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