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.
This commit is contained in:
ZacharyZhang-NY committed 2026-10-12 04:05:25 -04:00
1 parent 86a6901333
commit 8be66c09f2
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+3324 -101

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package fx
import (
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
type FireOptions struct {
// Scale multiplies the 16×20 campfire; zero means 2.
Scale int
Label string
}
// tongues are each flicker frame's three tongue heights.
var tongues = [3][3]int{{3, 6, 2}, {4, 5, 3}, {2, 7, 4}}
// bases are the flame's half widths from row 6 down.
var bases = [8]int{3, 4, 5, 5, 6, 6, 5, 4}
// flames are flicker frames: a Bad rim, a Warn body.
var flames = func() (out [3]*pixel.Sprite) {
for f := range out {
in := func(x, y int) bool {
if y < 0 || y > 13 || x < 0 || x > 12 {
return false
}
if y >= 6 && abs(x-6) <= bases[y-6] {
return true
}
for i, h := range tongues[f] {
if tip := 6 - h; y >= tip && y <= 6 && abs(x-3-3*i) <= (y-tip)/2 {
return true
}
}
return false
}
out[f] = pixel.SpriteOf(13, 14, func(x, y int) (pixel.Slot, bool) {
switch {
case !in(x, y):
return 0, false
case !in(x-1, y) || !in(x+1, y) || !in(x, y-1) || !in(x, y+1):
return pixel.Bad, true
}
return pixel.Warn, true
})
}
return out
}()
// logs cross under the fire; s marks the cut ends.
var logs = pixel.MustSprite(`
ss............ss
s###........###s
..####....####..
....########....
..####....####..
s###........###s
`)
// Fire burns a campfire: flicker frames, heat rising through it.
func Fire(c *ui.Context, o FireOptions) *ui.Element {
k := pixel.K(c)
sc := scale("Fire", o.Scale, 2)
return box(c, k, o.Label, 16*sc, 20*sc).Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
fire(g, k, sc, g.Step(10))
})
}
// fire lights a third of every fourth body row, rising.
func fire(g pixel.Canvas, k pixel.Kit, sc, step int) {
px := func(x, y, w, h int, s pixel.Slot) { g.Rect(x*sc, y*sc, w*sc, h*sc, s) }
wood := g
if k.Palette().Night {
wood = g.Cycled([]pixel.Slot{pixel.Shade, pixel.Lit}, 1)
}
wood.Sprite(0, 14*sc, logs, 0, pick(k, pixel.Faint, pixel.Face), sc)
sp, hot := flames[wrap(step, 3)], nightLit(g, k)
hot.Sprite(sc, 2*sc, sp, 0, pixel.Ink, sc)
// Body rows index the band; turning it lifts the heat.
heat := pixel.Cycle([]pixel.Slot{pixel.Lit, pixel.Warn, pixel.Warn, pixel.Warn}, step)
for y := range sp.H {
for x := range sp.W {
if s, ok := sp.At(0, x, y, pixel.Ink); ok && s == pixel.Warn && rnd(16*y+x, 200)%3 == 0 && heat[y%4] == pixel.Lit {
hot.Rect((1+x)*sc, (2+y)*sc, sc, sc, pixel.Lit)
}
}
}
// Sparks rise beside the tips.
for i := range 2 {
if t := wrap(step+5*i, 8); t < 5 {
px(4+8*i+sway(step+3*i, 8, 1), 5-t, 1, 1, pixel.Warn)
}
}
}
func abs(v int) int {
if v < 0 {
return -v
}
return v
}