Add navigation components 131-150; pixel Pad, Finish, Park, Since
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package navigation
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import (
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"log/slog"
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"strconv"
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"github.com/egoist/mygo/ui"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/icon"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
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)
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var star5 = pixel.MustSprite(`
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..#..
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.###.
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#####
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.###.
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.#.#.
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`)
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type Stage struct {
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Name string
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// Locked stages cannot be entered.
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Locked bool
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// Cleared stages show Stars, 0 to 3.
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Cleared bool
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Stars int
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}
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type LevelSelectOptions struct {
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// Columns is the grid's width; zero means 5.
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Columns int
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Disabled bool
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}
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type LevelSelectResult struct {
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Element *ui.Element
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// Chosen is Enter or a click on an open stage.
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Changed, Chosen bool
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}
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// LevelSelect is a grid of locked, open or starred stages.
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func LevelSelect(c *ui.Context, text string, stages []Stage, selected *int, o LevelSelectOptions) LevelSelectResult {
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k := pixel.K(c)
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cols := pixel.Or("LevelSelect Columns", o.Columns, 5)
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old := *selected
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shell, base, st, picked := pixel.Pad(c, text, cols, len(stages), 30, 30, selected, o.Disabled)
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res := LevelSelectResult{Element: shell, Changed: *selected != old, Chosen: picked >= 0 && !stages[picked].Locked}
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base.Description(stages[*selected].Name)
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shell.Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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for i, s := range stages {
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x, y := i%cols*30, i/cols*30
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fill := pixel.Face
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if s.Locked {
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fill = pixel.Shade
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}
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if i == *selected {
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g.Cursor(x, y, 30, 30)
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}
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g.Frame(x+2, y+2, 26, 26, pixel.Raised, fill)
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if s.Locked {
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g.Sprite(x+9, y+8, icon.Lock, 0, pixel.Faint, 1)
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continue
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}
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n := strconv.Itoa(i + 1)
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g.Micro(x+15-pixel.MicroWidth(n), y+5, n, pixel.Ink, 2)
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if s.Cleared {
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for j := range 3 {
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ink := pixel.Shade
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if j < s.Stars {
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ink = pixel.Warn
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}
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g.Sprite(x+5+j*7, y+20, star5, 0, ink, 1)
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}
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}
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}
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g.Finish(st)
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})
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if res.Chosen {
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slog.Debug("8bit: stage chosen", "label", text, "stage", stages[*selected].Name)
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}
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return res
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}
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