Files
8bitMyGoUI/game/targetselector.go
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

79 lines
2.2 KiB
Go

package game
import (
"fmt"
"log/slog"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
// Enemy is a target; at zero HP, a shadow.
type Enemy struct {
Name string
Sprite *pixel.Sprite
HP, MaxHP int
}
type TargetSelectorOptions struct {
Disabled bool
}
type TargetSelectorResult struct {
Element ui.Element
Changed bool
// Chosen is the target confirmed this frame, or -1.
Chosen int
}
// foeW and foeH are a target's cell: cursor, sprite, name.
const foeW, foeH = 40, 12 + 24 + 4 + pixel.LineHeight
// TargetSelector rows enemies under a bobbing ▼; arrows choose.
func TargetSelector(c *ui.Context, text string, enemies []Enemy, selected *int, o TargetSelectorOptions) TargetSelectorResult {
k := pixel.K(c)
if len(enemies) == 0 || *selected < 0 || *selected >= len(enemies) {
panic(fmt.Sprintf("game: TargetSelector target %d of %d", *selected, len(enemies)))
}
for _, en := range enemies {
if en.Sprite == nil {
panic(fmt.Sprintf("game: enemy %q has no sprite", en.Name))
}
amount("enemy "+en.Name+" HP", en.HP, en.MaxHP)
}
old := *selected
shell, base, st, chosen := pixel.Pad(c, text, len(enemies), len(enemies), foeW, foeH, selected, o.Disabled)
res := TargetSelectorResult{Element: shell, Changed: *selected != old, Chosen: chosen}
en := enemies[*selected]
base.Description(en.Name + " " + ratio(en.HP, en.MaxHP))
if res.Changed || res.Chosen >= 0 {
slog.Debug("8bit: target", "label", text, "enemy", en.Name, "chosen", res.Chosen)
}
sel, shown := *selected, append([]Enemy(nil), enemies...)
shell.Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
for i, en := range shown {
x := i * foeW
sx := x + (foeW-2*en.Sprite.W)/2
if en.HP == 0 {
g.Silhouette(sx, 12, en.Sprite, 0, pixel.Shade, 2)
} else {
g.Sprite(sx, 12, en.Sprite, 0, pixel.Ink, 2)
}
ink := pixel.Ink
if en.HP == 0 {
ink = pixel.Faint
}
name := pixel.Wrap(en.Name, foeW-2, 1)[0]
g.Text(x+(foeW-pixel.Measure(name))/2, 12+24+4, name, ink, 1)
// The cursor bobs a dot; reduced, it holds.
if i == sel {
g.Text(x+(foeW-pixel.Measure("▼"))/2, g.Step(4)%2-4, "▼", pixel.Accent, 1)
}
}
g.Finish(st)
})
return res
}