// Package game is an RPG's HUD, menus and screens. package game import ( "fmt" "strconv" "time" "github.com/egoist/mygo/ui" "git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel" ) // tag writes s from ink top y, micro if possible. func tag(g pixel.Canvas, x, y int, s string, ink pixel.Slot) { if pixel.MicroOK(s) { g.Micro(x, y, s, ink, 1) return } g.Text(x, y-3, s, ink, 1) } // tagW is s's width as tag writes it. func tagW(s string) int { if pixel.MicroOK(s) { return pixel.MicroWidth(s) } return pixel.Measure(s) } // tagH is s's ink height; font ink spans rows 3–14. func tagH(s string) int { if pixel.MicroOK(s) { return pixel.MicroHeight } return 12 } // meter frames a bar, fills part and returns its end. func meter(g pixel.Canvas, x, y, w, h int, part float64, ink pixel.Slot) int { g.Frame(x, y, w, h, pixel.Sunken, pixel.Well) fill := int(part * float64(w-4)) g.Rect(x+2, y+2, fill, h-4, ink) return x + 2 + fill } // amount checks v of most, as hit points are. func amount(name string, v, most int) { if most <= 0 || v < 0 || v > most { panic(fmt.Sprintf("game: %s %d of %d", name, v, most)) } } // ratio prints "v/most". func ratio(v, most int) string { return strconv.Itoa(v) + "/" + strconv.Itoa(most) } // fits fails when a bar is narrower than its labels. func fits(name string, w int, text, value string) { if need := tagW(text) + 4 + tagW(value); w < need { panic(fmt.Sprintf("game: %s Width %d is under the %d its labels need", name, w, need)) } } // headH is the label row's height above a HUD bar. func headH(text string) int { return tagH(text) + 2 } // head writes a label left and a micro value right. func head(g pixel.Canvas, w int, text, value string) { tag(g, 0, 0, text, pixel.Ink) g.Micro(w-pixel.MicroWidth(value), headH(text)-2-pixel.MicroHeight, value, pixel.Ink, 1) } // nearest is the next spot toward dx, dy, or from. func nearest(spots []Spot, from, dx, dy int) int { best, score := from, 0 for i, s := range spots { ahead := (s.X-spots[from].X)*dx + (s.Y-spots[from].Y)*dy aside := abs((s.X-spots[from].X)*dy) + abs((s.Y-spots[from].Y)*dx) if ahead <= 0 { continue } // Straight ahead beats near but off to the side. if d := ahead + 2*aside; best == from || d < score { best, score = i, d } } return best } // arrows moves cur among spots by arrow keys. func arrows(base ui.Element, spots []Spot, cur *int) { for _, m := range []struct { key ui.Key dx, dy int }{{ui.KeyLeft, -1, 0}, {ui.KeyRight, 1, 0}, {ui.KeyUp, 0, -1}, {ui.KeyDown, 0, 1}} { if pixel.Shortcut(base, 0, m.key) { *cur = nearest(spots, *cur, m.dx, m.dy) } } } func abs(n int) int { if n < 0 { return -n } return n } type startKey struct{} // begun is a cue, its start and its run count. type begun struct { cue, run int at time.Time } // start is e's first showing, or its last cue change. func start(k pixel.Kit, e ui.Element, cue int) begun { s := ui.Local(e, startKey{}, func() begun { return begun{cue: cue, at: k.Now()} }) if s.cue != cue { s.cue, s.at, s.run = cue, k.Now(), s.run+1 } k.Elapsed(&s.at) return *s }