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ZacharyZhang-NY b4b4d67b92 Audit keyboard, focus, veils, motion and clocks across all 500
A cross-cutting pass, each fix with a test that failed first.

Veils: MyGo still hands a key to a base that turned off this frame,
so every element key now goes through pixel.Shortcut, which an
archtest enforces. Input handlers record and the build applies them
only while enabled; the editor turns away a veil-frame letter or
copy; value bases get a copy and keep only enabled turns. Popups
give a held focus back to their opener when the veil lifts.

Motion: S5 is enforced at the clock. Every Tick, Since, Step,
Toward and Shot runs at 4-15 fps; blinks keep 1 Hz on 4 fps steps,
fast animations step at 15, and drawn time is quantized to frames.

Clocks stepping back: Since holds at zero without overflow, and
k.Elapsed moves a stored start to now, so nothing goes negative,
runs backward or indexes out of range.

Also: logs count typed text instead of holding it, gallery names
use glyphs the font has, removable rows are keyed, components take
their own Options (archtest), and sweeps over all 508 demos check
veiled keys, clicks, wheels, the clock stepping back and names.
2026-10-12 16:03:04 -04:00

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package game_test
import (
"testing"
"time"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/game"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/icon"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
func TestMinimapTilesFogPlayerAndMarks(t *testing.T) {
for _, reduce := range []bool{false, true} {
wd := &world{clk: newClock(), reduce: reduce}
seen := [][]bool{{true, true, false}, {true, true, true}}
tt := view(100, 60, wd, func(c *ui.Context) {
game.Minimap(c, "Map", []string{`#.~`, `"^ `}, seen, game.Spot{X: 1, Y: 0}, []game.Marker{{Spot: game.Spot{X: 0, Y: 1}, Slot: pixel.Warn}}, game.MinimapOptions{})
})
img := tt.Image()
// Tiles are 3 dots inside a 1-dot frame.
for _, tc := range []struct {
x, y int
s pixel.Slot
}{{0, 0, pixel.Edge}, {0, 1, pixel.Warn}, {1, 1, pixel.Faint}, {2, 1, pixel.Back}} {
if n := count(t, img, 1+tc.x*3, 1+tc.y*3, 3, 3, tc.s); n != 9 {
t.Fatalf("tile %d,%d holds %d %v dots", tc.x, tc.y, n, tc.s)
}
}
if fog := count(t, img, 7, 1, 3, 3, pixel.Edge); fog == 0 || fog == 9 {
t.Fatalf("the fogged tile holds %d Edge dots", fog)
}
var lit []int
for range 2 {
lit = append(lit, count(t, tt.Image(), 4, 1, 3, 3, pixel.Accent))
wd.clk.t = wd.clk.t.Add(250 * time.Millisecond)
tt.Frame()
}
if blinked := lit[0] != lit[1]; blinked == reduce || lit[0]+lit[1] == 0 {
t.Fatalf("reduced %v: the player lit %v", reduce, lit)
}
}
panics(t, "a ragged map", func() {
view(100, 60, &world{clk: newClock()}, func(c *ui.Context) {
game.Minimap(c, "x", []string{"##", "#"}, nil, game.Spot{}, nil, game.MinimapOptions{})
})
})
panics(t, "ragged fog", func() {
view(100, 60, &world{clk: newClock()}, func(c *ui.Context) {
game.Minimap(c, "x", []string{"##", "##"}, [][]bool{{true, true}, {true}}, game.Spot{}, nil, game.MinimapOptions{})
})
})
panics(t, "a player off the map", func() {
view(100, 60, &world{clk: newClock()}, func(c *ui.Context) {
game.Minimap(c, "x", []string{"##"}, nil, game.Spot{X: 2}, nil, game.MinimapOptions{})
})
})
}
func TestCompassTurnsWithTheHeading(t *testing.T) {
shot := func(heading float64) (*ui.Tester, int) {
tt := view(300, 60, &world{clk: newClock()}, func(c *ui.Context) {
game.Compass(c, "Heading", heading, []game.Bearing{{Degrees: 70, Slot: pixel.Warn}, {Degrees: 250, Slot: pixel.Bad}}, game.CompassOptions{})
})
return tt, count(t, tt.Image(), 0, 0, 120, 20, pixel.Ink)
}
tt, ink := shot(30)
img := tt.Image()
// N sits 20 dots left of middle, E 40 right.
if count(t, img, 38, 0, 5, 5, pixel.Ink) == 0 || count(t, img, 98, 0, 5, 5, pixel.Ink) == 0 {
t.Fatal("N or E is not where 30° puts it")
}
if count(t, img, 0, 0, 120, 20, pixel.Warn) != 9 || count(t, img, 0, 0, 120, 20, pixel.Bad) != 0 {
t.Fatal("markers in and out of view are wrong")
}
if _, again := shot(390); again != ink {
t.Fatal("390° differs from 30°")
}
// -360° is 0°, in view of a 350° heading.
tt = view(300, 60, &world{clk: newClock()}, func(c *ui.Context) {
game.Compass(c, "Heading", 350, []game.Bearing{{Degrees: -360, Slot: pixel.Magic}}, game.CompassOptions{})
})
if count(t, tt.Image(), 0, 0, 120, 20, pixel.Magic) != 9 {
t.Fatal("a marker at -360° is missing")
}
keeps(t, img)
}
func TestBossBarPhases(t *testing.T) {
tt := view(500, 80, &world{clk: newClock()}, func(c *ui.Context) {
game.BossBar(c, "SLIME KING", 500, 1000, game.BossBarOptions{Phases: []float64{0.25}})
})
img := tt.Image()
// The quarter mark stands 49 dots into the 196-dot fill.
if n := count(t, img, 0, 22, 200, 1, pixel.Bad); n != 97 || at(t, img, 51, 22) != pixel.Ink {
t.Fatalf("half a 196-dot bar is %d Bad dots", n)
}
panics(t, "a bar narrower than the name", func() {
view(500, 80, &world{clk: newClock()}, func(c *ui.Context) {
game.BossBar(c, "SLIME KING", 1, 1, game.BossBarOptions{Width: 20})
})
})
panics(t, "a phase at 1", func() {
view(500, 80, &world{clk: newClock()}, func(c *ui.Context) {
game.BossBar(c, "x", 1, 1, game.BossBarOptions{Phases: []float64{1}})
})
})
}
func TestStatusEffectsEdgeByKind(t *testing.T) {
tt := view(200, 60, &world{clk: newClock()}, func(c *ui.Context) {
game.StatusEffects(c, "Effects", []game.Effect{{Sprite: icon.Bolt, Name: "Haste", Turns: 3}, {Sprite: icon.Skull, Name: "Poison", Debuff: true}}, game.StatusEffectsOptions{})
})
img := tt.Image()
if at(t, img, 5, 1) != pixel.Good || at(t, img, 17+5, 1) != pixel.Bad {
t.Fatal("edges do not tell buffs from debuffs")
}
// Only a count above zero gets a badge.
if count(t, img, 0, 9, 16, 7, pixel.Good) == 0 || count(t, img, 17, 9, 16, 7, pixel.Bad) != 0 {
t.Fatal("turn badges are wrong")
}
}
func TestDamageNumbersStayInTheirBox(t *testing.T) {
hits := []game.Hit{{Value: 123456789, Crit: true, X: 155, Y: 2}, {Value: 7, Crit: true, X: 2, Y: 79}, {Value: 1234567890123456789, Crit: true, X: 80, Y: 40}}
tt := view(400, 300, &world{clk: newClock()}, func(c *ui.Context) {
ui.Column(c).Padding(pixel.K(c).D(20)).Children(func() {
game.DamageNumbers(c, "Hits", &hits, game.DamageNumbersOptions{})
})
})
img := tt.Image()
// The box spans dots 20–179 across and 20–99 down.
outside := count(t, img, 0, 0, 200, 20, pixel.Warn) + count(t, img, 180, 0, 20, 120, pixel.Warn) +
count(t, img, 0, 100, 200, 20, pixel.Warn) + count(t, img, 0, 0, 20, 120, pixel.Warn)
if n := outside; n != 0 || count(t, img, 20, 20, 160, 80, pixel.Warn) == 0 {
t.Fatalf("%d crit dots outside the box", n)
}
}
func TestDamageNumbersShiftInsideWhole(t *testing.T) {
whole := func(x, y int) int {
hits := []game.Hit{{Value: 12345, Crit: true, X: x, Y: y}}
tt := view(400, 200, &world{clk: newClock()}, func(c *ui.Context) { game.DamageNumbers(c, "Hits", &hits, game.DamageNumbersOptions{}) })
return count(t, tt.Image(), 0, 0, 160, 80, pixel.Warn)
}
// Near an edge a number shifts in, keeping its dots.
if mid := whole(80, 40); mid == 0 || whole(158, 40) != mid || whole(80, 79) != mid || whole(1, 1) != mid {
t.Fatal("a number near an edge lost dots")
}
}
func TestDamageNumbersRiseAndExpire(t *testing.T) {
for _, reduce := range []bool{false, true} {
wd := &world{clk: newClock(), reduce: reduce}
hits := []game.Hit{{Value: 12, X: 40, Y: 40}, {Value: 99, Crit: true, X: 110, Y: 40}}
tt := view(400, 200, wd, func(c *ui.Context) { game.DamageNumbers(c, "Hits", &hits, game.DamageNumbersOptions{}) })
top := func(s pixel.Slot) int {
for y := range 80 {
if count(t, tt.Image(), 0, y, 160, 1, s) > 0 {
return y
}
}
return -1
}
t0, crit := top(pixel.Ink), top(pixel.Warn)
wd.clk.t = wd.clk.t.Add(400 * time.Millisecond)
tt.Frame()
// Halfway through its life: 6 dots, or 5 stepped.
rose := t0 - top(pixel.Ink)
if moved := rose == 5 || rose == 6; t0 < 0 || crit < 0 || moved == reduce || !moved && rose != 0 {
t.Fatalf("reduced %v: the number rose %d from %d", reduce, rose, t0)
}
wd.clk.t = wd.clk.t.Add(500 * time.Millisecond)
tt.Frame()
if len(hits) != 0 || top(pixel.Ink) != -1 {
t.Fatalf("reduced %v: %d hits outlived their time", reduce, len(hits))
}
}
}