mirror of
https://github.com/szymon-jozef/checkers.git
synced 2026-10-27 19:20:44 +01:00
feat: add difficulty selection
This commit is contained in:
@@ -1,9 +1,13 @@
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use checkers::ui::{
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use checkers::{
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super_advanced_ai::BotDificulty,
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ui::{
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macroquad::{
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difficulty_selection::draw_dificulty_selection,
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main_menu::{draw_main_menu, get_main_menu_style},
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mode_selection::draw_mode_selection,
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},
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state::GuiState,
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state::{GameContext, GuiState},
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},
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};
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use macroquad::{
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color::{BLACK, BLUE, RED, WHITE},
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@@ -51,6 +55,8 @@ pub async fn main() {
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env_logger::init();
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let mut state = Default::default();
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let mut context = GameContext::default();
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let background = load_texture("assets/background.png").await.unwrap();
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let main_menu_style = get_general_style().await;
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@@ -78,7 +84,7 @@ pub async fn main() {
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}
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GuiState::DificultySelection => {
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todo!();
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draw_dificulty_selection(&mut state, &mut context).await;
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}
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GuiState::ServerSelection => {
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@@ -8,8 +8,9 @@ use crate::{
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settings::{client_settings::ClientSettings, general_settings::DEFAULT_URL},
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};
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#[derive(PartialEq, Eq, Clone, Copy)]
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#[derive(PartialEq, Eq, Clone, Copy, Default)]
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pub enum BotDificulty {
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#[default]
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Easy,
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Normal,
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Hard,
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53
src/ui/macroquad/difficulty_selection.rs
Normal file
53
src/ui/macroquad/difficulty_selection.rs
Normal file
@@ -0,0 +1,53 @@
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use macroquad::{
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color::GRAY,
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math::vec2,
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shapes::draw_rectangle,
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ui::{hash, root_ui, widgets::Group},
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window::{next_frame, screen_height, screen_width},
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};
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use crate::ui::{
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macroquad::menu_builder::MenuBuilder,
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state::{
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GameContext,
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GuiState::{self},
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},
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};
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pub async fn draw_dificulty_selection(state: &mut GuiState, context: &mut GameContext) {
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let menu_size = vec2(screen_width() * 0.5, screen_height() * 0.5);
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let menu_pos = vec2(
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screen_width() / 2.0 - menu_size.x / 2.0,
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screen_height() / 2.0 - menu_size.y / 2.0,
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);
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let mut menu_builder = MenuBuilder::new(menu_size.x, menu_size.y * 0.1);
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draw_rectangle(menu_pos.x, menu_pos.y, menu_size.x, menu_size.y, GRAY);
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Group::new(hash!(), menu_size)
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.position(menu_pos)
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.ui(&mut root_ui(), |ui| {
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menu_builder.label(ui, "Difficulty Selection");
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if menu_builder.button(ui, "Easy") {
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context.is_single = true;
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context.difficulty = crate::super_advanced_ai::BotDificulty::Easy;
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*state = GuiState::Game;
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}
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if menu_builder.button(ui, "Medium") {
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context.is_single = true;
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context.difficulty = crate::super_advanced_ai::BotDificulty::Normal;
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*state = GuiState::Game;
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}
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if menu_builder.button(ui, "Hard") {
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context.is_single = true;
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context.difficulty = crate::super_advanced_ai::BotDificulty::Hard;
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*state = GuiState::Game;
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}
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});
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next_frame().await;
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}
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@@ -1,3 +1,4 @@
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pub mod difficulty_selection;
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pub mod main_menu;
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pub mod mode_selection;
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mod menu_builder;
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pub mod mode_selection;
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44
src/ui/macroquad/mode_selection.rs
Normal file
44
src/ui/macroquad/mode_selection.rs
Normal file
@@ -0,0 +1,44 @@
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use macroquad::{
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color::GRAY,
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math::vec2,
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shapes::draw_rectangle,
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ui::{hash, root_ui, widgets::Group},
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window::{next_frame, screen_height, screen_width},
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};
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use crate::ui::{
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macroquad::menu_builder::MenuBuilder,
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state::GuiState::{self, ServerSelection},
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};
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pub async fn draw_mode_selection(state: &mut GuiState) {
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let menu_size = vec2(screen_width() * 0.5, screen_height() * 0.5);
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let menu_pos = vec2(
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screen_width() / 2.0 - menu_size.x / 2.0,
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screen_height() / 2.0 - menu_size.y / 2.0,
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);
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let mut menu_builder = MenuBuilder::new(menu_size.x, menu_size.y * 0.1);
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draw_rectangle(menu_pos.x, menu_pos.y, menu_size.x, menu_size.y, GRAY);
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Group::new(hash!(), menu_size)
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.position(menu_pos)
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.ui(&mut root_ui(), |ui| {
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menu_builder.label(ui, "Mode selection");
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if menu_builder.button(ui, "Singleplayer") {
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*state = GuiState::DificultySelection;
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}
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if menu_builder.button(ui, "Multiplayer") {
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*state = ServerSelection;
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}
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if menu_builder.button(ui, "Go back") {
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*state = GuiState::MainMenu;
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}
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});
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next_frame().await;
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}
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@@ -1,3 +1,5 @@
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use crate::super_advanced_ai::BotDificulty;
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#[derive(Default)]
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pub enum GuiState {
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#[default]
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@@ -11,3 +13,9 @@ pub enum GuiState {
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Game,
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Exit,
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}
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#[derive(Default)]
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pub struct GameContext {
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pub difficulty: BotDificulty,
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pub is_single: bool,
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}
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