Files
ZacharyZhang-NYandClaude Opus 5.5 03e1f91706 Upgrade MyGo to v0.5.5
Elements are now pass-scoped value handles: tests that read bounds
after a frame bind a ui.Handle. pixel tells frames apart by the build
pass's root, since the Tester clock no longer moves on its own.

Fix the regressions the upgrade brought:
- Clipboard reads in input handlers go through c.Services().
- MyGo notes an overlay's opener after building it, so AutoFocus
  inside lost it; pixel.AutoFocus focuses through a Handle, and
  archtest bans the raw call. Dialogs hand the focus back again.
- Elements around a press stay hovered: Tooltip tells a press-given
  focus by focus arriving under the pointer.
- The web host moves the Tester clock with real time, at most 500 ms
  a call, and gives components the real clock.

The gallery's source index also accepts CRLF checkouts.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-17 01:31:08 -04:00

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package desk
import (
"fmt"
"log/slog"
"math/rand/v2"
"slices"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
type SnakeOptions struct {
// Cols and Rows are zeros for 16 by 12.
Cols, Rows int
// Seed places the food; zero takes the clock.
Seed uint64
Disabled bool
}
type SnakeResult struct {
Element ui.Element
// Score is food eaten; Started and Over are this frame's.
Score int
Started, Over bool
}
type snakeKey struct{}
// pit is a game: body head first, heading, food, score.
type pit struct {
body [][2]int
dir, next [2]int
food [2]int
score, last int
playing, dead bool
rng *rand.Rand
}
const scell = 8
// Snake: arrows steer, food grows it; crashes are GAME OVER.
func Snake(c *ui.Context, text string, o SnakeOptions) SnakeResult {
k := pixel.K(c)
cols, rows := pixel.Or("Snake Cols", o.Cols, 16), pixel.Or("Snake Rows", o.Rows, 12)
if cols < 6 || rows < 4 {
panic(fmt.Sprintf("desk: Snake %d×%d is too small", cols, rows))
}
shell, base, st := pixel.Shell(c, func() ui.Element {
return ui.Box(c).Focusable().Role(ui.RoleGroup).Label(text).Disabled(o.Disabled)
})
s := ui.Local(shell, snakeKey{}, func() pit { return pit{} })
res := SnakeResult{Element: shell}
if s.rng == nil || len(s.body) == 0 {
s.reset(cols, rows, o.Seed, uint64(k.Now().UnixNano()))
}
if !base.IsDisabled() {
for _, m := range []struct {
key ui.Key
d [2]int
}{{ui.KeyUp, [2]int{0, -1}}, {ui.KeyDown, [2]int{0, 1}}, {ui.KeyLeft, [2]int{-1, 0}}, {ui.KeyRight, [2]int{1, 0}}} {
// A turn back onto its own neck is ignored.
if pixel.Shortcut(base, 0, m.key) && m.d != [2]int{-s.dir[0], -s.dir[1]} && !s.dead {
res.Started = res.Started || !s.playing
s.next, s.playing = m.d, true
}
}
// Enter, Space or a click starts it, or CONTINUEs.
enter, space := pixel.Shortcut(base, 0, ui.KeyEnter), pixel.Shortcut(base, 0, ui.KeySpace)
if enter || space || base.Clicked() {
if s.dead {
s.reset(cols, rows, o.Seed, uint64(k.Now().UnixNano()))
}
res.Started, s.playing = res.Started || !s.playing, true
}
}
// It runs 8 steps a second, only while focused.
if s.playing && !s.dead && base.Focused() && !base.IsDisabled() {
tick := k.Tick(c, 8)
if s.last >= 0 {
for range min(tick-s.last, 3) {
if s.step(cols, rows) {
res.Over = true
break
}
}
}
s.last = tick
} else {
s.last = -1
}
res.Score = s.score
if res.Started {
slog.Debug("8bit: snake start", "label", text)
}
if res.Over {
slog.Debug("8bit: snake over", "label", text, "score", s.score)
}
word := ""
switch {
case s.dead:
word = k.Msg("game_over")
case !s.playing:
word = k.Msg("press_start")
case !base.Focused():
word = k.Msg("paused")
}
score := fmt.Sprintf("%s %d", k.Msg("score"), s.score)
base.Description(score + ", " + word)
body, food, dead := slices.Clone(s.body), s.food, s.dead
w, h := cols*scell+4, rows*scell+4
shell.Size(k.D(w), k.D(h+pixel.LineHeight)).Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
g.Text(0, 0, pixel.Wrap(score, w, 1)[0], pixel.Ink, 1)
g.Frame(0, pixel.LineHeight, w, h, pixel.Sunken, pixel.Well)
at := func(c [2]int) (int, int) { return 2 + c[0]*scell, pixel.LineHeight + 2 + c[1]*scell }
fx, fy := at(food)
g.Rect(fx+2, fy+2, scell-4, scell-4, pixel.Bad)
g.Dot(fx+4, fy+1, pixel.Good)
for i, b := range body {
x, y := at(b)
ink := pixel.Good
if dead {
ink = pixel.Faint
}
g.Rect(x+1, y+1, scell-2, scell-2, ink)
if i == 0 {
g.Rect(x+2, y+2, 2, 2, pixel.Ink)
g.Rect(x+5, y+2, 2, 2, pixel.Ink)
}
}
// The word sits on top, clear of the snake.
if word != "" {
word := pixel.Wrap(word, w-8, 1)[0]
ww := pixel.Measure(word)
g.Rect((w-ww)/2-3, pixel.LineHeight+3, ww+6, pixel.LineHeight+2, pixel.Face)
g.Text((w-ww)/2, pixel.LineHeight+4, word, pixel.Ink, 1)
}
g.Finish(st)
})
return res
}
// reset lays a three-long snake mid-left, heading right.
func (s *pit) reset(cols, rows int, seed, clock uint64) {
if seed == 0 {
seed = clock
}
y := rows / 2
*s = pit{body: [][2]int{{3, y}, {2, y}, {1, y}}, dir: [2]int{1, 0}, next: [2]int{1, 0}, last: -1,
rng: rand.New(rand.NewPCG(seed, seed^0x9e3779b97f4a7c15))}
s.feed(cols, rows)
}
// feed drops food on a free cell.
func (s *pit) feed(cols, rows int) {
var free [][2]int
for y := range rows {
for x := range cols {
if !slices.Contains(s.body, [2]int{x, y}) {
free = append(free, [2]int{x, y})
}
}
}
if len(free) > 0 {
s.food = free[s.rng.IntN(len(free))]
}
}
// step moves the head on; it reports a crash.
func (s *pit) step(cols, rows int) bool {
s.dir = s.next
head := [2]int{s.body[0][0] + s.dir[0], s.body[0][1] + s.dir[1]}
grow := head == s.food
rest := s.body
if !grow {
rest = s.body[:len(s.body)-1]
}
if head[0] < 0 || head[0] >= cols || head[1] < 0 || head[1] >= rows || slices.Contains(rest, head) {
s.dead = true
return true
}
s.body = append([][2]int{head}, rest...)
if grow {
s.score++
s.feed(cols, rows)
}
return false
}