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:
ZacharyZhang-NY committed 2026-10-12 02:48:20 -04:00
1 parent f48075230f
commit 86a6901333
38 files changed
+2663 -8

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package game
import (
"fmt"
"log/slog"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
// Enemy is a target; at zero HP, a shadow.
type Enemy struct {
Name string
Sprite *pixel.Sprite
HP, MaxHP int
}
type TargetSelectorOptions struct {
Disabled bool
}
type TargetSelectorResult struct {
Element *ui.Element
Changed bool
// Chosen is the target confirmed this frame, or -1.
Chosen int
}
// foeW and foeH are a target's cell: cursor, sprite, name.
const foeW, foeH = 40, 12 + 24 + 4 + pixel.LineHeight
// TargetSelector rows enemies under a bobbing ▼; arrows choose.
func TargetSelector(c *ui.Context, text string, enemies []Enemy, selected *int, o TargetSelectorOptions) TargetSelectorResult {
k := pixel.K(c)
if len(enemies) == 0 || *selected < 0 || *selected >= len(enemies) {
panic(fmt.Sprintf("game: TargetSelector target %d of %d", *selected, len(enemies)))
}
for _, en := range enemies {
if en.Sprite == nil {
panic(fmt.Sprintf("game: enemy %q has no sprite", en.Name))
}
amount("enemy "+en.Name+" HP", en.HP, en.MaxHP)
}
old := *selected
shell, base, st, chosen := pixel.Pad(c, text, len(enemies), len(enemies), foeW, foeH, selected, o.Disabled)
res := TargetSelectorResult{Element: shell, Changed: *selected != old, Chosen: chosen}
en := enemies[*selected]
base.Description(en.Name + " " + ratio(en.HP, en.MaxHP))
if res.Changed || res.Chosen >= 0 {
slog.Debug("8bit: target", "label", text, "enemy", en.Name, "chosen", res.Chosen)
}
sel, shown := *selected, append([]Enemy(nil), enemies...)
shell.Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
for i, en := range shown {
x := i * foeW
sx := x + (foeW-2*en.Sprite.W)/2
if en.HP == 0 {
g.Silhouette(sx, 12, en.Sprite, 0, pixel.Shade, 2)
} else {
g.Sprite(sx, 12, en.Sprite, 0, pixel.Ink, 2)
}
ink := pixel.Ink
if en.HP == 0 {
ink = pixel.Faint
}
name := pixel.Wrap(en.Name, foeW-2, 1)[0]
g.Text(x+(foeW-pixel.Measure(name))/2, 12+24+4, name, ink, 1)
// The cursor bobs a dot; reduced, it holds.
if i == sel {
g.Text(x+(foeW-pixel.Measure("▼"))/2, g.Step(4)%2-4, "▼", pixel.Accent, 1)
}
}
g.Finish(st)
})
return res
}