generate = generator::generate(6, 100);
let board = generate.board().expect("No puzzle was generated");
self.original_board = board.clone();
self.board = board;
}
fn reset_squares(&mut self) {
for i in 0..self.num_squares {
for j in 0..self.num_squares {
self.get(i, j).is_source = false;
self.get(i, j).is_target = false;
}
}
}
fn add_debug_info(&self, lines: Vec<String>) {
let mut y = 20.0;
for line in lines {
draw_text(&line, 10.0, y, 20.0, BLACK);
y += 25.0;
}
}
fn show_fps(&self) {
let fps = get_fps();
draw_text(
&format!("FPS: {}", fps),
10.0,
screen_height() - 20.0,
20.0,
BLACK,
);
}
}
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),
}
}
}

74
src/game/button.rs Normal file
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@ -0,0 +1,74 @@
use macroquad::prelude::*;
pub struct Button {
pub text: String,
pub is_pressed: bool,
pub is_active: bool,
pub action: ButtonAction,
rect: Rect,
}
#[derive(Debug, Clone, Copy)]
pub enum ButtonAction {
Reset,
Next,
}
impl Button {
pub fn new(text: &str, x: f32, y: f32, width: f32, height: f32, action: ButtonAction) -> Self {
let rect = Rect::new(x, y, width, height);
Self {
text: text.to_string(),
is_pressed: false,
is_active: true,
rect,
action,
}
}
pub fn draw(&self) {
let bg_color = Color::from_rgba(190, 190, 190, 255);
let font_size = (self.rect.h * 0.3).floor() as u16;
let dims = measure_text(&self.text, None, font_size, 1.0);
draw_rectangle(self.rect.x, self.rect.y, self.rect.w, self.rect.h, bg_color);
let font_color = if self.is_active {
Color::from_rgba(0, 0, 0, 255)
} else {
Color::from_rgba(100, 0, 0, 255)
};
draw_text(
&self.text,
self.rect.x + (self.rect.w - dims.width) * 0.5,
self.rect.y + (self.rect.h - dims.height) * 0.5,
font_size as f32,
font_color,
);
}
pub fn reset(&mut self) {
self.is_pressed = false;
self.is_active = true;
}
pub fn handle_input(&mut self) {
if !self.is_active {
return;
}
if !is_mouse_button_released(MouseButton::Left) {
self.is_pressed = false;
return;
}
let (mx, my) = mouse_position();
let c = Circle::new(mx, my, 0.0);
if c.overlaps_rect(&self.rect) {
self.is_pressed = true;
return;
}
self.is_pressed = false;
}
}

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@ -1,13 +1,7 @@
use core::fmt;
use std::fmt::{Display, Formatter};
use game::texture::PieceTexture;
use game::Game;
use macroquad::prelude::*;
use miniquad::date;
use sol_chess::{
board::{Board, BoardState},
generator,
};
use sol_chess::generator;
mod game;
@ -18,21 +12,13 @@ async fn main() {
let mut game = init().await;
loop {
clear_background(background_color);
draw_heading("Solitaire Chess");
game.handle_input();
game.update_window_size();
game.draw();
game.handle_input();
next_frame().await
}
}
fn draw_heading(title: &str) {
let dims = measure_text(title, None, 60, 1.0);
let x = screen_width() / 2.0 - dims.width / 2.0;
let y = 2.0 * dims.height;
draw_text(title, x, y, 60.0, BLACK);
}
async fn init() -> Game {
let texture_bytes = include_bytes!("../assets/pieces.png");
let texture_res = Texture2D::from_file_with_format(&texture_bytes[..], None);
@ -40,449 +26,7 @@ async fn init() -> Game {
build_textures_atlas();
let generate = generator::generate(6, 100);
let board = generate.board().expect("No puzzle was generated");
let square_width = 128.0;
let num_squares = 4;
let x = (screen_width() - (square_width * num_squares as f32)) / 2.0;
let y = (screen_height() - (square_width * num_squares as f32)) / 2.0;
let game = Game::new(board, x, y, square_width, num_squares, texture_res);
let game = Game::new(board, texture_res);
game
}
struct Game {
original_board: Board,
board: Board,
squares: Vec<GameSquare>,
texture_res: Texture2D,
num_squares: usize,
state: GameState,
debug: bool,
info_square: Rect,
window_height: f32,
window_width: f32,
}
struct GameSquare {
rect: Rect,
color: Color,
is_source: bool,
is_target: bool,
is_previous_target: bool,
i: usize,
j: usize,
}
#[derive(Copy, Clone)]
enum GameState {
SelectSource(Option<(usize, usize)>),
SelectTarget((usize, usize)),
GameOver((usize, usize)),
}
impl Game {
fn new(
board: Board,
x: f32,
y: f32,
square_width: f32,
num_squares: usize,
texture_res: Texture2D,
) -> Self {
let dark = Color::from_rgba(83, 104, 120, 255);
let light = Color::from_rgba(190, 190, 190, 255);
let mut rects = Vec::new();
for i in 0..num_squares {
for j in 0..num_squares {
let x_eff = x + (i as f32 * square_width);
let y_eff = y + (j as f32 * square_width);
let rect = Rect::new(x_eff, y_eff, square_width, 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,
});
}
}
let info_x = x;
let info_y = y + (num_squares as f32 * square_width) + square_width / 2.0;
let info_w = square_width * num_squares as f32;
Self {
original_board: board.clone(),
board,
squares: rects,
num_squares,
texture_res,
state: GameState::SelectSource(None),
debug: false,
info_square: Rect::new(info_x, info_y, info_w, square_width),
window_height: screen_height(),
window_width: screen_width(),
}
}
fn update_window_size(&mut self) {
let new_height = screen_height();
let new_width = screen_width();
if new_height == self.window_height && new_width == self.window_width {
return;
}
self.window_height = screen_height();
self.window_width = screen_width();
let square_width = 128.0;
let num_squares = 4;
let x = (self.window_width - (square_width * num_squares as f32)) / 2.0;
let y = (self.window_height - (square_width * num_squares as f32)) / 2.0;
let dark = Color::from_rgba(83, 104, 120, 255);
let light = Color::from_rgba(190, 190, 190, 255);
let mut rects = Vec::new();
for i in 0..num_squares {
for j in 0..num_squares {
let x_eff = x + (i as f32 * square_width);
let y_eff = y + (j as f32 * square_width);
let rect = Rect::new(x_eff, y_eff, square_width, 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,
});
}
}
let info_x = x;
let info_y = y + (num_squares as f32 * square_width) + square_width / 2.0;
let info_w = square_width * num_squares as f32;
self.squares = rects;
self.info_square = Rect::new(info_x, info_y, info_w, square_width);
}
fn get(&mut self, i: usize, j: usize) -> &mut GameSquare {
&mut self.squares[i * self.num_squares + j]
}
fn draw(&self) {
let sprite_size = 100.0;
let mut selected_square = None;
self.squares.iter().for_each(|square| {
let color = if square.is_source {
Color::from_rgba(152, 152, 152, 255)
} else if square.is_target {
Color::from_rgba(152, 129, 123, 255)
} else {
square.color
};
draw_rectangle(
square.rect.x,
square.rect.y,
square.rect.w,
square.rect.h,
color,
);
if let Some(p) = &self.board.cells[square.i][square.j] {
let offset = (square.rect.w - sprite_size) / 2.0;
let dtp = PieceTexture::for_piece(*p, sprite_size);
if !square.is_source {
draw_texture_ex(
&self.texture_res,
square.rect.x + offset,
square.rect.y + offset,
WHITE,
dtp,
);
} else {
selected_square = Some(square);
}
}
});
if let Some(selected_square) = selected_square {
if let Some(p) = self.board.cells[selected_square.i][selected_square.j] {
let dtp = PieceTexture::for_piece(p, sprite_size);
draw_texture_ex(
&self.texture_res,
mouse_position().0 - sprite_size / 2.0,
mouse_position().1 - sprite_size / 2.0,
WHITE,
dtp,
);
}
}
draw_text(
&format!("Press 'R' to reset"),
self.info_square.x + 20.0,
self.info_square.y + 20.0,
20.0,
BLACK,
);
draw_text(
&format!("Press 'N' for new game (when the current game is won)"),
self.info_square.x + 20.0,
self.info_square.y + 40.0,
20.0,
BLACK,
);
draw_text(
&format!("Press 'D' to toggle debug mode"),
self.info_square.x + 20.0,
self.info_square.y + 60.0,
20.0,
GRAY,
);
if self.debug {
let mut debug_lines = vec![];
let (mx, my) = mouse_position();
let hover_square = self.squares.iter().find(|s| {
let c = Circle::new(mx, my, 0.0);
if c.overlaps_rect(&s.rect) {
return true;
}
return false;
});
debug_lines.push(format!("Game State: {}", self.state));
debug_lines.push(format!("Board State: {}", self.board.game_state));
if let Some(hover_square) = hover_square {
debug_lines.push(format!("Hover: [ {}, {} ]", hover_square.i, hover_square.j));
}
self.add_debug_info(debug_lines);
self.show_fps();
}
}
fn handle_input(&mut self) {
if is_key_released(KeyCode::R) {
self.reset();
return;
}
if is_key_released(KeyCode::N) {
if let GameState::GameOver(_) = self.state {
self.next_puzzle();
}
return;
}
if is_key_released(KeyCode::D) {
self.debug = !self.debug;
return;
}
if is_key_released(KeyCode::Q) {
std::process::exit(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_position(), previous_target)
}
GameState::SelectTarget(source) => {
let next = self.handle_select_target(mouse_position(), source);
if let GameState::SelectTarget(_) = next {
self.reset_squares();
GameState::SelectSource(None)
} else {
next
}
}
GameState::GameOver(previous_target) => GameState::GameOver(previous_target),
};
self.state = new_state;
return;
}
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_position(), previous_target)
}
GameState::SelectTarget(source) => GameState::SelectTarget(source),
GameState::GameOver(previous_target) => GameState::GameOver(previous_target),
};
self.state = new_state;
}
}
fn handle_select_source(
&mut self,
mouse_position: (f32, f32),
previous_target: Option<(usize, usize)>,
) -> GameState {
self.reset_squares();
let (x, y) = mouse_position;
let mouse = Circle::new(x, y, 0.0);
let mut selected = None;
for square in &mut self.squares {
if mouse.overlaps_rect(&square.rect) {
if let Some(_) = self.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.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_position: (f32, f32),
source: (usize, usize),
) -> GameState {
let (x, y) = mouse_position;
let mouse = Circle::new(x, y, 0.0);
let mut selected = None;
for square in &mut self.squares {
if mouse.overlaps_rect(&square.rect) {
if let Some(_) = self.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.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.board.make_move(m.clone());
if self.board.game_state == BoardState::Won || self.board.game_state == BoardState::Lost
{
self.reset_squares();
return GameState::GameOver((x, y));
}
self.reset_squares();
self.get(x, y).is_target = true;
return GameState::SelectSource(Some((x, y)));
}
self.reset_squares();
return GameState::SelectSource(None);
}
fn reset(&mut self) {
self.board = self.original_board.clone();
self.reset_squares();
self.state = GameState::SelectSource(None);
}
fn next_puzzle(&mut self) {
self.reset();
let generate = generator::generate(6, 100);
let board = generate.board().expect("No puzzle was generated");
self.original_board = board.clone();
self.board = board;
}
fn reset_squares(&mut self) {
for i in 0..self.num_squares {
for j in 0..self.num_squares {
self.get(i, j).is_source = false;
self.get(i, j).is_target = false;
}
}
}
fn add_debug_info(&self, lines: Vec<String>) {
let mut y = 20.0;
for line in lines {
draw_text(&line, 10.0, y, 20.0, BLACK);
y += 25.0;
}
}
fn show_fps(&self) {
let fps = get_fps();
draw_text(
&format!("FPS: {}", fps),
10.0,
screen_height() - 20.0,
20.0,
BLACK,
);
}
}
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),
}
}
}