use model::{CheckersBitBoard, PieceColor};
use tetra::graphics::{self, Color, DrawParams, Texture};
use tetra::math::Vec2;
use tetra::{Context, ContextBuilder, State};
const WINDOW_WIDTH: f32 = 640.0;
const WINDOW_HEIGHT: f32 = 480.0;
const DARK_SLATE_BLUE: Color = Color::rgb(0.2823529, 0.2392157, 0.5450980);
struct GameState {
chess_board: Texture,
dark_piece: Texture,
light_piece: Texture,
dark_king: Texture,
light_king: Texture,
bit_board: CheckersBitBoard,
}
impl GameState {
fn new(ctx: &mut Context) -> tetra::Result<Self> {
Ok(GameState {
chess_board: Texture::new(ctx, "./ui/resources/chess_board.png")?,
dark_piece: Texture::new(ctx, "./ui/resources/red_piece.png")?,
light_piece: Texture::new(ctx, "./ui/resources/white_piece.png")?,
dark_king: Texture::new(ctx, "./ui/resources/red_king.png")?,
light_king: Texture::new(ctx, "./ui/resources/white_king.png")?,
bit_board: CheckersBitBoard::starting_position(),
})
}
}
impl State for GameState {
fn draw(&mut self, ctx: &mut Context) -> tetra::Result {
graphics::clear(ctx, DARK_SLATE_BLUE);
let board_draw_params = DrawParams::new()
.position(Vec2::new(120.0, 40.0))
.scale(Vec2::new(0.4938272, 0.4938272));
self.chess_board.draw(ctx, board_draw_params);
for row in 0..8 {
for col in 0..8 {
if let Some(piece) = self.bit_board.get_at_row_col(row, col) {
let piece_draw_params = DrawParams::new()
.position(Vec2::new(
130.0 + (50.0 * col as f32),
400.0 - (50.0 * row as f32),
))
.scale(Vec2::new(0.3, 0.3));
match piece.color() {
PieceColor::Dark => {
if piece.is_king() {
self.dark_king.draw(ctx, piece_draw_params)
} else {
self.dark_piece.draw(ctx, piece_draw_params)
}
}
PieceColor::Light => {
if piece.is_king() {
self.light_king.draw(ctx, piece_draw_params)
} else {
self.light_piece.draw(ctx, piece_draw_params)
}
}
}
}
}
}
Ok(())
}
}
fn main() -> tetra::Result {
let title = "Checkers with Ampere";
let mut builder = ContextBuilder::new(title, WINDOW_WIDTH as i32, WINDOW_HEIGHT as i32);
builder.show_mouse(true);
builder.quit_on_escape(true);
if cfg!(debug_assertions) {
builder.debug_info(true);
} else {
builder.debug_info(false);
}
builder.build()?.run(GameState::new)
}
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