Add game components 246-268; data.DrawSlot, Canvas.TextVeil

Health, mana and experience bars, quarter hearts, lives, a spinning
coin counter, score board, stage timer, minimap with fog, compass,
hotbar, paper-doll equipment, skill tree, skill buttons with cooldown
wipes, status effects, a boss bar, damage numbers, quest log and
tracker, party frames, character sheet, level-up screen and shop.
data exports DrawSlot so every slot looks alike; pixel adds TextVeil
for dissolving text. Messages the font cannot draw are fixed and
TestMessagesHaveGlyphs holds every message to the font.
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ZacharyZhang-NY committed 2026-10-12 01:53:20 -04:00
1 parent 596c62e026
commit f48075230f
42 files changed
+3260 -26

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package game
import (
"fmt"
"log/slog"
"math"
"strconv"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
type SkillButtonOptions struct {
Disabled bool
}
type SkillButtonResult struct {
Element *ui.Element
// Clicked is a press while the skill is ready.
Clicked bool
}
// SkillButton shows a skill, its key and a cooldown wipe.
func SkillButton(c *ui.Context, text string, sprite *pixel.Sprite, key string, cooldown float64, o SkillButtonOptions) SkillButtonResult {
k := pixel.K(c)
if sprite == nil || !(cooldown >= 0 && cooldown <= 1) || !pixel.MicroOK(key) {
panic(fmt.Sprintf("game: SkillButton %q needs a sprite, a micro key %q, a cooldown in 0–1 (%v)", text, key, cooldown))
}
shell, base, st := pixel.Shell(c, func() *ui.Element { return ui.ButtonBase(c).Label(text).Disabled(o.Disabled) })
res := SkillButtonResult{Element: shell, Clicked: base.Clicked() && cooldown == 0}
if res.Clicked {
slog.Debug("8bit: skill", "label", text)
}
state := k.Msg("ready")
if cooldown > 0 {
state = strconv.Itoa(int(math.Ceil(cooldown*100))) + "%"
}
base.Description(state)
shell.Size(k.D(24), k.D(24)).Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
style := pixel.Raised
if st.Press {
style = pixel.Sunken
}
g.Frame(0, 0, 24, 24, style, pixel.Face)
g.Sprite((24-sprite.W)/2, (24-sprite.H)/2, sprite, 0, pixel.Ink, 1)
// The wipe clears from twelve, clockwise, as the cooldown ends.
for y := 2; y < 22; y++ {
for x := 2; x < 22; x++ {
a := math.Atan2(float64(x)-11.5, 11.5-float64(y)) / (2 * math.Pi)
if a < 0 {
a++
}
if a >= 1-cooldown {
g.Veil(x, y, 1, 1, pixel.Edge, 11)
}
}
}
kw := pixel.MicroWidth(key)
g.Rect(1, 1, kw+3, 8, pixel.Lit)
g.Micro(2, 2, key, pixel.Ink, 1)
g.Finish(st)
})
return res
}