From b31673c6945b7ddaee8ed551a758d0e83639a208 Mon Sep 17 00:00:00 2001 From: e-dt Date: Fri, 31 Dec 2021 13:04:22 +1100 Subject: [PATCH] formatting --- src/main.rs | 123 ++++++++++++++++++++++++++++++++++------------------ 1 file changed, 80 insertions(+), 43 deletions(-) diff --git a/src/main.rs b/src/main.rs index b47eb86..c2c7737 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; @@ -18,28 +18,35 @@ struct Apr { should_update_grid: bool, actors: Vec, - behaviours: Vec + behaviours: Vec, } struct Behaviour { - moves: Vec<(u8, u8)> //this is a placeholder + 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} + 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 + behaviour: u8, //index into the behaviours array } - fn make_grid(ctx: &mut Context, r: i32, c: i32, board: &[Vec]) -> GameResult { let mut builder = MeshBuilder::new(); @@ -53,7 +60,7 @@ 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 +70,7 @@ fn make_grid(ctx: &mut Context, r: i32, c: i32, board: &[Vec]) -> GameResult 6 => Color::BLUE, 7 => Color::MAGENTA, _ => Color::BLACK, - } + }, )?; } } @@ -81,27 +88,26 @@ 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); + //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); + 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; + //Then, snap to board coords. + + let x = (x / BOARD_SQUARE_SIZE) as u8; + let y = (y / BOARD_SQUARE_SIZE) as u8; - (x, y) + (x, y) } impl Apr { pub fn new(_ctx: &mut Context, r: i32, c: i32) -> GameResult { @@ -114,8 +120,14 @@ impl Apr { board, should_update_grid: false, - 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 + 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 }) } @@ -124,30 +136,47 @@ impl Apr { self.should_update_grid = true; Ok(()) } - } impl EventHandler for Apr { fn update(&mut self, ctx: &mut Context) -> GameResult<()> { let posn = mouse::position(ctx); 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 + 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}; + 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 } => + 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); + 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}; + actor.posn = Floating { + x, + y, + held_x: x - posn.x, + held_y: y - posn.y, + }; } - } - + } + } } } Ok(()) @@ -163,11 +192,21 @@ impl EventHandler for Apr { } graphics::draw(ctx, &self.grid, drawparams)?; 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)]))? + 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... @@ -186,9 +225,7 @@ 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