I am stopdid with indexes
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@@ -3,16 +3,16 @@ use crate::gamedata::{Board, Disk};
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#[cfg(test)]
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mod tests;
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pub struct GameState {
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circles: Vec<(i32, i32, Disk)>,
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empty: Vec<i32>,
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player_turn: bool,
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board: Board,
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pub circles: Vec<(i32, i32, Disk)>,
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pub bottom: Vec<i32>,
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pub player_turn: bool,
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pub board: Board,
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}
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impl Default for GameState {
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fn default() -> Self {
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Self {
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circles: vec![],
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empty: vec![],
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bottom: vec![],
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player_turn: false,
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board: Board::default(),
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}
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40
src/main.rs
40
src/main.rs
@@ -1,4 +1,4 @@
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use oxidised4::bored::GameState;
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use oxidised4::{bored::GameState, gamedata::Disk};
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use raylib::prelude::*;
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const NROW: i32 = 6;
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const NCOL: i32 = 7;
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@@ -33,14 +33,24 @@ fn main() {
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let _square_wewant = (square_widf * NROW / 2, square_heif * 3 / 2);
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let _square_center = square_widf / 2;
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//7,9 are the values to center the circle
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let state: GameState = GameState::default();
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let mut state: GameState = GameState::default();
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rl.set_target_fps(60);
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while !rl.window_should_close() {
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let mut d = rl.begin_drawing(&thread);
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if d.is_mouse_button_pressed(MouseButton::MOUSE_LEFT_BUTTON) {
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let column = get_mouse_column(&d, square_widf);
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d.draw_texture(&circle_texture, column, STARTY, Color::VIOLET);
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let coords = get_circle_coords(1, column);
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state.circles.push((coords.1, coords.0, Disk::RED));
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}
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for circle in &state.circles {
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let (x, y, disk) = circle;
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let color = match disk {
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Disk::RED => Color::RED,
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Disk::BLU => Color::BLUE,
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Disk::EMPTY => Color::WHITE,
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};
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d.draw_texture(&circle_texture, *x, *y, color);
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}
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d.clear_background(Color::WHITE);
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d.draw_texture(&board_texture, BOARDSTART.0, BOARDSTART.1, Color::VIOLET);
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@@ -48,22 +58,23 @@ fn main() {
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}
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//TODO move this to a struct
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const STARTX: i32 = 7;
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const STARTY: i32 = 9;
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const WX: i32 = 15;
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const CIRCLEWIDTH: i32 = 55;
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fn get_circle_coords(row: i32, column: i32) -> (i32, i32) {
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const STARTX: i32 = 9;
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const STARTY: i32 = 7;
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const WX: i32 = 14;
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const WY: i32 = 14;
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const CIRCLEWIDTH: i32 = 56;
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fn get_circle_coords(x: i32, y: i32) -> (i32, i32) {
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let mut returned: (i32, i32) = (STARTX, STARTY);
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match row {
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match x {
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1 => {}
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_ => {
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returned.0 = STARTX + (CIRCLEWIDTH * (row - 1)) + (WX * (row - 1));
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returned.0 = STARTX + (CIRCLEWIDTH * (x - 1)) + (WX * (x - 1));
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}
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};
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match column {
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match y {
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1 => {}
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_ => {
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returned.1 = STARTY + (CIRCLEWIDTH * (column - 1)) + (WX * (column - 1));
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returned.1 = STARTY + (CIRCLEWIDTH * (y - 1)) + (WY * (y - 1));
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}
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};
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returned
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@@ -72,11 +83,12 @@ fn get_mouse_column(rl: &RaylibHandle, sw: i32) -> i32 {
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//row,col return
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let mouse_pos = rl.get_mouse_x();
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dbg!(mouse_pos);
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for num in 1..NCOL {
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for num in 1..NCOL + 1 {
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dbg!(mouse_pos < sw * (num) - STARTX);
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if (mouse_pos > sw * (num - 1) + STARTX) && (mouse_pos < sw * (num) - STARTX) {
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dbg!(num);
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return num;
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}
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}
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10
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-100
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}
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