diff --git a/src/actor.rs b/src/actor.rs index 21d0d56..e86968a 100644 --- a/src/actor.rs +++ b/src/actor.rs @@ -12,6 +12,8 @@ pub enum ActorPosn { y: f32, held_x: f32, held_y: f32, + prev_x: u8, + prev_y: u8, }, } diff --git a/src/apr.rs b/src/apr.rs index 665ded6..cf5f7ff 100644 --- a/src/apr.rs +++ b/src/apr.rs @@ -49,13 +49,16 @@ impl Apr { // Load/create resources such as images here. let board = board::make_board(r, c); let mut actors: Vec = Vec::new(); + let mut behaviours: Vec = Vec::new(); for i in 0..r { // white side actors.push(actor::Actor::new(_ctx, "/pawn.png", i, 1, 0)); + behaviours.push(behaviour::Behaviour::new(vec![(-1, -1), (1, -1)], [0, 0, 1, 0])); } for i in 0..r { // black side actors.push(actor::Actor::new(_ctx, "/pawn2.png", i, c - 2, 0)); + behaviours.push(behaviour::Behaviour::new(vec![(1, 1), (-1, 1)], [1, 0, 0, 0])); } Ok(Apr { grid: make_grid(_ctx, r, c, board.board.as_slice())?, @@ -63,10 +66,7 @@ impl Apr { should_update_grid: false, actors, dragging: false, - behaviours: vec![behaviour::Behaviour { // 4-tile-corner leaper pawn behaviour - moves: vec![(1, 1)], - dirs: (1, 0, 0, 0), - }], //the pawn can go TWO diagonally and to the right and only upwards + behaviours, //the pawn can go TWO diagonally and to the right and only upwards (4-tile-corner leaper pawn behaviour) }) } @@ -81,18 +81,23 @@ impl Apr { impl EventHandler for Apr { fn update(&mut self, ctx: &mut Context) -> GameResult<()> { let posn = mouse::position(ctx); - for actor in self.actors.iter_mut() { + for (index, actor) in self.actors.iter_mut().enumerate() { match actor.posn { actor::ActorPosn::FloatingPosn { x: _, y: _, held_x, held_y, + prev_x, + prev_y, } => { if !mouse::button_pressed(ctx, MouseButton::Left) { // no long clicking and dragging let (x, y) = self.board.closest_square_coords(posn.x, posn.y); - actor.posn = actor::ActorPosn::BoardPosn { x, y }; + if self.dragging { // released, so now we check destination + if !self.behaviours[index].validate_dest((prev_x, prev_y), (x, y)) { actor.posn = actor::ActorPosn::BoardPosn { x: prev_x, y: prev_y }; } + else { actor.posn = actor::ActorPosn::BoardPosn { x, y }; } + } self.dragging = false; } else { actor.posn = actor::ActorPosn::FloatingPosn { @@ -100,6 +105,8 @@ impl EventHandler for Apr { y: posn.y + held_y, held_x, held_y, + prev_x, + prev_y, }; } } @@ -115,6 +122,8 @@ impl EventHandler for Apr { y, held_x: x - posn.x, held_y: y - posn.y, + prev_x: posx, + prev_y: posy, }; } } diff --git a/src/behaviour.rs b/src/behaviour.rs index 5e6f484..fb5ab56 100644 --- a/src/behaviour.rs +++ b/src/behaviour.rs @@ -1,4 +1,24 @@ pub struct Behaviour { - pub moves: Vec<(u8, u8)>, //this is a placeholder - pub dirs: (u8, u8, u8, u8), // up right down left -} \ No newline at end of file + pub moves: Vec<(i8, i8)>, //this is a placeholder + pub dirs: [u8; 4], // up right down left +} + +impl Behaviour { + pub fn new(m: Vec<(i8, i8)>, d: [u8; 4]) -> Behaviour { + Behaviour { + moves: m, + dirs: d, + } + } + + pub fn validate_dest(&self, origin: (u8, u8), destination: (u8, u8)) -> bool { // original plan was to use match but i felt for loops would work better since we dont yet know the extent of moves vector + //println!("origin: ({}, {}), destination: ({}, {})", origin.0, origin.1, destination.0, destination.1); + for moveset in self.moves.iter() { + for dir in self.dirs.iter() { // mind blanking need to add something to confirm which direction we are iterating through + if (((origin.0 as i8) + (*dir as i8) * moveset.0) as u8, ((origin.1 as i8) - (*dir as i8) * moveset.1) as u8) == destination { return true; } // flip the second component of calculation because the grid works from top left isntead of bot left like a piss + } + } + return false; + } +} +// ok remember wghen i said in chat i didnt think enough on the directions concept. well that was pretty fucked up. \ No newline at end of file