diff --git a/src/main.rs b/src/main.rs index 9a67954..507efbd 100644 --- a/src/main.rs +++ b/src/main.rs @@ -1,6 +1,6 @@ -use ggez::input::mouse::{self, MouseButton}; use ggez::event::{self, EventHandler}; use ggez::graphics::{self, Color, DrawMode, Mesh, MeshBuilder}; +use ggez::input::mouse::{self, MouseButton}; use ggez::{Context, ContextBuilder, GameResult}; use std::env; @@ -16,16 +16,35 @@ struct Apr { board: Vec>, grid: Mesh, should_update_grid: bool, - // Your state here... - __test_state: usize, - - //These would go in a dedicated Actor struct in the real game. - __test_pawn_image: graphics::Image, - __test_pawn_x: f32, - __test_pawn_y: f32, - __test_pawn_held: bool, - __test_pawn_h_x: f32, - __test_pawn_h_y: f32, + + actors: Vec, + behaviours: Vec, +} + +struct Behaviour { + moves: Vec<(u8, u8)>, //this is a placeholder +} + +enum ActorPosn { + Board { + x: u8, + y: u8, + }, + Floating { + x: f32, + y: f32, + held_x: f32, + held_y: f32, + }, +} + +use crate::ActorPosn::{Board, Floating}; + +struct Actor { + image: graphics::Image, + + posn: ActorPosn, + behaviour: u8, //index into the behaviours array } struct Piece { @@ -53,7 +72,7 @@ fn make_grid(ctx: &mut Context, r: i32, c: i32, board: &[Vec]) -> GameResult w: BOARD_SQUARE_SIZE, h: BOARD_SQUARE_SIZE, }, - match board[row as usize][col as usize] { + match board[row as usize][col as usize] { 0 => Color::WHITE, 1 => Color::BLACK, 2 => Color::RED, @@ -63,7 +82,7 @@ fn make_grid(ctx: &mut Context, r: i32, c: i32, board: &[Vec]) -> GameResult 6 => Color::BLUE, 7 => Color::MAGENTA, _ => Color::BLACK, - } + }, )?; } } @@ -72,7 +91,7 @@ fn make_grid(ctx: &mut Context, r: i32, c: i32, board: &[Vec]) -> GameResult } fn make_board(r: i32, c: i32) -> Vec> { - let mut init : Vec> = vec![vec![0u8; r as usize]; c as usize]; + let mut init: Vec> = vec![vec![0u8; r as usize]; c as usize]; for (row, rowa) in init.iter_mut().enumerate() { for (col, item) in rowa.iter_mut().enumerate() { *item = (row + col) as u8 % 8; @@ -81,6 +100,27 @@ fn make_board(r: i32, c: i32) -> Vec> { init } +fn closest_square_coords(x: f32, y: f32, col: i32, row: i32) -> (u8, u8) { + //First, normalise to within the grid. + let mut x = x; + x = x.max(START_X); + x = x.min(START_X + (BOARD_SQUARE_SIZE * col as f32) - 1.0); + + let mut y = y; + y = y.max(START_Y); + y = y.min(START_Y + (BOARD_SQUARE_SIZE * row as f32) - 1.0); + + //Then, remove the start x and y + x -= START_X; + y -= START_Y; + + //Then, snap to board coords. + + let x = (x / BOARD_SQUARE_SIZE) as u8; + let y = (y / BOARD_SQUARE_SIZE) as u8; + + (x, y) +} impl Apr { pub fn new(_ctx: &mut Context, r: i32, c: i32) -> GameResult { // Load/create resources such as images here. @@ -91,14 +131,15 @@ impl Apr { grid: make_grid(_ctx, r, c, board.as_slice())?, board, should_update_grid: false, - __test_state: 0, - - __test_pawn_image: graphics::Image::new(_ctx, "/pawn.png")?, - __test_pawn_x: 20.0, - __test_pawn_y: 20.0, - __test_pawn_held: false, - __test_pawn_h_x: 0.0, - __test_pawn_h_y: 0.0 + + actors: vec![Actor { + image: graphics::Image::new(_ctx, "/pawn.png")?, + posn: Board { x: 0, y: 0 }, + behaviour: 0, + }], + behaviours: vec![Behaviour { + moves: vec![(0, 1)], + }], //the pawn can go ONE forwards }) } @@ -107,58 +148,49 @@ impl Apr { self.should_update_grid = true; Ok(()) } - - fn closest_square_coords(&self, x: f32, y: f32) -> (f32, f32) { - //First, normalise to within the grid. - let mut x = x; - x = x.max(START_X); - x = x.min(START_X + (BOARD_SQUARE_SIZE * self.col as f32) - 1.0); - - let mut y = y; - y = y.max(START_Y); - y = y.min(START_Y + (BOARD_SQUARE_SIZE * self.row as f32) - 1.0); - - //Then, snap to top left. - - x = (x / BOARD_SQUARE_SIZE).trunc() * BOARD_SQUARE_SIZE; - y = (y / BOARD_SQUARE_SIZE).trunc() * BOARD_SQUARE_SIZE; - - (x, y) - } } - impl EventHandler for Apr { fn update(&mut self, ctx: &mut Context) -> GameResult<()> { - for _x in 0..self.col { - let c = self.__test_state % self.col as usize; - let r = (self.__test_state / self.row as usize) % self.row as usize; - self.set_colour(r, c, (self.board[r][c] + 1) % 8)?; - self.__test_state += 1; - } - let posn = mouse::position(ctx); - if self.__test_pawn_held { - if !mouse::button_pressed(ctx, MouseButton::Left) { // no long clicking and dragging - let (x, y) = self.closest_square_coords(posn.x, posn.y); - self.__test_pawn_x = x; - self.__test_pawn_y = y; - self.__test_pawn_held = false; - } else { - self.__test_pawn_x = posn.x + self.__test_pawn_h_x; - self.__test_pawn_y = posn.y + self.__test_pawn_h_y; - } - } else if mouse::button_pressed(ctx, MouseButton::Left) { - let posx = posn.x; - let posy = posn.y; - if posx >= self.__test_pawn_x && posx <= self.__test_pawn_x + BOARD_SQUARE_SIZE && posy >= self.__test_pawn_y && posy <= self.__test_pawn_y + BOARD_SQUARE_SIZE { - self.__test_pawn_h_x = self.__test_pawn_x - posx; - self.__test_pawn_h_y = self.__test_pawn_y - posy; - self.__test_pawn_held = true; + for actor in self.actors.iter_mut() { + match actor.posn { + Floating { + x: _, + y: _, + held_x, + held_y, + } => { + if !mouse::button_pressed(ctx, MouseButton::Left) { + // no long clicking and dragging + let (x, y) = closest_square_coords(posn.x, posn.y, self.col, self.row); + actor.posn = Board { x, y }; + } else { + actor.posn = Floating { + x: posn.x + held_x, + y: posn.y + held_y, + held_x, + held_y, + }; + } + } + Board { x, y } => { + if mouse::button_pressed(ctx, MouseButton::Left) { + let (posx, posy) = + closest_square_coords(posn.x, posn.y, self.col, self.row); + if posx == x && posy == y { + let x = START_X + BOARD_SQUARE_SIZE * (x as f32); + let y = START_Y + BOARD_SQUARE_SIZE * (y as f32); + actor.posn = Floating { + x, + y, + held_x: x - posn.x, + held_y: y - posn.y, + }; + } + } + } } - } else { - self.set_colour(((self.__test_pawn_y - START_Y) / BOARD_SQUARE_SIZE) as usize, ((self.__test_pawn_x - START_X) / BOARD_SQUARE_SIZE) as usize, 3)?; } - Ok(()) } @@ -171,7 +203,24 @@ impl EventHandler for Apr { self.should_update_grid = false; } graphics::draw(ctx, &self.grid, drawparams)?; - graphics::draw(ctx, &self.__test_pawn_image, drawparams.dest([self.__test_pawn_x, self.__test_pawn_y]))?; + for actor in &self.actors { + match actor.posn { + Floating { + x, + y, + held_x: _, + held_y: _, + } => graphics::draw(ctx, &actor.image, drawparams.dest([x, y]))?, + Board { x, y } => graphics::draw( + ctx, + &actor.image, + drawparams.dest([ + START_X + BOARD_SQUARE_SIZE * (x as f32), + START_Y + BOARD_SQUARE_SIZE * (y as f32), + ]), + )?, + } + } // Draw code here... graphics::present(ctx) } @@ -188,9 +237,7 @@ fn main() -> GameResult<()> { } // Make a Context. - let (mut ctx, event_loop) = cb - .build() - .expect("aieee, could not create ggez context!"); + let (mut ctx, event_loop) = cb.build().expect("aieee, could not create ggez context!"); // Create an instance of your event handler. // Usually, you should provide it with the Context object to