Add game components 269-290; CommandMenu AutoFocus
Press start, title screen, save slots, options menu, game over with CONTINUE, credits roll, ending card, loading tips, letterbox, mission brief, achievements, result screen, crafting grid, loot popup, treasure chest, gacha reel, interact prompt, turn order, battle log, target selector, ATB gauge and stamina bar. Cued effects count runs, so each cue change plays once and reports once. CommandMenu takes AutoFocus when enabled. HealthBar, ManaBar and CountUp keep exact colors, ticks and counts for the largest ints.
This commit is contained in:
38 files changed
+2663
-8
No files matched your search
@@ -0,0 +1,78 @@
|
||||
package game
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"log/slog"
|
||||
|
||||
"github.com/egoist/mygo/ui"
|
||||
|
||||
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/data"
|
||||
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/input"
|
||||
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
|
||||
)
|
||||
|
||||
// Recipe makes Result from item names in a 3×3 grid.
|
||||
type Recipe struct {
|
||||
Grid [9]string
|
||||
Result data.Item
|
||||
}
|
||||
|
||||
type CraftingOptions struct {
|
||||
Disabled bool
|
||||
}
|
||||
|
||||
type CraftingResult struct {
|
||||
Element *ui.Element
|
||||
Changed bool
|
||||
// Picked is the cell chosen this frame, or -1.
|
||||
Picked int
|
||||
Crafted bool
|
||||
}
|
||||
|
||||
// Crafting is a 3×3 grid showing a known recipe's result.
|
||||
func Crafting(c *ui.Context, text string, grid []data.Item, recipes []Recipe, selected *int, o CraftingOptions) CraftingResult {
|
||||
k := pixel.K(c)
|
||||
if len(grid) != 9 || *selected < 0 || *selected > 8 {
|
||||
panic(fmt.Sprintf("game: Crafting has %d cells, cell %d; it takes 9", len(grid), *selected))
|
||||
}
|
||||
var made data.Item
|
||||
for _, r := range recipes {
|
||||
if r.makes(grid) {
|
||||
made = r.Result
|
||||
break
|
||||
}
|
||||
}
|
||||
row := ui.Row(c).Gap(k.D(8)).AlignItems(ui.Center)
|
||||
res := CraftingResult{Element: row, Picked: -1}
|
||||
row.Children(func() {
|
||||
old := *selected
|
||||
shell, base, st, picked := pixel.Pad(c, text, 3, 9, data.SlotSize, data.SlotSize, selected, o.Disabled)
|
||||
res.Changed, res.Picked = *selected != old, picked
|
||||
base.Description(grid[*selected].String())
|
||||
sel, shown := *selected, append([]data.Item(nil), grid...)
|
||||
shell.Draw(func(p *ui.Painter, r ui.Rect) {
|
||||
g := k.Canvas(p, r)
|
||||
for i, it := range shown {
|
||||
data.DrawSlot(g, i%3*data.SlotSize, i/3*data.SlotSize, it, data.ItemSlotOptions{Selected: i == sel})
|
||||
}
|
||||
g.Finish(st)
|
||||
})
|
||||
pixel.Text(c, "→", pixel.TextOptions{Slot: pixel.Faint})
|
||||
data.ItemSlot(c, made, data.ItemSlotOptions{})
|
||||
res.Crafted = input.Button(c, k.Msg("craft"), input.ButtonOptions{Variant: input.Primary, Disabled: o.Disabled || made.Sprite == nil}).Clicked
|
||||
})
|
||||
if res.Changed || res.Crafted {
|
||||
slog.Debug("8bit: crafting", "label", text, "cell", *selected, "crafted", res.Crafted, "item", made.Name)
|
||||
}
|
||||
return res
|
||||
}
|
||||
|
||||
// makes is whether the grid lays out the recipe's names.
|
||||
func (r Recipe) makes(grid []data.Item) bool {
|
||||
for i, name := range r.Grid {
|
||||
if grid[i].Name != name {
|
||||
return false
|
||||
}
|
||||
}
|
||||
return true
|
||||
}
|
||||
Reference in new issue
Block a user