- basic scene
- field objects are white rects attached to a layer, grouped
- die needs to be thrown, drawn and grouped (no dots)
- define some pretty distinguishable colors
- press space to test new turn/throwing dice again
- die needs to have dots drawn
- always add tuples
- label for green fields in top margin
- labels for oranges fields in squares
- less than sign polygons for purple fields
- click a die to play it to a field
- determine desired interactions through state
- put the value into the field if purple or orange
- return false if invalid move
- put an X in the field if green
- labels for green field requirements
- larger cross, but also remove the label behind it
- need to keep track of req labels
- change from dice to groups of values, rects and dots
- get the bound union of all the dice bounds
- allow the making of empty dice object
- use add and take for moving to dice or to silver
- include the color index in the tuple
- the field object also keeps its own scores # TODO: move
- colored square behind white square, try to move labels away
- separately draw green margin
- function to write green labels
- proto square function to separate some logic
- function to write oranges labels
- function to write purples less than signs
- move these color specific checks in play and cross out of field class
- in fact, contain color-value-rect-dots in one object
- draws rect and dots to layer
- in fact, change to list of Die instances
- draw silver plate and its dice in the newer fashion
- write the bound union function in the newer fashion
- rewrite the die class to fit the following usage
- arrange the dice in a smart way
- getters and setters for color and value
- proto function for adding square
- layer index not working #FIXME
- throw the die and refresh the sprites
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