// Crates use rand::Rng; use std::time::{Duration, Instant}; use tui::{ backend::TermionBackend, layout::{Constraint, Direction, Layout}, style::{Color, Modifier, Style}, widgets::{Block, Borders, Paragraph, Span}, Terminal, }; // Constants const PARAGRAPH: &str = "The quick brown fox jumps over the lazy dog."; // Enums enum AppState { Playing(GameState), Stats(GameState, Duration), Quit, } // Structs struct GameState { paragraph: String, user_input: String, start_time: Instant, difficulty: Difficulty, } enum Difficulty { Easy, Medium, Hard, } // Implementations impl GameState { fn new(difficulty: Difficulty) -> Self { let mut rng = rand::thread_rng(); let paragraph = PARAGRAPH.to_owned(); let user_input = String::new(); let start_time = Instant::now(); Self { paragraph, user_input, start_time, difficulty, } } fn wpm(&self) -> f64 { // ... } fn accuracy(&self) -> f64 { // ... } fn elapsed_time(&self) -> Duration { // ... } fn advance(&mut self) -> bool { // ... } fn check_end_condition(&self) -> bool { // ... } } // Functions fn main() { // ... } /* * The following code defines a typing game in Rust. * * In main, the game loop is started by calling `run_game()`. * * The `GameState` struct represents the state of the game, including the difficulty level, * the current paragraph to type, the player's progress, and various methods for manipulating * and querying the game state. These methods include: * * - `new(difficulty: Difficulty)`: creates a new game state with the given difficulty. * - `get_paragraph(difficulty: Difficulty)`: returns a random paragraph of the specified difficulty. * - `wpm(&self)`: calculates the current words per minute of the player. * - `accuracy(&self)`: calculates the current accuracy of the player. * - `check_end_condition(&self)`: checks if the game has ended. * - `advance(&mut self)`: advances the game to the next character. * - `reset(&mut self)`: resets the game state to its initial state. * * The `Difficulty` enum represents the difficulty level of the game, and includes a method to create * an enum variant from a string: * * - `from_str(s: &str) -> Result`: creates a difficulty enum variant from a string. * * The `App` struct represents the application as a whole, and includes methods for handling input, * updating the game state, setting the game difficulty, resetting the game, and setting the current * application state. These methods include: * * - `new()`: creates a new `App` instance. * - `handle_input(&mut self, input: Key)`: handles keyboard input. * - `update(&mut self, elapsed: Duration)`: updates the game state based on the elapsed time. * - `set_difficulty(&mut self, difficulty: Difficulty)`: sets the game difficulty. * - `reset_game(&mut self)`: resets the game state to its initial state. * - `set_state(&mut self, state: AppState)`: sets the current application state. * * The `AppState` enum represents the state of the application, including whether the game is being played, * whether the player is viewing their stats, or whether the game is quitting. The enum variants include: * * - `Playing(GameState)`: represents the game state while the game is being played. * - `Stats(GameState, Instant)`: represents the game state and start time while displaying stats. * - `Quit`: represents the state where the game is quitting. */