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

85 lines
2.2 KiB
Go

package game
import (
"time"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
type HealthBarOptions struct {
// Width is in dots; zero means 96.
Width int
}
type trailKey struct{}
// trail is the last hp and full, and the trail.
type trail struct {
seen, full int
from float64
at time.Time
}
// hold is how long a trail waits before draining.
const hold = 300 * time.Millisecond
// HealthBar shows hp with a lagging trail; low HP blinks.
func HealthBar(c *ui.Context, text string, hp, full int, o HealthBarOptions) ui.Element {
k := pixel.K(c)
amount("HealthBar hp", hp, full)
w := pixel.Or("HealthBar Width", o.Width, 96)
fits("HealthBar", w, text, ratio(full, full))
e := ui.Box(c).Role(ui.RoleMeter).Label(text).Description(ratio(hp, full))
tr := ui.Local(e, trailKey{}, func() trail { return trail{seen: hp, full: full, from: float64(hp)} })
// A new full makes the old trail meaningless.
if full != tr.full {
tr.seen, tr.full, tr.from = hp, full, float64(hp)
}
now := k.Now()
// end is the trail's end: held, then draining fast.
end := func() float64 {
// S5: the drain moves in whole frames, fifteen a second.
drained := max(0, now.Sub(tr.at)-hold).Truncate(time.Second / 15)
return max(float64(tr.seen), tr.from-drained.Seconds()*float64(full))
}
if hp < tr.seen {
tr.from, tr.at = end(), now
}
if hp > tr.seen {
tr.from = float64(hp)
}
tr.seen = hp
shown := end()
if k.Reduce() {
shown = float64(hp)
}
if shown > float64(hp) {
k.Tick(c, 15)
}
// Divide, not multiply: huge HP must not overflow.
ink := pixel.Good
switch {
case hp <= full/4:
ink = pixel.Bad
case hp <= full/2:
ink = pixel.Warn
}
low := hp > 0 && hp <= full/4
top := headH(text)
return e.Size(k.D(w), k.D(top+8)).Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
head(g, w, text, ratio(hp, full))
fill := ink
// Low HP blinks; reduced, it holds steady.
if low && !k.Reduce() && g.Busy(4)%2 == 1 {
fill = pixel.Lit
}
x := meter(g, 0, top, w, 8, float64(hp)/float64(full), fill)
if t := 2 + int(shown/float64(full)*float64(w-4)); t > x {
g.Rect(x, top+2, t-x, 4, pixel.AccentLit)
}
})
}