Add tabletop components 486-500 and ten game icons

Fifteen pieces of a games night: Dice, DiceTray, PlayingCard, CardHand,
Deck, Chessboard, GoBoard, MahjongTile, Domino, Roulette, CoinFlip,
BingoCard, TicTacToe, ScoreTrack and Meeple. Component number 500 is
a meeple, which seems right.

Dice tumble, coins turn and wheels spin on a cue, a frame at a time,
and land at once under Reduce Motion. Hands lift the card you point
at and play the one drawn on top; pieces and stones pick the lighter
of Lit and Ink for White, so they read in every palette; the computer
plays a fair O; FREE is a star in every language.

New 12x12 icons: Spade, Club, Diamond, Meeple, King, Queen, Rook,
Bishop, Knight and Pawn.
This commit is contained in:
ZacharyZhang-NY committed 2026-10-12 14:03:58 -04:00
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package tabletop
import (
"fmt"
"log/slog"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
// Stone is a Go point: Empty, Black or White.
type Stone int8
const (
Empty Stone = iota
Black
White
)
type GoBoardOptions struct {
Disabled bool
}
type GoBoardResult struct {
Element *ui.Element
// Placed is the point played this frame, else -1.
Placed int
}
type goKey struct{}
const point = 10
// GoBoard places stones in turn, Black first, 9–19 lines.
func GoBoard(c *ui.Context, text string, board []Stone, o GoBoardOptions) GoBoardResult {
k := pixel.K(c)
size := map[int]int{81: 9, 169: 13, 361: 19}[len(board)]
if size == 0 {
panic(fmt.Sprintf("tabletop: GoBoard of %d points is not 9, 13 or 19 lines", len(board)))
}
blacks, whites := 0, 0
for i, s := range board {
switch s {
case Black:
blacks++
case White:
whites++
case Empty:
default:
panic(fmt.Sprintf("tabletop: GoBoard point %d holds %d", i, s))
}
}
turn := Black
if blacks > whites {
turn = White
}
col := ui.Column(c).Gap(k.D(4))
cur := ui.Local(col, goKey{}, func() int { return len(board) / 2 })
// A smaller board pulls the cursor in.
*cur = min(*cur, len(board)-1)
res := GoBoardResult{Placed: -1}
res.Element = col.Children(func() {
side := k.Msg("black")
if turn == White {
side = k.Msg("white")
}
next := fmt.Sprintf(k.Msg("to_play"), side)
pixel.Text(c, next, pixel.TextOptions{})
shell, base, st, picked := pixel.Pad(c, text, size, len(board), point, point, cur, o.Disabled)
if picked >= 0 && board[picked] == Empty {
board[picked], res.Placed = turn, picked
}
base.Description(goPoint(size, *cur) + " " + stoneName(k, board[*cur]))
at, shown := *cur, append([]Stone(nil), board...)
light, dark := shades(k)
shell.Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
g.Rect(0, 0, g.W, g.H, pixel.Face)
end := (size-1)*point + 1
for i := range size {
g.HLine(point/2, point/2+i*point, end, pixel.Ink)
g.VLine(point/2+i*point, point/2, end, pixel.Ink)
}
// Star points sit three or four lines in, and mid-board.
edge := 2
if size > 9 {
edge = 3
}
for _, x := range []int{edge, size / 2, size - 1 - edge} {
for _, y := range []int{edge, size / 2, size - 1 - edge} {
g.Rect(point/2+x*point-1, point/2+y*point-1, 3, 3, pixel.Ink)
}
}
for i, s := range shown {
cx, cy := point/2+i%size*point, point/2+i/size*point
switch s {
case Black:
g.Disc(cx, cy, 4, dark)
case White:
g.Disc(cx, cy, 4, light)
g.Circle(cx, cy, 4, dark)
}
}
if st.Focus {
x, y := at%size*point, at/size*point
g.Rect(x, y, point, 1, pixel.Accent)
g.Rect(x, y+point-1, point, 1, pixel.Accent)
g.Rect(x, y, 1, point, pixel.Accent)
g.Rect(x+point-1, y, 1, point, pixel.Accent)
}
g.Finish(st)
})
})
if res.Placed >= 0 {
slog.Debug("8bit: go stone placed", "label", text, "point", goPoint(size, res.Placed))
}
return res
}
// goPoint names a point as Go does: columns skip I.
func goPoint(size, i int) string {
return fmt.Sprintf("%c%d", "ABCDEFGHJKLMNOPQRST"[i%size], size-i/size)
}
// stoneName reads a stone out, or the point's emptiness.
func stoneName(k pixel.Kit, s Stone) string {
switch s {
case Black:
return fmt.Sprintf(k.Msg("stone"), k.Msg("black"))
case White:
return fmt.Sprintf(k.Msg("stone"), k.Msg("white"))
}
return k.Msg("empty")
}