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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"math"
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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 SparkleOptions struct {
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// Size is the square's side in dots; zero means 24.
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Size int
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// Slot inks the stars; zero means Warn.
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Slot pixel.Slot
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Label string
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}
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// glints are a star's frames by step; -1 is dark.
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var glints = [...]int{0, 1, 2, 1, 0, -1, -1, -1}
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// Sparkle twinkles four stars around its middle, in turn.
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func Sparkle(c *ui.Context, o SparkleOptions) *ui.Element {
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k := pixel.K(c)
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n := pixel.Or("Sparkle Size", o.Size, 24)
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s := slotOr(o.Slot, pixel.Warn)
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return box(c, k, o.Label, n, n).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() { sparkle(g, s, g.Step(10)) })
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})
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}
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// sparkle moves each star to a new spot every cycle.
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func sparkle(g pixel.Canvas, s pixel.Slot, step int) {
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for i := range 4 {
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t := step + 2*i
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f := glints[wrap(t, len(glints))]
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if f < 0 {
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continue
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}
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seed := t/len(glints)*4 + i
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a := float64(i)*math.Pi/2 + float64(rnd(seed, 170)%60-30)*math.Pi/180
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d := float64(g.W) * float64(20+rnd(seed, 171)%20) / 100
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x := g.W/2 + int(math.Round(d*math.Cos(a))) - 2
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y := g.H/2 + int(math.Round(d*math.Sin(a))) - 2
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g.Sprite(x, y, twinkle, f, s, 1)
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}
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}
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