Initial conversion of the memory game tutorial to mdbook

This is the Rust version and it's still missing the wasm chapter.
There's also other bits missing, such as syntax checking, highlighting, etc.
This commit is contained in:
Simon Hausmann 2021-06-15 14:36:50 +02:00
parent c9d1319ddf
commit ae0a08ecdd
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book

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# Requirements
Building the tutorial requires `mdbook`, which you can install with `cargo`:
```sh
cargo install mdbook
```
# Building
To build the tutorial, type:
```sh
mdbook build
```
The output will be in the `book/html` subdirectory. To check it out, open it in your web browser.

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[book]
authors = ["SixtyFPS <info@sixtyfps.io>"]
language = "en"
multilingual = false
src = "src"
title = "SixtyFPS Memory Game Tutorial"
[output.html]
# additional-js = ["highlight_60.js"]
[output.linkcheck] # enable the "mdbook-linkcheck" renderer
optional = true

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# Summary
- [Introduction](./introduction.md)
- [Getting Started](./getting_started.md)
- [Memory Tile](./memory_tile.md)
- [Polishing the Tile](./polishing_the_tile.md)
- [From One To Multiple Tiles](./from_one_to_multiple_tiles.md)
- [Creating The Tiles From Rust](./creating_the_tiles_from_rust.md)
- [Game Logic In Rust](./game_logic_in_rust.md)
- [Ideas For The Reader](./ideas_for_the_reader.md)

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# Creating The Tiles From Rust
The tiles in the game should have a random placement. We'll need to add the <`rand` dependency to
`Cargo.toml` for the randomization.
```toml
[dependencies]
sixtyfps = "0.0.6"
rand = "0.8" # Added
```
What we'll do is take the list of tiles declared in the .60 language, duplicate it, and shuffle it.
We'll do so by accessing the `memory_tiles` property through the Rust code. For each top-level property,
a getter and a setter function is generated - in our case `get_memory_tiles` and `set_memory_tiles`.
Since `memory_tiles` is an array in the `.60` language, it is represented as a [`Rc<dyn sixtyfps::Model>`](https://sixtyfps.io/docs/rust/sixtyfps/trait.model).
We can't modify the model generated by the .60, but we can extract the tiles from it, and put it
in a [`VecModel`](https://sixtyfps.io/docs/rust/sixtyfps/struct.vecmodel) which implements the `Model` trait.
`VecModel` allows us to make modifications and we can use it to replace the static generated model.
We modify the main function like so:
```rust
fn main() {
use sixtyfps::Model;
let main_window = MainWindow::new();
// Fetch the tiles from the model
let mut tiles: Vec&lt;TileData> =
main_window.get_memory_tiles().iter().collect();
// Duplicate them to ensure that we have pairs
tiles.extend(tiles.clone());
// Randomly mix the tiles
use rand::seq::SliceRandom;
let mut rng = rand::thread_rng();
tiles.shuffle(&amp;mut rng);
// Assign the shuffled Vec to the model property
let tiles_model =
std::rc::Rc::new(sixtyfps::VecModel::from(tiles));
main_window.set_memory_tiles(
sixtyfps::ModelHandle::new(tiles_model.clone()));
main_window.run();
}
```
Note that we clone the `tiles_model` because we'll use it later to update the game logic.
Running this gives us a window on the screen that now shows a 4 by 4 grid of rectangles, which can show or obscure
the icons when clicking. There's only one last aspect missing now, the rules for the game.
<video autoplay loop muted playsinline src="https://sixtyfps.io/blog/memory-game-tutorial/creating-the-tiles-from-rust.mp4"></video>

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# From One To Multiple Tiles
After modeling a single tile, let's create a grid of them. For the grid to be our game board, we need two features:
1. A data model: This shall be an array where each element describes the tile data structure, such as the
url of the image, whether the image shall be visible and if this tile has been solved. We modify the model
from Rust code.
1. A way of creating many instances of the tiles, with the above `.60` markup code.
In SixtyFPS we can declare an array of structures using brackets, to create a model. We can use the `for` loop
to create many instances of the same element. In `.60` the for loop is declarative and automatically updates when
the model changes. We instantiate all the different `MemoryTile` elements and place them on a grid based on their
index with a little bit of spacing between the tiles.
First, we copy the tile data structure definition and paste it at top inside the `sixtyfps!` macro:
```60
sixtyfps::sixtyfps!{
// Added:
struct TileData := {
image: image,
image_visible: bool,
solved: bool,
}
MemoryTile := Rectangle {
// ...
```
Next, we replace the *`MainWindow` := { ... }* section at the bottom of the `sixtyfps!` macro with the following snippet:
```60
MainWindow := Window {
width: 326px;
height: 326px;
property <[TileData]> memory_tiles: [
{ image: @image-url("icons/at.png") },
{ image: @image-url("icons/balance-scale.png") },
{ image: @image-url("icons/bicycle.png") },
{ image: @image-url("icons/bus.png") },
{ image: @image-url("icons/cloud.png") },
{ image: @image-url("icons/cogs.png") },
{ image: @image-url("icons/motorcycle.png") },
{ image: @image-url("icons/video.png") },
];
for tile[i] in memory_tiles : MemoryTile {
x: mod(i, 4) * 74px;
y: floor(i / 4) * 74px;
width: 64px;
height: 64px;
icon: tile.image;
open_curtain: tile.image_visible || tile.solved;
// propagate the solved status from the model to the tile
solved: tile.solved;
clicked => {
tile.image_visible = !tile.image_visible;
}
}
}
```
The `for tile[i] in memory_tiles :` syntax declares a variable `tile` which contains the data of one element from the `memory_tiles` array,
and a variable `i` which is the index of the tile. We use the `i` index to calculate the position of tile based on its row and column,
using the modulo and integer division to create a 4 by 4 grid.
Running this gives us a window that shows 8 tiles, which can be opened individually.
<video autoplay loop muted playsinline src="htts://sixtyfps.io/blog/memory-game-tutorial/from-one-to-multiple-tiles.mp4"></video>

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# Game Logic In Rust
We'll implement the rules of the game in Rust as well. The general philosophy of SixtyFPS is that merely the user
interface is implemented in the `.60` language and the business logic in your favorite programming
language. The game rules shall enforce that at most two tiles have their curtain open. If the tiles match, then we
consider them solved and they remain open. Otherwise we wait for a little while, so the player can memorize
the location of the icons, and then close them again.
We'll modify the `.60` markup inside the `sixtyfps!` macro to signal to the Rust code when the user clicks on a tile.
Two changes to `MainWindow` are needed: We need to add a way for the MainWindow to call to the Rust code that it should
check if a pair of tiles has been solved. And we need to add a property that Rust code can toggle to disable further
tile interaction, to prevent the player from opening more tiles than allowed. No cheating allowed! First, we paste
the callback and property declarations into `MainWindow`:
```60
...
MainWindow := Window {
callback check_if_pair_solved(); // Added
property <bool> disable_tiles; // Added
width: 326px;
height: 326px;
property <[TileData]> memory_tiles: [
{ image: img!"icons/at.png" },
...
```
The last change to the `.60` markup is to act when the `MemoryTile` signals that it was clicked on. We add the following handler:
```60
...
MainWindow := Window {
...
for tile[i] in memory_tiles : MemoryTile {
x: mod(i, 4) * 74px;
y: floor(i / 4) * 74px;
width: 64px;
height: 64px;
icon: tile.image;
open_curtain: tile.image_visible || tile.solved;
// propagate the solved status from the model to the tile
solved: tile.solved;
clicked => {
// old: tile.image_visible = !tile.image_visible;
// new:
if (!root.disable_tiles) {
tile.image_visible = !tile.image_visible;
root.check_if_pair_solved();
}
}
}
}
```
On the Rust side, we can now add an handler to the `check_if_pair_solved` callback, that will check if
two tiles are opened. If they match, the `solved` property is set to true in the model. If they don't
match, start a timer that will close them after one second. While the timer is running, we disable every tile so
one cannot click anything during this time.
Insert this code before the `main_window.run()` call:
```rust
// ...
let main_window_weak = main_window.as_weak();
main_window.on_check_if_pair_solved(move || {
let mut flipped_tiles =
tiles_model.iter().enumerate().filter(|(_, tile)| {
tile.image_visible &amp;&amp; !tile.solved
});
if let (Some((t1_idx, mut t1)), Some((t2_idx, mut t2))) =
(flipped_tiles.next(), flipped_tiles.next())
{
let is_pair_solved = t1 == t2;
if is_pair_solved {
t1.solved = true;
tiles_model.set_row_data(t1_idx, t1.clone());
t2.solved = true;
tiles_model.set_row_data(t2_idx, t2.clone());
} else {
let main_window = main_window_weak.unwrap();
main_window.set_disable_tiles(true);
let tiles_model = tiles_model.clone();
sixtyfps::Timer::single_shot(
std::time::Duration::from_secs(1),
move || {
main_window
.set_disable_tiles(false);
t1.image_visible = false;
tiles_model.set_row_data(t1_idx, t1);
t2.image_visible = false;
tiles_model.set_row_data(t2_idx, t2);
}
);
}
}
});
main_window.run();
```
Notice that we take a [Weak](https://sixtyfps.io/docs/rust/sixtyfps/struct.weak) pointer of our `main_window`. This is very
important because capturing a copy of the `main_window` itself within the callback handler would result in a circular ownership.
The `MainWindow` owns the callback handler, which itself owns a reference to the `MainWindow`, which must be weak
instead of strong to avoid a memory leak.
And that's it, now we can run the game!

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# Getting Started
We assume that you are a somewhat familiar with Rust, and that you know how to create a Rust application with
`cargo new`. The [Rust Getting Started Guide](https://www.rust-lang.org/learn/get-started) can help you get set up.
First, we create a new cargo project:
```sh
cargo new memory
cd memory
```
Then we edit `Cargo.toml` to add the sixtyfps dependency:
```toml
[dependencies]
sixtyfps = "0.0.6"
```
Finally we copy the hello world program from the [SixtyFPS documentation](https://sixtyfps.io/docs/rust/sixtyfps/) into our `src/main.rs`:
```rust
sixtyfps::sixtyfps!{
MainWindow := Window {
Text {
text: "hello world";
color: green;
}
}
}
fn main() {
MainWindow::new().run();
}
```
We run this example with `cargo run` and a window will appear with the green "Hello World" greeting.
![Screenshot of initial tutorial app showing Hello World](https://sixtyfps.io/blog/memory-game-tutorial/getting-started.png "Hello World")

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# Ideas For The Reader
The game is visually a little bare. Here are some ideas how you could make further changes to enhance it:
* The tiles could have rounded corners, to look a little less sharp. The [border-radius](https://sixtyfps.io/docs/rust/sixtyfps/docs/builtin_elements/index.html#rectangle)
property of *Rectangle* can be used to achieve that.
* In real world memory games, the back of the tiles often have some common graphic. You could add an image with
the help of another *[Image](https://sixtyfps.io/docs/rust/sixtyfps/docs/builtin_elements/index.html#image)*
element. Note that you may have to use *Rectangle*'s *[clip](https://sixtyfps.io/docs/rust/sixtyfps/docs/builtin_elements/index.html#properties-1) property*
element around it to ensure that the image is clipped away when the curtain effect opens.
Let us know in the comments on Github Discussions how you polished your code, or feel free to ask questions about
how to implement something.

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# Introduction
This tutorial will introduce you to the SixtyFPS UI framework in a playful way by implementing a little memory game. We are going to combine the `.60` language for the graphics with the game rules implemented in the Rust programming language.
Before we start, here's a sneak preview of how the game is going to look when finished:
<video autoplay loop muted playsinline src="https://sixtyfps.io/blog/memory-game-tutorial/memory_clip.mp4"
class="img-fluid img-thumbnail rounded"></video>

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# Memory Tile
With the skeleton in place, let's look at the first element of the game, the memory tile. It will be the
visual building block that consists of an underlying filled rectangle background, the icon image. Later we'll add a
covering rectangle that acts as a curtain. The background rectangle is declared to be 64 logical pixels wide and tall,
and it is filled with a soothing tone of blue. Note how lengths in the `.60` language have a unit, here
the `px` suffix. That makes the code easier to read and the compiler can detect when your're accidentally
mixing values with different units attached to them.
We copy the following code inside of the `sixtyfps!` macro:
```60
MemoryTile := Rectangle {
width: 64px;
height: 64px;
background: #3960D5;
Image {
source: @image-url("icons/bus.png");
width: parent.width;
height: parent.height;
}
}
MainWindow := Window {
MemoryTile {}
}
```
Inside the `Rectangle` we place an `Image` element that loads an icon with the `@image-url()` macro. The path is
relative to the folder in which the `Cargo.toml` is located. This icon and others we're going to
use later need to be installed first. You can download a [Zip archive](https://sixtyfps.io/blog/memory-game-tutorial/icons.zip)
that we have prepared and extract it with the following two commands:
```sh
curl -O https://sixtyfps.io/blog/memory-game-tutorial/icons.zip
unzip icons.zip
```
This should unpack an `icons` directory containing a bunch of icons.
Running the program with `cargo run` gives us a window on the screen that shows the icon of a bus on a
blue background.
![Screenshot of the first tile](https://sixtyfps.io/blog/memory-game-tutorial/memory-tile.png "Memory Tile Screenshot")

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# Polishing the Tile
Next, let's add a curtain like cover that opens up when clicking. We achieve this by declaring two rectangles
below the <code class="hljs-built_in">Image</code>, so that they are drawn afterwards and thus on top of the image.
The <code class="hljs-built_in">TouchArea</code> element declares a transparent rectangular region that allows
reacting to user input such as a mouse click or tap. We use that to forward a callback to the <em>MainWindow</em>
that the tile was clicked on. In the <em>MainWindow</em> we react by flipping a custom <em>open_curtain</em> property.
That in turn is used in property bindings for the animated width and x properties. Let's look at the two states a bit
more in detail:
|*open_curtain* value: |false|true|
|-----------------------|-----|----|
|Left curtain rectangle |Fill the left half by setting the width *width* to half the parent's width|Width of zero makes the rectangle invisible|
|Right curtain rectangle|Fill the right half by setting *x* and *width* to half of the parent's width|*width* of zero makes the rectangle invisible. *x* is moved to the right, to slide the curtain open when animated|
In order to make our tile extensible, the hard-coded icon name is replaced with an *icon*
property that can be set from the outside when instantiating the element. For the final polish, we add a
*solved* property that we use to animate the color to a shade of green when we've found a pair, later. We
replace the code inside the `sixtyfps!` macro with the following:
```60
MemoryTile := Rectangle {
callback clicked;
property <bool> open_curtain;
property <bool> solved;
property <image> icon;
height: 64px;
width: 64px;
background: solved ? #34CE57 : #3960D5;
animate background { duration: 800ms; }
Image {
source: icon;
width: parent.width;
height: parent.height;
}
// Left curtain
Rectangle {
background: #193076;
width: open_curtain ? 0px : (parent.width / 2);
height: parent.height;
animate width { duration: 250ms; easing: ease-in; }
}
// Right curtain
Rectangle {
background: #193076;
x: open_curtain ? parent.width : (parent.width / 2);
width: open_curtain ? 0px : (parent.width / 2);
height: parent.height;
animate width { duration: 250ms; easing: ease-in; }
animate x { duration: 250ms; easing: ease-in; }
}
TouchArea {
clicked =&gt; {
// Delegate to the user of this element
root.clicked();
}
}
}
MainWindow := Window {
MemoryTile {
icon: @image-url("icons/bus.png");
clicked => {
self.open_curtain = !self.open_curtain;
}
}
}
```
Note the use of `root` and `self` in the code. `root` refers to the outermost
element in the component, that's the `MemoryTile` in this case. `self` refers
to the current element.
Running this gives us a window on the screen with a rectangle that opens up to show us the bus icon, when clicking on
it. Subsequent clicks will close and open the curtain again.
<video autoplay loop muted playsinline src="https://sixtyfps.io/blog/memory-game-tutorial/polishing-the-tile.mp4"></video>