Audit keyboard, focus, veils, motion and clocks across all 500
A cross-cutting pass, each fix with a test that failed first. Veils: MyGo still hands a key to a base that turned off this frame, so every element key now goes through pixel.Shortcut, which an archtest enforces. Input handlers record and the build applies them only while enabled; the editor turns away a veil-frame letter or copy; value bases get a copy and keep only enabled turns. Popups give a held focus back to their opener when the veil lifts. Motion: S5 is enforced at the clock. Every Tick, Since, Step, Toward and Shot runs at 4-15 fps; blinks keep 1 Hz on 4 fps steps, fast animations step at 15, and drawn time is quantized to frames. Clocks stepping back: Since holds at zero without overflow, and k.Elapsed moves a stored start to now, so nothing goes negative, runs backward or indexes out of range. Also: logs count typed text instead of holding it, gallery names use glyphs the font has, removable rows are keyed, components take their own Options (archtest), and sweeps over all 508 demos check veiled keys, clicks, wheels, the clock stepping back and names.
This commit is contained in:
198 files changed
+2708
-422
No files matched your search
+1
-1
@@ -55,7 +55,7 @@ func Credits(c *ui.Context, text string, credits []Credit, o CreditsOptions) Cre
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end, roll := h/2+full-pixel.LineHeight/2, start(k, e, o.Cue)
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top, step := 0, end
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if !k.Reduce() {
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step = k.Since(c, roll.at, 16, end)
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step = k.Since(c, roll.at, 15, end)
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top = h - step
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} else {
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h = full
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@@ -31,13 +31,15 @@ const life = 800 * time.Millisecond
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func DamageNumbers(c *ui.Context, text string, hits *[]Hit, o DamageNumbersOptions) *ui.Element {
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k := pixel.K(c)
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w, h := pixel.Or("DamageNumbers Width", o.Width, 160), pixel.Or("DamageNumbers Height", o.Height, 80)
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now := k.Now()
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// S5: hits rise in whole frames, fifteen a second.
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now := k.Now().Truncate(time.Second / 15)
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live := (*hits)[:0]
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for _, hit := range *hits {
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if hit.X < 0 || hit.X >= w || hit.Y < 0 || hit.Y >= h {
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panic(fmt.Sprintf("game: hit at %d,%d is off the %d×%d box", hit.X, hit.Y, w, h))
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}
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if hit.at.IsZero() {
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// A clock stepping back starts a hit again.
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if hit.at.IsZero() || now.Before(hit.at) {
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hit.at = now
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}
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if now.Sub(hit.at) < life {
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@@ -54,7 +56,7 @@ func DamageNumbers(c *ui.Context, text string, hits *[]Hit, o DamageNumbersOptio
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}
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}
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if len(shown) > 0 {
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k.Tick(c, 20)
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k.Tick(c, 15)
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}
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return ui.Box(c).Role(ui.RoleImage).Label(text).Description(strings.Join(parts, ", ")).Size(k.D(w), k.D(h)).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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+1
-1
@@ -66,7 +66,7 @@ func Equipment(c *ui.Context, text string, gear []data.Item, selected *int, o Eq
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})
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arrows(base, spots, selected)
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res := EquipmentResult{Element: shell, Picked: -1}
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if base.Shortcut(0, ui.KeyEnter) || base.Shortcut(0, ui.KeySpace) {
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if pixel.Shortcut(base, 0, ui.KeyEnter) || pixel.Shortcut(base, 0, ui.KeySpace) {
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res.Picked = *selected
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}
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left := (w - (3*pitch - 4)) / 2
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+2
-1
@@ -93,7 +93,7 @@ func arrows(base *ui.Element, spots []Spot, cur *int) {
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key ui.Key
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dx, dy int
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}{{ui.KeyLeft, -1, 0}, {ui.KeyRight, 1, 0}, {ui.KeyUp, 0, -1}, {ui.KeyDown, 0, 1}} {
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if base.Shortcut(0, m.key) {
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if pixel.Shortcut(base, 0, m.key) {
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*cur = nearest(spots, *cur, m.dx, m.dy)
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}
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}
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@@ -120,5 +120,6 @@ func start(k pixel.Kit, e *ui.Element, cue int) begun {
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if s.cue != cue {
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s.cue, s.at, s.run = cue, k.Now(), s.run+1
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}
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k.Elapsed(&s.at)
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return *s
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}
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+4
-2
@@ -40,7 +40,9 @@ func HealthBar(c *ui.Context, text string, hp, full int, o HealthBarOptions) *ui
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now := k.Now()
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// end is the trail's end: held, then draining fast.
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end := func() float64 {
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return max(float64(tr.seen), tr.from-max(0, now.Sub(tr.at)-hold).Seconds()*float64(full))
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// S5: the drain moves in whole frames, fifteen a second.
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drained := max(0, now.Sub(tr.at)-hold).Truncate(time.Second / 15)
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return max(float64(tr.seen), tr.from-drained.Seconds()*float64(full))
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}
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if hp < tr.seen {
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tr.from, tr.at = end(), now
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@@ -54,7 +56,7 @@ func HealthBar(c *ui.Context, text string, hp, full int, o HealthBarOptions) *ui
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shown = float64(hp)
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}
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if shown > float64(hp) {
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k.Tick(c, 30)
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k.Tick(c, 15)
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}
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// Divide, not multiply: huge HP must not overflow.
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ink := pixel.Good
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+15
-10
@@ -40,27 +40,32 @@ func Hotbar(c *ui.Context, text string, items []data.Item, selected *int, o Hotb
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old := *selected
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shell, base, st, used := pixel.Pad(c, text, n, n, data.SlotSize, data.SlotSize, selected, o.Disabled)
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for i := range n {
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if base.Shortcut(0, ui.Key1+ui.Key(i)) {
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if pixel.Shortcut(base, 0, ui.Key1+ui.Key(i)) {
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*selected = i
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}
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}
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wh := ui.Local(base, wheelKey{}, func() wheel { return wheel{} })
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notch := k.D(pixel.LineHeight)
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// The handler runs before this frame knows it is off.
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base.HandleInput(func(ev ui.InputEvent) bool {
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if ev.Kind != ui.InputScroll {
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return false
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}
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// A notch moves one slot; the bar wraps around.
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for wh.left += ev.DY; wh.left >= notch || wh.left <= -notch; {
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d := 1
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if wh.left < 0 {
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d = -1
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}
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wh.left -= float32(d) * notch
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*selected, wh.moved = ((*selected+d)%n+n)%n, true
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}
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wh.left += ev.DY
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return true
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})
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if base.IsDisabled() {
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wh.left = 0
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}
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// A notch moves one slot; the bar wraps around.
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for wh.left >= notch || wh.left <= -notch {
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d := 1
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if wh.left < 0 {
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d = -1
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}
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wh.left -= float32(d) * notch
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*selected, wh.moved = ((*selected+d)%n+n)%n, true
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}
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res := HotbarResult{Element: shell, Changed: *selected != old || wh.moved, Used: used}
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wh.moved = false
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base.Description(items[*selected].String())
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@@ -31,7 +31,7 @@ func InteractPrompt(c *ui.Context, target *ui.Element, action string, o Interact
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at := max(3, int((b.X+b.W/2-x)/k.Dot()))
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bob := 0
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if !k.Reduce() {
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bob = k.Tick(c, 2) % 2
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bob = k.Tick(c, 4) / 2 % 2
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}
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var e *ui.Element
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ui.Overlay(c, func() {
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@@ -0,0 +1,70 @@
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package game_test
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import (
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"testing"
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"github.com/egoist/mygo/ui"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/data"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/game"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/icon"
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)
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func TestSpaceAfterEnterPicksTheCursor(t *testing.T) {
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gear := []data.Item{{Sprite: icon.Crown, Name: "Crown"}, {}, {Sprite: icon.Sword, Name: "Sword"}, {}, {}}
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sel, picks := game.Head, []int{}
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tt := view(400, 200, &world{clk: newClock()}, func(c *ui.Context) {
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if r := game.Equipment(c, "Gear", gear, &sel, game.EquipmentOptions{}); r.Picked >= 0 {
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picks = append(picks, r.Picked)
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}
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})
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r := find(t, tt, "Gear")
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// The pointer rests over the doll's lower row.
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tt.Move(r.X+r.W/2, r.Y+2*(26+11))
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tt.Key(0, ui.KeyTab)
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tt.Key(0, ui.KeyEnter)
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tt.Key(0, ui.KeySpace)
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if len(picks) != 2 || picks[0] != game.Head || picks[1] != game.Head || sel != game.Head {
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t.Fatalf("Enter then Space picked %v, cursor %d", picks, sel)
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}
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}
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func TestSpaceLearnsTheCursorNotThePointer(t *testing.T) {
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skills := []game.Skill{
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{Name: "Root", Sprite: icon.Star},
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{Name: "Slash", Sprite: icon.Sword, At: game.Spot{X: 1}, Needs: []int{0}},
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}
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cur, points, learned := 0, 2, -1
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tt := view(400, 200, &world{clk: newClock()}, func(c *ui.Context) {
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if r := game.SkillTree(c, "Skills", skills, &cur, &points, game.SkillTreeOptions{}); r.Learned >= 0 {
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learned = r.Learned
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}
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})
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r := find(t, tt, "Skills")
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// The pointer rests on Slash; the cursor is on Root.
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tt.Move(r.X+2*(28+10), r.Y+2*(20+10))
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tt.Key(0, ui.KeyTab)
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tt.Key(0, ui.KeySpace)
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if learned != 0 || cur != 0 {
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t.Fatalf("Space learned %d, cursor %d", learned, cur)
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}
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}
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func TestHotbarWheelAsAVeilFallsMovesNothing(t *testing.T) {
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wd, slot := &world{clk: newClock()}, 0
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tt := view(400, 200, wd, func(c *ui.Context) {
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game.Hotbar(c, "Slots", []data.Item{{Name: "A"}, {Name: "B"}}, &slot, game.HotbarOptions{})
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})
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r := find(t, tt, "Slots")
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wd.inert = true
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tt.Scroll(r.X+r.W/2, r.Y+r.H/2, 0, 40)
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if slot != 0 {
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t.Fatalf("the wheel moved a veiled bar to %d", slot)
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}
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wd.inert = false
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tt.Frame()
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tt.Scroll(r.X+r.W/2, r.Y+r.H/2, 0, 40)
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if slot != 1 {
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t.Fatalf("the wheel did not move the bar: %d", slot)
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}
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}
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+1
-1
@@ -17,7 +17,7 @@ func Letterbox(c *ui.Context, on bool, o LetterboxOptions, content func()) *ui.E
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k := pixel.K(c)
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bar := pixel.Or("Letterbox Bar", o.Bar, 16)
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var cover *ui.Element
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e := layout.Layers(c, content, func() { cover = ui.Box(c).Fill().PassThrough() })
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e := layout.Layers(c, layout.LayersOptions{}, content, func() { cover = ui.Box(c).Fill().PassThrough() })
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h := bar * k.Toward(c, e, on, 8, 4) / 4
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cover.Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
|
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|
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+1
-1
@@ -34,7 +34,7 @@ func LootPopup(c *ui.Context, it data.Item, open *bool, o LootPopupOptions) Loot
|
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// The item rises 8 dots; reduced, it starts up.
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rise := 8
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if !k.Reduce() {
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rise = k.Since(c, start(k, e, 0).at, 16, 8)
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rise = k.Since(c, start(k, e, 0).at, 15, 8)
|
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}
|
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e.Draw(func(p *ui.Painter, r ui.Rect) {
|
||||
g := k.Canvas(p, r)
|
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|
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+3
-2
@@ -166,8 +166,9 @@ func TestDamageNumbersRiseAndExpire(t *testing.T) {
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||||
t0, crit := top(pixel.Ink), top(pixel.Warn)
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||||
wd.clk.t = wd.clk.t.Add(400 * time.Millisecond)
|
||||
tt.Frame()
|
||||
// Halfway through its life it has risen 6 dots.
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if rose := t0 - top(pixel.Ink); t0 < 0 || crit < 0 || (rose == 6) == reduce || rose != 6 && rose != 0 {
|
||||
// Halfway through its life: 6 dots, or 5 stepped.
|
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rose := t0 - top(pixel.Ink)
|
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if moved := rose == 5 || rose == 6; t0 < 0 || crit < 0 || moved == reduce || !moved && rose != 0 {
|
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t.Fatalf("reduced %v: the number rose %d from %d", reduce, rose, t0)
|
||||
}
|
||||
wd.clk.t = wd.clk.t.Add(500 * time.Millisecond)
|
||||
|
||||
@@ -6,7 +6,9 @@ import (
|
||||
|
||||
"github.com/egoist/mygo/ui"
|
||||
|
||||
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/data"
|
||||
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/game"
|
||||
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/icon"
|
||||
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
|
||||
)
|
||||
|
||||
@@ -256,3 +258,90 @@ func TestLoadingTipsTurnEveryFourSeconds(t *testing.T) {
|
||||
t.Fatalf("tips did not turn: %q", tt.Texts())
|
||||
}
|
||||
}
|
||||
|
||||
func TestInteractPromptBobsOnceASecond(t *testing.T) {
|
||||
wd := &world{clk: newClock()}
|
||||
tt := view(300, 200, wd, func(c *ui.Context) {
|
||||
var target *ui.Element
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||||
ui.Column(c).Padding(60).Children(func() { target = ui.Box(c).Size(20, 20) })
|
||||
game.InteractPrompt(c, target, "OPEN", game.InteractPromptOptions{})
|
||||
})
|
||||
start := wd.clk.t
|
||||
var ys []float32
|
||||
for _, at := range []time.Duration{100, 350, 600} {
|
||||
wd.clk.t = start.Add(at * time.Millisecond)
|
||||
tt.Frame()
|
||||
// The bottom edge bobs; the top may sit clipped.
|
||||
r := find(t, tt, "A OPEN")
|
||||
ys = append(ys, r.Y+r.H)
|
||||
}
|
||||
if ys[0] != ys[1] || ys[1] == ys[2] {
|
||||
t.Fatalf("the prompt sat at %v at .1, .35 and .6 s", ys)
|
||||
}
|
||||
}
|
||||
|
||||
func TestHealthBarTrailStepsAtFifteen(t *testing.T) {
|
||||
wd, hp := &world{clk: newClock()}, 100
|
||||
tt := view(300, 100, wd, func(c *ui.Context) { game.HealthBar(c, "HP", hp, 100, game.HealthBarOptions{}) })
|
||||
hp = 50
|
||||
tt.Frame()
|
||||
wd.clk.t = wd.clk.t.Add(350 * time.Millisecond)
|
||||
// Frames each 10 ms show two steps at most.
|
||||
seen := map[string]bool{}
|
||||
for range 6 {
|
||||
wd.clk.t = wd.clk.t.Add(10 * time.Millisecond)
|
||||
tt.Frame()
|
||||
seen[string(tt.Image().Pix)] = true
|
||||
}
|
||||
if len(seen) > 2 {
|
||||
t.Fatalf("the trail drew %d pictures in 60 ms", len(seen))
|
||||
}
|
||||
}
|
||||
|
||||
func TestDamageNumbersRiseInWholeFrames(t *testing.T) {
|
||||
wd := &world{clk: newClock()}
|
||||
hits := []game.Hit{{Value: 999, X: 60, Y: 60}}
|
||||
tt := view(300, 200, wd, func(c *ui.Context) { game.DamageNumbers(c, "Damage", &hits, game.DamageNumbersOptions{}) })
|
||||
wd.clk.t = wd.clk.t.Add(500 * time.Millisecond)
|
||||
tt.Frame()
|
||||
seen := map[string]bool{}
|
||||
for range 7 {
|
||||
seen[string(tt.Image().Pix)] = true
|
||||
wd.clk.t = wd.clk.t.Add(10 * time.Millisecond)
|
||||
tt.Frame()
|
||||
}
|
||||
if len(seen) > 2 {
|
||||
t.Fatalf("%d pictures in 60 ms", len(seen))
|
||||
}
|
||||
}
|
||||
|
||||
func TestSpinsAndHitsRestartWhenTheClockStepsBack(t *testing.T) {
|
||||
wd := &world{clk: newClock()}
|
||||
faces := []data.Item{{Sprite: icon.Star, Name: "Star"}, {Sprite: icon.Coin, Name: "Coin"}}
|
||||
spin, done := 0, 0
|
||||
tt := view(300, 100, wd, func(c *ui.Context) {
|
||||
if game.GachaReel(c, "Reels", faces, [3]int{1, 1, 1}, spin, game.GachaReelOptions{}).Done {
|
||||
done++
|
||||
}
|
||||
})
|
||||
spin = 1
|
||||
tt.Frame()
|
||||
// An hour back, the spin times from now and lands.
|
||||
wd.clk.t = wd.clk.t.Add(-time.Hour)
|
||||
tt.Frame()
|
||||
for range 30 {
|
||||
wd.clk.t = wd.clk.t.Add(200 * time.Millisecond)
|
||||
tt.Frame()
|
||||
}
|
||||
if done != 1 {
|
||||
t.Fatalf("the reels landed %d times", done)
|
||||
}
|
||||
hits := []game.Hit{{Value: 7, X: 60, Y: 40}}
|
||||
tt = view(300, 200, wd, func(c *ui.Context) { game.DamageNumbers(c, "Damage", &hits, game.DamageNumbersOptions{}) })
|
||||
fresh := string(tt.Image().Pix)
|
||||
wd.clk.t = wd.clk.t.Add(-time.Second)
|
||||
tt.Frame()
|
||||
if string(tt.Image().Pix) != fresh {
|
||||
t.Fatal("a hit moved as the clock stepped back")
|
||||
}
|
||||
}
|
||||
+6
-6
@@ -73,21 +73,21 @@ func OptionsMenu(c *ui.Context, text string, settings []Setting, row *int, o Opt
|
||||
*s.Value, res.Changed = v, true
|
||||
}
|
||||
}
|
||||
if base.Shortcut(0, ui.KeyUp) && *row > 0 {
|
||||
if pixel.Shortcut(base, 0, ui.KeyUp) && *row > 0 {
|
||||
*row--
|
||||
}
|
||||
if base.Shortcut(0, ui.KeyDown) && *row < len(settings)-1 {
|
||||
if pixel.Shortcut(base, 0, ui.KeyDown) && *row < len(settings)-1 {
|
||||
*row++
|
||||
}
|
||||
if base.Shortcut(0, ui.KeyLeft) {
|
||||
if pixel.Shortcut(base, 0, ui.KeyLeft) {
|
||||
step(-1)
|
||||
}
|
||||
if base.Shortcut(0, ui.KeyRight) {
|
||||
if pixel.Shortcut(base, 0, ui.KeyRight) {
|
||||
step(1)
|
||||
}
|
||||
// Enter and Space are taken, so clicks come from pointers.
|
||||
base.Shortcut(0, ui.KeyEnter)
|
||||
base.Shortcut(0, ui.KeySpace)
|
||||
pixel.Shortcut(base, 0, ui.KeyEnter)
|
||||
pixel.Shortcut(base, 0, ui.KeySpace)
|
||||
aw := pixel.Measure("◀")
|
||||
ax := pixel.Hand.W + 4 + name + 10
|
||||
vx := ax + aw + 3
|
||||
|
||||
+1
-1
@@ -29,7 +29,7 @@ func PressStart(c *ui.Context, o PressStartOptions) PressStartResult {
|
||||
shell.Size(k.D(pixel.Measure(s)+8), k.D(pixel.LineHeight+4)).Draw(func(p *ui.Painter, r ui.Rect) {
|
||||
g := k.Canvas(p, r)
|
||||
// It blinks at 1 Hz; reduced, it holds still.
|
||||
if g.Step(2)%2 == 0 {
|
||||
if g.Step(4)%4 < 2 {
|
||||
g.Text(4, 2, s, pixel.Ink, 1)
|
||||
}
|
||||
g.Finish(st)
|
||||
|
||||
+1
-1
@@ -73,7 +73,7 @@ func SkillTree(c *ui.Context, text string, skills []Skill, cursor, points *int,
|
||||
return ui.Box(c).Focusable().Role(ui.RoleGroup).Label(text).Disabled(o.Disabled)
|
||||
})
|
||||
arrows(base, spots, cursor)
|
||||
learn := base.Shortcut(0, ui.KeyEnter) || base.Shortcut(0, ui.KeySpace)
|
||||
learn := pixel.Shortcut(base, 0, ui.KeyEnter) || pixel.Shortcut(base, 0, ui.KeySpace)
|
||||
top := pixel.LineHeight + 4
|
||||
// A click moves the cursor; clicking it again learns.
|
||||
if base.Clicked() {
|
||||
|
||||
@@ -50,7 +50,7 @@ func TreasureChest(c *ui.Context, text string, it data.Item, open *bool, o Treas
|
||||
if *open {
|
||||
frame, rise = 2, 10
|
||||
if !k.Reduce() {
|
||||
frame, rise = k.Since(c, s.at, 8, 2), k.Since(c, s.at, 16, 10)
|
||||
frame, rise = k.Since(c, s.at, 8, 2), k.Since(c, s.at, 15, 10)
|
||||
}
|
||||
}
|
||||
if *open {
|
||||
|
||||
Reference in new issue
Block a user