package fx import ( "github.com/egoist/mygo/ui" "git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel" ) type WaterfallOptions struct { // Width and Height are dots; zeros mean 64 by 96. Width, Height int Label string } // Waterfall pours between cliffs by cycling its water slots. func Waterfall(c *ui.Context, o WaterfallOptions) ui.Element { k := pixel.K(c) w, h := size("Waterfall", o.Width, o.Height, 64, 96) return box(c, k, o.Label, w, h).Draw(func(p *ui.Painter, r ui.Rect) { g := k.Canvas(p, r) g.Clip(0, 0, g.W, g.H, func() { waterfall(g, k, g.Step(10)) }) }) } // waterfall lights one three-row segment in six per column. func waterfall(g pixel.Canvas, k pixel.Kit, step int) { l, r, pool := g.W/4, g.W-g.W/4, g.H-g.H/6 rock, lit := pick(k, pixel.Faint, pixel.Face), pick(k, pixel.Shade, pixel.Lit) g.Rect(0, 0, l, g.H, rock) g.Rect(r, 0, g.W-r, g.H, rock) for i := range g.H / 3 { x := rnd(i, 110) % max(1, l-2) if i%2 == 1 { x += r + 1 } g.HLine(x, rnd(i, 111)%pool, 2, lit) } g.Rect(l, 0, r-l, pool, pixel.Info) // Segments take the band turned back each step: falling. band := pixel.Cycle([]pixel.Slot{light(k), pixel.Info, pixel.Info, pixel.Info, pixel.Info, pixel.Info}, -step) for x := l; x < r; x++ { off := rnd(x, 112) % 6 for seg := 0; 3*seg < pool; seg++ { if s := band[(seg+off)%6]; s != pixel.Info { g.VLine(x, 3*seg, min(3, pool-3*seg), s) } } } // Foam churns where it lands; ripples run outward. g.Rect(0, pool, g.W, g.H-pool, pixel.Info) g.Veil(l-3, pool, r-l+6, 3, light(k), 6+4*wrap(step, 2)) for i := range 2 { d := wrap(step/2+4*i, 8) g.HLine(l-6-2*d, pool+4+2*i, 3, light(k)) g.HLine(r+3+2*d, pool+4+2*i, 3, light(k)) } }