Add fx components 291-320 and the home scene; Kit.Shot, Kit.Toward
Palette cycling, sky, sun and moon, clouds, starfield, rain, snow, petals, leaves, fireflies, waterfall, ocean, campfire, lava, aurora, lightning, mountains and a season scene; scanlines, vignette, screen shake, flash, dither fades, iris wipes, dissolves, mosaics, glitches, sparkles, explosions and confetti. Home opens on a live scene in the palette's season and a strip of all eight palettes. pixel adds Canvas.Cycled, Sprite.At, SpriteOf, Kit.Toward and Kit.Shot, which spends a cue under Reduce Motion so it never replays; display exports Reduce. Gallery grids and the sidebar are one Tab stop each.
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package fx
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import (
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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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type CloudsOptions struct {
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// Width and Height are dots; zeros mean 160 by 96.
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Width, Height int
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Label string
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}
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// Clouds drift by: far ones slowly, near ones faster.
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func Clouds(c *ui.Context, o CloudsOptions) *ui.Element {
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k := pixel.K(c)
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w, h := size("Clouds", o.Width, o.Height, 160, 96)
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return box(c, k, o.Label, w, h).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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g.Clip(0, 0, g.W, g.H, func() { clouds(g, g.Step(8)) })
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})
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}
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// clouds drifts two layers across the top third of g.
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func clouds(g pixel.Canvas, step int) {
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for layer, sp := range []*pixel.Sprite{smallCloud, bigCloud} {
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// Far clouds shift a dot each four steps; near, two.
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shift, span := step/(4>>layer), g.W+sp.W
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for i := range max(1, g.W/(120-20*layer)) {
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x := wrap(rnd(i, 10+layer)-shift, span) - sp.W
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y := rnd(i, 12+layer)%max(1, g.H/3) + 4*layer
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g.Sprite(x, y, sp, 0, pixel.Ink, 1)
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}
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}
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}
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