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.github/copilot-instructions.md
vendored
256
.github/copilot-instructions.md
vendored
@ -2,73 +2,59 @@
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## Project Overview
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Rust workspace with turtle graphics implementations. **Primary focus: `turtle-lib`** - lightweight library using Macroquad + Lyon for GPU-accelerated rendering with multi-turtle support and optional threading.
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Rust workspace with turtle graphics implementations. **Primary focus: `turtle-lib`** - lightweight library using Macroquad + Lyon for GPU-accelerated rendering.
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### Workspace Structure
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```
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turtlers/
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├── turtle-lib/ # MAIN LIBRARY - Macroquad + Lyon (focus here)
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├── turtle-lib-macros/ # Proc macro for turtle_main
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└── examples/ # 15+ examples including threading patterns
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└── turtle-lib-macros/ # Proc macro for turtle_main
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```
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## Architecture (`turtle-lib`)
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### Core Design Pattern: Persistent Controllers + Command Queues
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- **Builder API** (`TurtlePlan`) accumulates commands into immutable `CommandQueue`
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- **TurtleApp** maintains persistent `Vec<TweenController>` (one per turtle with embedded turtle_id)
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- **TweenController** manages command execution and animation state
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### Core Design Pattern: Command Queue + Tweening
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- **Builder API** (`TurtlePlan`) accumulates commands
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- **Command Queue** stores execution plan
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- **Tween Controller** interpolates between states for animation
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- **Lyon Tessellation** converts all primitives to GPU meshes
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- **Multi-Turtle** support: Create multiple turtles with `add_turtle()` or threading channels
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### Key Architectural Decision: Turtle ID Storage
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**Critical**: After recent refactoring, `turtle_id` is now **stored in TweenController** (not derived from Vec index). This makes rendering robust when turtles/controllers are sparse or deleted.
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### Key Files
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```
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src/
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├── lib.rs - TurtleApp, multi-turtle API, channel integration
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├── builders.rs - Fluent API traits (forward/right/circle/reset/etc)
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├── commands.rs - TurtleCommand enum (Move/Turn/Circle/Reset/etc)
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├── execution.rs - Command execution (immediate) + state updates
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├── tweening.rs - Animation + tween interpolation (CommandTween embeds turtle_id)
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├── drawing.rs - Lyon mesh rendering with Macroquad
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├── state.rs - Turtle, TurtleParams, TurtleWorld (persistent state)
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├── lib.rs - Public API, TurtleApp (main loop), re-exports
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├── builders.rs - Fluent API traits (forward/right/etc chain)
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├── commands.rs - TurtleCommand enum (Move/Turn/Circle/etc)
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├── execution.rs - Execute commands, update state
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├── tweening.rs - Animation interpolation, speed control
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├── drawing.rs - Render Lyon meshes with Macroquad
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├── tessellation.rs - Lyon integration (polygons/strokes/fills/arcs)
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├── circle_geometry.rs - Arc/circle math helpers
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└── commands_channel.rs - Async channels for threading patterns
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├── state.rs - TurtleState, TurtleWorld, FillState
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└── circle_geometry.rs - Arc/circle math
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```
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### Critical Concepts
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**1. Consolidated Move Commands**:
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- `Move(distance)` - negative = backward (no separate Backward)
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**1. Consolidated Commands** (reduces duplication):
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- `Move(distance)` - negative = backward
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- `Turn(angle)` - positive = right, negative = left (degrees)
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- `Circle{radius, angle, steps, direction}` - unified left/right via CircleDirection
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- `Reset` - clears drawings, animations, fill state; resets params to defaults
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- `Circle{radius, angle, steps, direction}` - unified left/right
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**2. Fill System (Multi-Contour with Holes)**:
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- `FillState` tracks `Vec<Vec<Coordinate>>` (multiple closed contours)
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- `pen_up()` closes current contour, `pen_down()` opens new one
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- Lyon's EvenOdd fill rule auto-detects holes (inner contours with opposite winding)
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- Example: Donut = outer circle (pen_down) → pen_up → inner circle → end_fill
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**2. Fill System** (multi-contour with holes):
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- `FillState` tracks `Vec<Vec<Vec2>>` (multiple contours)
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- `pen_up()` closes current contour, `pen_down()` opens new
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- Lyon's EvenOdd fill rule auto-detects holes
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- Example: Donut = outer circle + inner circle (2 contours)
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**3. Animation Modes**:
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- Speed `>= 999`: Instant mode (no tweening, executes immediately)
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- Speed `< 999`: Animated mode (tweens with CubicInOut easing, ~duration based on distance/speed)
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- Dynamic switching via `SetSpeed` command mid-animation
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**3. Speed Modes**:
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- `< 999`: Animated with tweening
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- `>= 999`: Instant execution
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- Controlled via `SetSpeed` commands (dynamic switching)
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**4. Multi-Turtle Architecture**:
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- Each turtle owns a persistent `TweenController` with embedded `turtle_id`
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- Rendering finds active tween by checking `controller.current_tween().turtle_id` (not Vec index)
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- Supports concurrent animation of multiple turtles
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- Example: Hangman uses `turtle_command_channel()` for blocking stdin on separate thread
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**5. Threading Pattern** (for interactive apps like Hangman):
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- `create_turtle_channel(buffer_size)` returns `TurtleCommandSender` (clonable, Send)
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- Spawn game logic on thread, send `CommandQueue` batches via channel
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- Main render loop calls `app.process_commands()` before `update()` to drain channels
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- Example: `hangman_threaded.rs` spawns stdin reader, sends drawing commands when player guesses
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**4. Lyon Tessellation Pipeline**:
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All drawing → Lyon → GPU mesh → Macroquad rendering
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- ~410 lines eliminated vs manual triangulation
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- Functions: `tessellate_polygon/stroke/circle/arc/multi_contour`
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## Developer Workflows
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@ -80,149 +66,131 @@ cargo test --package turtle-lib
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cargo clippy --package turtle-lib -- -Wclippy::pedantic \
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-Aclippy::cast_precision_loss -Aclippy::cast_sign_loss -Aclippy::cast_possible_truncation
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# Run examples
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# Run examples (15+ examples available)
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cargo run --package turtle-lib --example hello_turtle
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cargo run --package turtle-lib --example yinyang
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cargo run --package turtle-lib --example hangman_threaded
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cargo run --package turtle-lib --example cheese_macro
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```
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### Macro Crate
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```bash
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cargo build --package turtle-lib-macros
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```
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### Code Quality Standards
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- Clippy pedantic enabled (graphics math casts allowed)
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- Examples must build warning-free
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- Clippy pedantic mode enabled
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- Cast warnings allowed for graphics math
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- All examples must build warning-free
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- Use `#[must_use]` on builder methods
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- Builder methods return `&mut Self` (never owned Self) for chaining
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## Project-Specific Patterns
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### 1. Single Turtle (Default)
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### 1. The `turtle_main` Macro (PREFERRED for examples)
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Simplest way to create turtle programs:
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```rust
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#[turtle_main("Simple")]
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use turtle_lib::*;
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#[turtle_main("Window Title")]
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fn draw(turtle: &mut TurtlePlan) {
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turtle.forward(100.0).right(90.0);
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}
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```
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### 2. Multi-Turtle Direct Setup
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```rust
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let mut app = TurtleApp::new();
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let t0_id = app.add_turtle(); // Default setup
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let t1_id = app.add_turtle();
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Generates: window setup + render loop + quit handling (ESC/Q)
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app.append_commands(t0_id, turtle1_plan.build());
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app.append_commands(t1_id, turtle2_plan.build());
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### 2. Import Convention
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Only need: `use turtle_lib::*;`
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- Re-exports: `vec2`, `RED/BLUE/GREEN/etc`, all turtle types
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- No `use macroquad::prelude::*` needed (causes unused warnings)
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### 3. Builder Chain Pattern
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```rust
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let mut t = create_turtle();
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t.forward(100).right(90)
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.set_pen_color(BLUE)
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.circle_left(50.0, 360.0, 36)
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.begin_fill()
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.end_fill();
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let app = TurtleApp::new().with_commands(t.build());
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```
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### 3. Threading Pattern (Hangman Example)
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### 4. Multi-Contour Fill Example
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```rust
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let mut app = TurtleApp::new();
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let turtle_tx = app.create_turtle_channel(100);
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turtle.begin_fill();
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turtle.circle_left(100.0, 360.0, 72); // Outer circle
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turtle.pen_up(); // Closes contour
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turtle.goto(vec2(0.0, -30.0));
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turtle.pen_down(); // Opens new contour
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turtle.circle_left(30.0, 360.0, 36); // Inner (becomes hole)
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turtle.end_fill(); // EvenOdd rule creates donut
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```
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### 5. Manual Setup (advanced control)
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```rust
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#[macroquad::main("Custom")]
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async fn main() {
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let mut turtle = create_turtle();
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// ... drawing code ...
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let mut app = TurtleApp::new().with_commands(turtle.build());
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// Spawn game thread
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let tx = turtle_tx.clone();
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std::thread::spawn(move || {
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loop {
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let letter = get_input(); // Blocks
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let mut plan = create_turtle();
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plan.forward(50.0);
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tx.send(plan.build()).ok();
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}
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});
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// Main loop
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loop {
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clear_background(WHITE);
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app.process_commands(); // ← Drains channel
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app.update();
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app.render();
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next_frame().await;
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||||
}
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||||
}
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||||
```
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||||
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||||
### 4. Multi-Contour Fills (Donut)
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```rust
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turtle.set_fill_color(BLUE)
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.begin_fill()
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.circle_left(100.0, 360.0, 72); // Outer
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||||
turtle.pen_up()
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.go_to(vec2(0.0, -30.0))
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.pen_down()
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.circle_left(30.0, 360.0, 36); // Inner (hole)
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turtle.end_fill(); // EvenOdd creates hole
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```
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||||
### 5. Reset Turtle
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```rust
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||||
turtle.forward(100.0)
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.reset() // Clears drawings, resets to defaults
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.forward(50.0); // Fresh start
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||||
```
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||||
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||||
## Common Tasks
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||||
|
||||
### Adding New Turtle Command
|
||||
1. Add variant to `TurtleCommand` enum in `commands.rs`
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2. Implement builder method in `builders.rs` (always return `&mut Self`)
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3. Add execution in `execution.rs` (for immediate state changes) or `tweening.rs` (for animated state)
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||||
4. If animated, implement in `calculate_target_state()` in `tweening.rs`
|
||||
5. Update drawing/tessellation if needed
|
||||
2. Implement builder method in `builders.rs` (chain with `self`)
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||||
3. Add execution logic in `execution.rs`
|
||||
4. Update tessellation/rendering if needed
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||||
|
||||
### Adding an Example
|
||||
- Use `turtle_main` macro for simplicity
|
||||
- Import only `use turtle_lib::*;` (all exports included)
|
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- For threading: use `create_turtle_channel()` + `process_commands()`
|
||||
- Place in `turtle-lib/examples/` and update README examples
|
||||
### Adding Example
|
||||
- Prefer `turtle_main` macro for simplicity
|
||||
- Use only `use turtle_lib::*;`
|
||||
- Keep examples focused (one concept each)
|
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- See `examples/hello_turtle.rs` for minimal template
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|
||||
### Debugging Animation Issues
|
||||
```bash
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RUST_LOG=turtle_lib=debug cargo run --example yinyang
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||||
```
|
||||
- Check `tweening.rs` for state transitions
|
||||
- Verify `command_creates_drawing()` includes your command type
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- Circle direction: Left = counter-clockwise, Right = clockwise
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|
||||
## Critical Implementation Details
|
||||
|
||||
### TurtleCommand::Reset Behavior
|
||||
- Clears `Turtle::commands` (all drawings)
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||||
- Clears `Turtle::filling` (ongoing fill operations)
|
||||
- Resets `TurtleParams` to defaults (position 0,0, heading 0, pen down, etc.)
|
||||
- Preserves `turtle_id` after reset
|
||||
- Called via `execute_command()` in both instant and animated modes
|
||||
|
||||
### Turtle ID Robustness
|
||||
- **Before**: `turtle_id` derived from Vec index (fragile if controllers deleted)
|
||||
- **After**: `turtle_id` embedded in `TweenController` and `CommandTween`
|
||||
- Rendering finds active tween via `find_map(|c| c.current_tween())` → uses `tween.turtle_id` directly
|
||||
- Safe for sparse/dynamic turtle creation
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||||
|
||||
### Lyon Tessellation
|
||||
- All drawing → `tessellate_arc/stroke/circle/multi_contour` → `MeshData` → Macroquad `Mesh`
|
||||
- Circle direction affects angle stepping: Left subtracts, Right adds
|
||||
- Start angle for circles: `geom.start_angle_from_center.to_degrees()` (NOT rotation)
|
||||
- EvenOdd fill rule: holes detected by contour winding (no explicit flag needed)
|
||||
### Debugging Lyon Issues
|
||||
- Enable tracing: `RUST_LOG=turtle_lib=debug cargo run`
|
||||
- Check `tessellation.rs` for Lyon API usage
|
||||
- EvenOdd fill rule: holes must have opposite winding
|
||||
|
||||
## Dependencies & Integration
|
||||
|
||||
### Main Dependencies
|
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- `macroquad = "0.4"` - Window/rendering framework
|
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- `lyon = "1.0"` - Tessellation (fills, strokes, circles)
|
||||
- `tween = "2.1.0"` - Animation easing (CubicInOut)
|
||||
- `tracing = "0.1"` - Optional logging (zero cost when unused)
|
||||
- `crossbeam-channel` - Threading pattern support (if used)
|
||||
- `tween = "2.1.0"` - Animation easing
|
||||
- `tracing = "0.1"` - Optional logging (zero overhead when unused)
|
||||
|
||||
### Proc Macro Crate
|
||||
- Separate crate required by Rust (proc-macro = true)
|
||||
- Uses `syn`, `quote`, `proc-macro2`
|
||||
- Generates full macroquad app boilerplate
|
||||
|
||||
## What NOT to Do
|
||||
|
||||
- Don't derive `turtle_id` from Vec index for rendering (use embedded id)
|
||||
- Don't add `use macroquad::prelude::*` without explicit need (causes unused imports)
|
||||
- Don't manually triangulate—always use Lyon `tessellate_*` functions
|
||||
- Don't separate Forward/Backward—use negative `Move` values
|
||||
- Don't call `reset()` expecting to preserve drawing state—it clears everything
|
||||
- Don't add `use macroquad::prelude::*` in examples when not required
|
||||
- Don't manually triangulate - use Lyon functions
|
||||
- Don't add commands for Forward/Backward separately (use Move)
|
||||
- Don't create summary/comparison docs unless requested
|
||||
|
||||
## Key Documentation Files
|
||||
|
||||
- `README.md` - Main API docs
|
||||
- `turtle-lib/README.md` - Library-specific docs
|
||||
- `turtle-lib-macros/README.md` - Macro docs
|
||||
|
||||
## Response Style
|
||||
|
||||
- Be concise, actionable, focused on code
|
||||
- Reference specific files/lines when helpful
|
||||
- Use examples from `examples/` directory
|
||||
- No generic advice; focus on THIS project's patterns
|
||||
- Be concise, no extensive summaries
|
||||
- No emojis in technical responses
|
||||
- Focus on code solutions over explanations
|
||||
- Use bullet points for lists
|
||||
- Reference specific files when helpful
|
||||
|
||||
@ -34,18 +34,23 @@ async fn main() {
|
||||
let lines_tx = app.create_turtle_channel(100);
|
||||
let smiley_tx = app.create_turtle_channel(100);
|
||||
|
||||
// Channel for game logic to communicate with render thread
|
||||
let (tx, rx) = mpsc::channel();
|
||||
|
||||
// Spawn game logic thread
|
||||
let game_thread = thread::spawn({
|
||||
let hangman = hangman_tx.clone();
|
||||
let lines = lines_tx.clone();
|
||||
let smiley = smiley_tx.clone();
|
||||
let tx = tx.clone();
|
||||
|
||||
move || {
|
||||
run_game_logic(hangman, lines, smiley);
|
||||
run_game_logic(hangman, lines, smiley, tx);
|
||||
}
|
||||
});
|
||||
|
||||
// Main render loop
|
||||
let mut frame = 0;
|
||||
loop {
|
||||
// Check for quit
|
||||
if macroquad::prelude::is_key_pressed(macroquad::prelude::KeyCode::Escape)
|
||||
@ -54,12 +59,31 @@ async fn main() {
|
||||
break;
|
||||
}
|
||||
|
||||
// Process incoming commands from game thread
|
||||
while let Ok(msg) = rx.try_recv() {
|
||||
match msg {
|
||||
GameMessage::GameOver { won, word } => {
|
||||
if won {
|
||||
println!("🎉 You Won! The word was: {}", word);
|
||||
} else {
|
||||
println!("💀 You Lost! The word was: {}", word);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Clear and render
|
||||
macroquad::prelude::clear_background(WHITE);
|
||||
app.process_commands();
|
||||
app.update();
|
||||
app.render();
|
||||
|
||||
frame += 1;
|
||||
if frame % 60 == 0 {
|
||||
println!("Rendered {} frames", frame / 60);
|
||||
}
|
||||
|
||||
macroquad::prelude::next_frame().await;
|
||||
}
|
||||
|
||||
@ -76,12 +100,13 @@ fn run_game_logic(
|
||||
hangman_tx: TurtleCommandSender,
|
||||
lines_tx: TurtleCommandSender,
|
||||
smiley_tx: TurtleCommandSender,
|
||||
tx: mpsc::Sender<GameMessage>,
|
||||
) {
|
||||
let secret = choose_word();
|
||||
println!("Starting hangman game...");
|
||||
println!("Secret word has {} letters", secret.len());
|
||||
|
||||
// Setup: Position hangman turtle and draw base (hill)
|
||||
// Setup: Position hangman turtle and draw base (hill + mast)
|
||||
{
|
||||
let mut plan = create_turtle_plan();
|
||||
setup_hangman(&mut plan);
|
||||
@ -89,23 +114,37 @@ fn run_game_logic(
|
||||
hangman_tx.send(plan.build()).ok();
|
||||
}
|
||||
|
||||
// Give render thread time to process
|
||||
std::thread::sleep(std::time::Duration::from_millis(100));
|
||||
|
||||
let mut all_guesses = String::new();
|
||||
let mut wrong_guesses = 0;
|
||||
const MAX_WRONG: usize = 8; // 8 body parts after base
|
||||
|
||||
// Draw current state of lines
|
||||
draw_lines_state(&lines_tx, &secret, &all_guesses);
|
||||
// Main game loop
|
||||
loop {
|
||||
// Draw current state of lines
|
||||
draw_lines_state(&lines_tx, &secret, &all_guesses);
|
||||
|
||||
// Check if won
|
||||
if secret.chars().all(|c| all_guesses.contains(c)) {
|
||||
draw_smiley(&smiley_tx, true);
|
||||
tx.send(GameMessage::GameOver {
|
||||
won: true,
|
||||
word: secret.to_string(),
|
||||
})
|
||||
.ok();
|
||||
break;
|
||||
}
|
||||
|
||||
// Check if lost
|
||||
if wrong_guesses >= MAX_WRONG {
|
||||
draw_smiley(&smiley_tx, false);
|
||||
tx.send(GameMessage::GameOver {
|
||||
won: false,
|
||||
word: secret.to_string(),
|
||||
})
|
||||
.ok();
|
||||
break;
|
||||
}
|
||||
|
||||
@ -113,12 +152,16 @@ fn run_game_logic(
|
||||
let guess = ask_for_letter();
|
||||
let guess_lower = guess.to_lowercase();
|
||||
|
||||
// Check if already guessed
|
||||
if all_guesses.contains(&guess_lower) {
|
||||
println!("You already guessed '{}'", guess_lower);
|
||||
continue;
|
||||
}
|
||||
|
||||
all_guesses.push_str(&guess_lower);
|
||||
|
||||
if secret.contains(&guess_lower) {
|
||||
println!("✓ Correct! '{}' is in the word", guess_lower);
|
||||
// Draw current state of lines
|
||||
draw_lines_state(&lines_tx, &secret, &all_guesses);
|
||||
} else {
|
||||
println!("✗ Wrong! '{}' is NOT in the word", guess_lower);
|
||||
wrong_guesses += 1;
|
||||
@ -178,9 +221,9 @@ fn draw_hangman_step(tx: &TurtleCommandSender, step: usize) {
|
||||
|
||||
// Hangman drawing functions (scaled down for visibility)
|
||||
fn draw_hill(plan: &mut TurtlePlan) {
|
||||
plan.left(135.0)
|
||||
.circle_left(100.0, 90.0, 36)
|
||||
.circle_left(100.0, -45.0, 36)
|
||||
plan.circle_left(50.0, 180.0, 36)
|
||||
.left(180.0)
|
||||
.circle_right(50.0, 90.0, 36)
|
||||
.right(90.0);
|
||||
}
|
||||
|
||||
@ -235,21 +278,24 @@ fn draw_legs(plan: &mut TurtlePlan) {
|
||||
|
||||
fn draw_lines_state(tx: &TurtleCommandSender, secret: &str, all_guesses: &str) {
|
||||
let mut plan = create_turtle_plan();
|
||||
plan.reset()
|
||||
//.hide()
|
||||
plan.hide()
|
||||
.set_speed(1001) // Instant mode
|
||||
.set_pen_color(BLACK)
|
||||
.set_pen_width(2.0)
|
||||
.pen_up()
|
||||
.go_to(vec2(-100.0, 100.0))
|
||||
.pen_down();
|
||||
.go_to(vec2(-100.0, 100.0)) // Top of screen
|
||||
.pen_down()
|
||||
.right(90.0);
|
||||
|
||||
// Print word state in console
|
||||
print!("Word: ");
|
||||
for letter in secret.chars() {
|
||||
if all_guesses.contains(letter) {
|
||||
print!("{} ", letter);
|
||||
plan.forward(20.0);
|
||||
} else {
|
||||
print!("_ ");
|
||||
plan.forward(20.0);
|
||||
}
|
||||
}
|
||||
println!();
|
||||
@ -259,21 +305,20 @@ fn draw_lines_state(tx: &TurtleCommandSender, secret: &str, all_guesses: &str) {
|
||||
if all_guesses.contains(letter) {
|
||||
// Draw green circle for revealed letter
|
||||
plan.pen_up()
|
||||
.right(90.0)
|
||||
.forward(2.5)
|
||||
.right(90.0)
|
||||
.set_pen_color(GREEN)
|
||||
.pen_down()
|
||||
.circle_left(7.5, 360.0, 24)
|
||||
.pen_up()
|
||||
.backward(2.5)
|
||||
.left(90.0)
|
||||
.set_pen_color(BLACK)
|
||||
.pen_down();
|
||||
.left(90.0)
|
||||
.backward(2.5)
|
||||
.pen_up();
|
||||
} else {
|
||||
// Draw black underscore
|
||||
plan.forward(15.0);
|
||||
plan.forward(5.0);
|
||||
}
|
||||
plan.pen_up().forward(15.0).pen_down();
|
||||
plan.forward(15.0).pen_down();
|
||||
}
|
||||
|
||||
tx.send(plan.build()).ok();
|
||||
|
||||
@ -635,41 +635,6 @@ impl TurtlePlan {
|
||||
self
|
||||
}
|
||||
|
||||
/// Resets the turtle to its default state.
|
||||
///
|
||||
/// This clears all drawings, clears the animation queue, and resets all turtle parameters:
|
||||
/// - Position: (0, 0)
|
||||
/// - Heading: 0° (facing right)
|
||||
/// - Pen: down
|
||||
/// - Pen width: 2.0
|
||||
/// - Pen color: black
|
||||
/// - Fill color: none
|
||||
/// - Visibility: visible
|
||||
/// - Shape: arrow
|
||||
/// - Speed: default
|
||||
///
|
||||
/// # Examples
|
||||
///
|
||||
/// ```no_run
|
||||
/// # use turtle_lib::*;
|
||||
/// #
|
||||
/// #[turtle_main("Reset Example")]
|
||||
/// fn draw(turtle: &mut TurtlePlan) {
|
||||
/// // Draw something
|
||||
/// turtle.forward(100.0);
|
||||
///
|
||||
/// // Reset everything back to default
|
||||
/// turtle.reset();
|
||||
///
|
||||
/// // Start fresh
|
||||
/// turtle.forward(50.0);
|
||||
/// }
|
||||
/// ```
|
||||
pub fn reset(&mut self) -> &mut Self {
|
||||
self.queue.push(TurtleCommand::Reset);
|
||||
self
|
||||
}
|
||||
|
||||
/// Consumes the `TurtlePlan` and returns the command queue.
|
||||
///
|
||||
/// Use this to finalize the turtle commands and pass them to `TurtleApp`.
|
||||
|
||||
@ -42,9 +42,6 @@ pub enum TurtleCommand {
|
||||
// Fill operations
|
||||
BeginFill,
|
||||
EndFill,
|
||||
|
||||
// Reset
|
||||
Reset,
|
||||
}
|
||||
|
||||
/// Queue of turtle commands with execution state
|
||||
|
||||
@ -30,6 +30,7 @@ pub fn execute_command_side_effects(command: &TurtleCommand, state: &mut Turtle)
|
||||
state.begin_fill(fill_color);
|
||||
true
|
||||
}
|
||||
|
||||
TurtleCommand::EndFill => {
|
||||
if let Some(mut fill_state) = state.filling.take() {
|
||||
if !fill_state.current_contour.is_empty() {
|
||||
@ -78,6 +79,7 @@ pub fn execute_command_side_effects(command: &TurtleCommand, state: &mut Turtle)
|
||||
}
|
||||
true
|
||||
}
|
||||
|
||||
TurtleCommand::PenUp => {
|
||||
state.params.pen_down = false;
|
||||
if state.filling.is_some() {
|
||||
@ -89,6 +91,7 @@ pub fn execute_command_side_effects(command: &TurtleCommand, state: &mut Turtle)
|
||||
state.close_fill_contour();
|
||||
true
|
||||
}
|
||||
|
||||
TurtleCommand::PenDown => {
|
||||
state.params.pen_down = true;
|
||||
if state.filling.is_some() {
|
||||
@ -103,23 +106,7 @@ pub fn execute_command_side_effects(command: &TurtleCommand, state: &mut Turtle)
|
||||
true
|
||||
}
|
||||
|
||||
TurtleCommand::Reset => {
|
||||
state.reset();
|
||||
true
|
||||
}
|
||||
|
||||
TurtleCommand::Move(_)
|
||||
| TurtleCommand::Turn(_)
|
||||
| TurtleCommand::Circle { .. }
|
||||
| TurtleCommand::Goto(_)
|
||||
| TurtleCommand::SetColor(_)
|
||||
| TurtleCommand::SetFillColor(_)
|
||||
| TurtleCommand::SetPenWidth(_)
|
||||
| TurtleCommand::SetSpeed(_)
|
||||
| TurtleCommand::SetShape(_)
|
||||
| TurtleCommand::SetHeading(_)
|
||||
| TurtleCommand::ShowTurtle
|
||||
| TurtleCommand::HideTurtle => false,
|
||||
_ => false, // Not a side-effect-only command
|
||||
}
|
||||
}
|
||||
|
||||
@ -261,11 +248,6 @@ pub fn execute_command(command: &TurtleCommand, state: &mut Turtle) {
|
||||
TurtleCommand::ShowTurtle => state.params.visible = true,
|
||||
TurtleCommand::HideTurtle => state.params.visible = false,
|
||||
|
||||
// Reset
|
||||
TurtleCommand::Reset => {
|
||||
state.reset();
|
||||
}
|
||||
|
||||
_ => {} // Already handled by execute_command_side_effects
|
||||
}
|
||||
|
||||
|
||||
@ -92,18 +92,11 @@ impl Turtle {
|
||||
Angle::radians(self.params.heading)
|
||||
}
|
||||
|
||||
/// Reset turtle to default state (preserves turtle_id and queued commands)
|
||||
/// Reset turtle to default state (preserves turtle_id)
|
||||
pub fn reset(&mut self) {
|
||||
// Clear all drawings
|
||||
self.commands.clear();
|
||||
|
||||
// Clear fill state
|
||||
self.filling = None;
|
||||
|
||||
// Reset parameters to defaults
|
||||
self.params = TurtleParams::default();
|
||||
|
||||
// Keep turtle_id and tween_controller (preserves queued commands)
|
||||
let id = self.turtle_id;
|
||||
*self = Self::default();
|
||||
self.turtle_id = id;
|
||||
}
|
||||
|
||||
/// Start recording fill vertices
|
||||
|
||||
@ -436,10 +436,6 @@ impl TweenController {
|
||||
// Fill commands don't change turtle state for tweening purposes
|
||||
// They're handled directly in execution
|
||||
}
|
||||
TurtleCommand::Reset => {
|
||||
// Reset returns to default state
|
||||
target = TurtleParams::default();
|
||||
}
|
||||
}
|
||||
|
||||
target
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user