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