Add feedback components 106-130; inert scope, focus return, two-step deploy
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@@ -0,0 +1,127 @@
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package feedback
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import (
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"log/slog"
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"strconv"
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"time"
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"github.com/egoist/mygo/ui"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/display"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/icon"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/input"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/text"
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)
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var openChest = pixel.MustSprite(`
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..eeeeeeeeeeee..
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.esssssssssssse.
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.elllllllllllle.
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..eeeeeeeeeeee..
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................
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eeeeeeeeeeeeeeee
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ewwwwwwwwwwwwwwe
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ewwwwwwwwwwwwwwe
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eeeeeeeyyeeeeeee
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essssssyysssssse
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esssssssssssssse
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eeeeeeeeeeeeeeee
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`)
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type EmptyStateOptions struct {
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// Action labels a button; Acted reports it.
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Action string
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Disabled bool
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}
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type EmptyStateResult struct {
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Element *ui.Element
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Acted bool
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}
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// EmptyState shows NO ITEMS over an empty chest.
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func EmptyState(c *ui.Context, message string, o EmptyStateOptions) EmptyStateResult {
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k := pixel.K(c)
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res := EmptyStateResult{}
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res.Element = ui.Column(c).Gap(k.D(6)).Padding(k.D(12)).AlignItems(ui.Center).Role(ui.RoleStatus).Label(k.Msg("empty")).Children(func() {
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display.Sprite(c, openChest, display.SpriteOptions{Scale: 2})
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text.ShadowText(c, k.Msg("empty"), text.ShadowTextOptions{Slot: pixel.Faint, Scale: 2})
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pixel.Text(c, message, pixel.TextOptions{Slot: pixel.Faint})
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if o.Action != "" {
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res.Acted = input.Button(c, o.Action, input.ButtonOptions{Variant: input.Primary, Disabled: o.Disabled}).Clicked
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}
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})
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return res
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}
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type ErrorStateOptions struct {
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Disabled bool
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}
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type ErrorStateResult struct {
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Element *ui.Element
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Continue bool
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}
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type startKey struct{}
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// ErrorState is GAME OVER with a CONTINUE? countdown and RETRY.
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func ErrorState(c *ui.Context, message string, o ErrorStateOptions) ErrorStateResult {
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k := pixel.K(c)
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col := ui.Column(c).Gap(k.D(8)).Padding(k.D(16)).AlignItems(ui.Center).Role(ui.RoleGroup).Label(k.Msg("game_over"))
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start := ui.Local(col, startKey{}, func() time.Time { return k.Now() })
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left := max(0, 9-int(k.Now().Sub(*start)/time.Second))
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if left > 0 {
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k.Tick(c, 10)
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}
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res := ErrorStateResult{Element: col}
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col.Children(func() {
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text.ShadowText(c, k.Msg("game_over"), text.ShadowTextOptions{Slot: pixel.Bad, Scale: 3})
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pixel.Text(c, message, pixel.TextOptions{Slot: pixel.Faint, Wrap: true, MaxLines: 6}).Width(k.D(min(pixel.Measure(message), 280)))
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display.Icon(c, icon.Skull, display.IconOptions{Scale: 3})
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text.ShadowText(c, k.Msg("continue")+" "+strconv.Itoa(left), text.ShadowTextOptions{Slot: pixel.Accent, Scale: 2})
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res.Continue = input.Button(c, k.Msg("retry"), input.ButtonOptions{Variant: input.Primary, Disabled: o.Disabled}).Clicked
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})
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if res.Continue {
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slog.Debug("8bit: continue", "left", left)
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}
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return res
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}
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type SuccessStateOptions struct {
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// Stars pop in one by one; zero means 3.
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Stars int
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}
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// SuccessState is STAGE CLEAR! with stars popping in steps.
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func SuccessState(c *ui.Context, message string, o SuccessStateOptions) *ui.Element {
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k := pixel.K(c)
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n := pixel.Or("SuccessState Stars", o.Stars, 3)
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col := ui.Column(c).Gap(k.D(8)).Padding(k.D(16)).AlignItems(ui.Center).Role(ui.RoleStatus).Label(k.Msg("stage_clear"))
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start := ui.Local(col, startKey{}, func() time.Time { return k.Now() })
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// Stars come four a second; Reduce Motion shows them all.
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shown := n + 1
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if !k.Reduce() {
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shown = min(n+1, int(k.Now().Sub(*start)*4/time.Second))
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if shown <= n {
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k.Tick(c, 8)
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}
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}
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return col.Children(func() {
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text.ShadowText(c, k.Msg("stage_clear"), text.ShadowTextOptions{Slot: pixel.Good, Scale: 3})
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w := icon.Star.W*2 + 4
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ui.Box(c).Size(k.D(n*w), k.D(icon.Star.H*2+4)).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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for i := range min(shown, n) {
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if i == shown-1 {
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for _, d := range [][2]int{{-1, 0}, {1, 0}, {0, -1}, {0, 1}} {
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g.Sprite(i*w+2+d[0], 2+d[1], icon.Star, 0, pixel.Lit, 2)
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}
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}
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g.Sprite(i*w+2, 2, icon.Star, 0, pixel.Warn, 2)
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}
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})
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pixel.Text(c, message, pixel.TextOptions{})
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})
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}
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