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

78 lines
2.1 KiB
Go

package fx
import (
"math"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
type ExplosionOptions struct {
// Cue sets off a blast each time it changes.
Cue int
// Size is the square's side in dots; zero means 48.
Size int
Label string
}
const blastSteps = 8
// debrisSlots color the bits thrown out, in turn.
var debrisSlots = []pixel.Slot{pixel.Warn, pixel.Bad, pixel.Faint}
// Explosion bursts, breaks into smoke and throws debris.
func Explosion(c *ui.Context, o ExplosionOptions) ui.Element {
k := pixel.K(c)
n := pixel.Or("Explosion Size", o.Size, 48)
e := box(c, k, o.Label, n, n)
step := k.Shot(c, e, o.Cue, 12, blastSteps)
return e.Draw(func(p *ui.Painter, r ui.Rect) {
if step == blastSteps {
return
}
g := k.Canvas(p, r)
g.Clip(0, 0, g.W, g.H, func() { blast(g, k, step, o.Cue) })
})
}
// blast sizes rings and puffs in sixteenths of the box.
func blast(g pixel.Canvas, k pixel.Kit, step, seed int) {
cx, cy, u := g.W/2, g.H/2, max(1, g.W/16)
hot := light(k)
switch step {
case 0:
g.Disc(cx, cy, 2*u, pixel.Warn)
g.Disc(cx, cy, u, hot)
case 1, 2:
g.Disc(cx, cy, (3+step)*u, pixel.Bad)
g.Disc(cx, cy, 3*u, pixel.Warn)
g.Disc(cx, cy, (3-step)*u, hot)
default:
// The fireball breaks into puffs that rise and thin out.
for i := range 6 {
a := float64(i)*math.Pi/3 + float64(rnd(seed, 180+i)%40-20)*math.Pi/180
d := float64((step + 1) * u)
x, y := cx+int(d*math.Cos(a)), cy+int(d*math.Sin(a))-(step-3)*u
if r := max(1, (8-step)*u/2); step < 6 {
g.Disc(x, y, r, pixel.Faint)
} else {
g.Circle(x, y, r, pixel.Faint)
}
}
if step < 5 {
g.Disc(cx, cy, (5-step)*u, pixel.Bad)
g.Disc(cx, cy, (4-step)*u, pixel.Warn)
}
}
// Debris flies out and falls.
t := float64(step)
for i := range 10 {
a := float64(rnd(seed*16+i, 181)%360) * math.Pi / 180
v := float64(u) * (1.5 + float64(rnd(seed*16+i, 182)%3)/2)
x := cx + int(v*t*math.Cos(a))
y := cy + int(v*t*math.Sin(a)+0.4*float64(u)*t*t)
g.Rect(x, y, max(1, u/2), max(1, u/2), debrisSlots[i%len(debrisSlots)])
}
}