2017-11-29 10:07:42 +00:00
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extern crate cursive;
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extern crate rand;
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mod game;
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use cursive::Cursive;
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use cursive::Printer;
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use cursive::direction::Direction;
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use cursive::event::{Event, EventResult, MouseButton, MouseEvent};
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use cursive::theme::{BaseColor, Color, ColorStyle};
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use cursive::vec::Vec2;
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2017-12-15 06:53:55 +00:00
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use cursive::views::{Button, Dialog, LinearLayout, Panel, SelectView};
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2017-11-29 10:07:42 +00:00
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fn main() {
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2018-04-01 23:39:03 +00:00
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let mut siv = Cursive::default();
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2017-11-29 10:07:42 +00:00
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siv.add_layer(
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Dialog::new()
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.title("Minesweeper")
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.padding((2, 2, 1, 1))
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.content(
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LinearLayout::vertical()
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.child(Button::new_raw(" New game ", show_options))
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.child(Button::new_raw(" Best scores ", |s| {
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s.add_layer(Dialog::info("Not yet!").title("Scores"))
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}))
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.child(Button::new_raw(" Exit ", |s| s.quit())),
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),
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);
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siv.run();
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}
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fn show_options(siv: &mut Cursive) {
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siv.add_layer(
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Dialog::new()
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.title("Select difficulty")
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.content(
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SelectView::new()
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.item(
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"Easy: 8x8, 10 mines",
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game::Options {
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size: Vec2::new(8, 8),
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mines: 10,
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},
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)
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.item(
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"Medium: 16x16, 40 mines",
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game::Options {
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size: Vec2::new(16, 16),
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mines: 40,
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},
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)
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.item(
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"Difficult: 24x24, 99 mines",
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game::Options {
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size: Vec2::new(24, 24),
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mines: 99,
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},
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)
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.on_submit(|s, option| {
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s.pop_layer();
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new_game(s, *option);
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}),
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)
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2018-03-16 22:50:56 +00:00
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.dismiss_button("Back"),
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2017-11-29 10:07:42 +00:00
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);
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}
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#[derive(Clone, Copy, PartialEq)]
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enum Cell {
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Visible(usize),
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Flag,
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Unknown,
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}
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struct BoardView {
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// Actual board, unknown to the player.
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board: game::Board,
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// Visible board
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overlay: Vec<Cell>,
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focused: Option<Vec2>,
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missing_mines: usize,
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}
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impl BoardView {
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pub fn new(options: game::Options) -> Self {
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let overlay = vec![Cell::Unknown; options.size.x * options.size.y];
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let board = game::Board::new(options);
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BoardView {
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board,
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overlay,
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focused: None,
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missing_mines: options.mines,
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}
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}
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fn get_cell(&self, mouse_pos: Vec2, offset: Vec2) -> Option<Vec2> {
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mouse_pos
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.checked_sub(offset)
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.map(|pos| pos.map_x(|x| x / 2))
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.and_then(|pos| {
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if pos.fits_in(self.board.size) {
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Some(pos)
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} else {
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None
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}
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})
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}
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fn flag(&mut self, pos: Vec2) {
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if let Some(i) = self.board.cell_id(pos) {
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let new_cell = match self.overlay[i] {
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Cell::Unknown => Cell::Flag,
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Cell::Flag => Cell::Unknown,
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other => other,
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};
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self.overlay[i] = new_cell;
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}
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}
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fn reveal(&mut self, pos: Vec2) -> EventResult {
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if let Some(i) = self.board.cell_id(pos) {
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if self.overlay[i] != Cell::Unknown {
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return EventResult::Consumed(None);
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}
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// Action!
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match self.board.cells[i] {
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game::Cell::Bomb => {
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return EventResult::with_cb(|s| {
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s.add_layer(Dialog::text("BOOOM").button("Ok", |s| {
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s.pop_layer();
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s.pop_layer();
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}));
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})
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}
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game::Cell::Free(n) => {
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self.overlay[i] = Cell::Visible(n);
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if n == 0 {
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// Reveal all surrounding cells
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for p in self.board.neighbours(pos) {
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self.reveal(p);
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}
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}
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}
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}
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}
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return EventResult::Consumed(None);
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}
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fn auto_reveal(&mut self, pos: Vec2) -> EventResult {
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if let Some(i) = self.board.cell_id(pos) {
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if let Cell::Visible(n) = self.overlay[i] {
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// First: is every possible cell tagged?
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let neighbours = self.board.neighbours(pos);
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let tagged = neighbours
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.iter()
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.filter_map(|&pos| self.board.cell_id(pos))
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.map(|i| self.overlay[i])
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.filter(|&cell| cell == Cell::Flag)
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.count();
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if tagged != n {
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return EventResult::Consumed(None);
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}
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for p in neighbours {
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let result = self.reveal(p);
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if result.has_callback() {
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return result;
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}
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}
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}
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}
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EventResult::Consumed(None)
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}
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}
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impl cursive::view::View for BoardView {
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fn draw(&self, printer: &Printer) {
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for (i, cell) in self.overlay.iter().enumerate() {
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let x = (i % self.board.size.x) * 2;
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let y = i / self.board.size.x;
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let text = match *cell {
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Cell::Unknown => "[]",
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Cell::Flag => "()",
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Cell::Visible(n) => {
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[" ", " 1", " 2", " 3", " 4", " 5", " 6", " 7", " 8"][n]
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}
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};
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let color = match *cell {
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Cell::Unknown => Color::RgbLowRes(3, 3, 3),
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Cell::Flag => Color::RgbLowRes(4, 4, 2),
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Cell::Visible(1) => Color::RgbLowRes(3, 5, 3),
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Cell::Visible(2) => Color::RgbLowRes(5, 5, 3),
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Cell::Visible(3) => Color::RgbLowRes(5, 4, 3),
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Cell::Visible(4) => Color::RgbLowRes(5, 3, 3),
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Cell::Visible(5) => Color::RgbLowRes(5, 2, 2),
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Cell::Visible(6) => Color::RgbLowRes(5, 0, 1),
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Cell::Visible(7) => Color::RgbLowRes(5, 0, 2),
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Cell::Visible(8) => Color::RgbLowRes(5, 0, 3),
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_ => Color::Dark(BaseColor::White),
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};
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printer.with_color(
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2018-03-14 22:48:08 +00:00
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ColorStyle::new(Color::Dark(BaseColor::Black), color),
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2017-11-29 10:07:42 +00:00
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|printer| printer.print((x, y), text),
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);
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}
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}
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fn take_focus(&mut self, _: Direction) -> bool {
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true
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}
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fn on_event(&mut self, event: Event) -> EventResult {
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match event {
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Event::Mouse {
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offset,
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position,
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event: MouseEvent::Press(btn),
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} => {
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// Get cell for position
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if let Some(pos) = self.get_cell(position, offset) {
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self.focused = Some(pos);
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return EventResult::Consumed(None);
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}
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}
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Event::Mouse {
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offset,
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position,
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event: MouseEvent::Release(btn),
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} => {
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// Get cell for position
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if let Some(pos) = self.get_cell(position, offset) {
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if self.focused == Some(pos) {
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// We got a click here!
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match btn {
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MouseButton::Left => return self.reveal(pos),
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MouseButton::Right => {
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self.flag(pos);
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return EventResult::Consumed(None);
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}
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MouseButton::Middle => {
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return self.auto_reveal(pos);
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}
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_ => (),
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}
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}
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self.focused = None;
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}
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}
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_ => (),
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}
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EventResult::Ignored
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}
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fn required_size(&mut self, _: Vec2) -> Vec2 {
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self.board.size.map_x(|x| 2 * x)
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}
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}
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fn new_game(siv: &mut Cursive, options: game::Options) {
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let board = game::Board::new(options);
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siv.add_layer(
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Dialog::new()
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.title("Minesweeper")
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.content(
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LinearLayout::horizontal()
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.child(Panel::new(BoardView::new(options))),
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)
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.button("Quit game", |s| {
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s.pop_layer();
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}),
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);
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2017-12-15 06:53:55 +00:00
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siv.add_layer(Dialog::info(
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"Controls:
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Reveal cell: left click
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Mark as mine: right-click
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Reveal nearby unmarked cells: middle-click",
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));
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2017-11-29 10:07:42 +00:00
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}
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