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>
182 lines
5.2 KiB
Go
182 lines
5.2 KiB
Go
package game
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import (
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"fmt"
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"log/slog"
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"github.com/egoist/mygo/ui"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
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)
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// Skill is a node of a skill tree.
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type Skill struct {
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Name string
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Sprite *pixel.Sprite
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// At places it on the tree's grid.
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At Spot
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// Needs lists the skills that open it.
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Needs []int
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Learned bool
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}
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type SkillTreeOptions struct {
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Disabled bool
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}
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type SkillTreeResult struct {
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Element ui.Element
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Changed bool
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// Learned is the skill learned this frame, or -1.
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Learned int
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}
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// node is a node's side; cellPitch adds the gap.
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const node, cellPitch = 20, 28
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// SkillTree links skills; points learn the cursor's skill.
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func SkillTree(c *ui.Context, text string, skills []Skill, cursor, points *int, o SkillTreeOptions) SkillTreeResult {
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k := pixel.K(c)
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if *cursor < 0 || *cursor >= len(skills) || *points < 0 {
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panic(fmt.Sprintf("game: SkillTree cursor %d of %d, %d points", *cursor, len(skills), *points))
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}
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spots, cols, rows := make([]Spot, len(skills)), 0, 0
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for i, s := range skills {
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if s.Sprite == nil || s.At.X < 0 || s.At.Y < 0 {
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panic(fmt.Sprintf("game: skill %q needs a sprite and a place on the grid, not %v", s.Name, s.At))
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}
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for _, n := range s.Needs {
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if n < 0 || n >= len(skills) || n == i {
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panic(fmt.Sprintf("game: skill %q needs %d", s.Name, n))
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}
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}
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for j := range i {
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if skills[j].At == s.At {
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panic(fmt.Sprintf("game: skills %q and %q share %v", skills[j].Name, s.Name, s.At))
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}
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}
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spots[i], cols, rows = s.At, max(cols, s.At.X+1), max(rows, s.At.Y+1)
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}
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if loop := cycle(skills); loop >= 0 {
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panic(fmt.Sprintf("game: skill %q needs itself through others", skills[loop].Name))
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}
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open := func(i int) bool {
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for _, n := range skills[i].Needs {
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if !skills[n].Learned {
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return false
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}
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}
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return !skills[i].Learned
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}
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old := *cursor
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shell, base, st := pixel.Shell(c, func() ui.Element {
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return ui.Box(c).Focusable().Role(ui.RoleGroup).Label(text).Disabled(o.Disabled)
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})
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arrows(base, spots, cursor)
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learn := pixel.Shortcut(base, 0, ui.KeyEnter) || pixel.Shortcut(base, 0, ui.KeySpace)
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top := pixel.LineHeight + 4
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// A click moves the cursor; clicking it again learns.
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if base.Clicked() {
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x, y, _ := base.PointerPosition()
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dx, dy := int(x/k.Dot()), int(y/k.Dot())-top
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for i, s := range spots {
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if dx >= s.X*cellPitch && dx < s.X*cellPitch+node && dy >= s.Y*cellPitch && dy < s.Y*cellPitch+node {
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learn, *cursor = learn || i == *cursor, i
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}
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}
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}
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res := SkillTreeResult{Element: shell, Changed: *cursor != old, Learned: -1}
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if res.Changed {
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slog.Debug("8bit: skill cursor", "label", text, "skill", skills[*cursor].Name)
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}
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if learn && open(*cursor) && *points > 0 {
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skills[*cursor].Learned, *points, res.Learned = true, *points-1, *cursor
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slog.Debug("8bit: skill learned", "label", text, "skill", skills[*cursor].Name, "points", *points)
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}
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states := make([]string, len(skills))
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for i := range skills {
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switch {
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case skills[i].Learned:
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states[i] = k.Msg("learned")
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case open(i):
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states[i] = k.Msg("can_learn")
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default:
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states[i] = k.Msg("locked")
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}
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}
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caption := skills[*cursor].Name + " · " + states[*cursor]
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cur, shown, left := *cursor, append([]Skill(nil), skills...), fmt.Sprintf(k.Msg("points"), *points)
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base.Description(caption + " · " + left)
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opens := make([]bool, len(skills))
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for i := range skills {
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opens[i] = open(i)
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}
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w := max(cols*cellPitch-(cellPitch-node), pixel.Measure(left)+8+pixel.Measure(caption))
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shell.Size(k.D(w), k.D(top+rows*cellPitch-(cellPitch-node)+4)).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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g.Text(0, 0, left, pixel.Accent, 1)
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g.Text(w-pixel.Measure(caption), 0, caption, pixel.Faint, 1)
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mid := func(s Spot) (int, int) { return s.X*cellPitch + node/2, top + s.Y*cellPitch + node/2 }
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for _, s := range shown {
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for _, n := range s.Needs {
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x0, y0 := mid(shown[n].At)
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x1, y1 := mid(s.At)
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ink := pixel.Shade
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if shown[n].Learned {
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ink = pixel.Accent
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}
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g.Line(x0, y0, x1, y1, ink)
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}
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}
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for i, s := range shown {
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x, y := s.At.X*cellPitch, top+s.At.Y*cellPitch
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sx, sy := x+(node-s.Sprite.W)/2, y+(node-s.Sprite.H)/2
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switch {
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case s.Learned:
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g.Frame(x, y, node, node, pixel.Raised, pixel.Lit)
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g.Sprite(sx, sy, s.Sprite, 0, pixel.Ink, 1)
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case opens[i]:
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g.Frame(x, y, node, node, pixel.Flat, pixel.Face)
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g.Sprite(sx, sy, s.Sprite, 0, pixel.Ink, 1)
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default:
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g.Frame(x, y, node, node, pixel.Sunken, pixel.Well)
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g.Silhouette(sx, sy, s.Sprite, 0, pixel.Shade, 1)
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}
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if i == cur {
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g.HLine(x-2, y-2, node+4, pixel.Accent)
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g.HLine(x-2, y+node+1, node+4, pixel.Accent)
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g.VLine(x-2, y-2, node+4, pixel.Accent)
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g.VLine(x+node+1, y-2, node+4, pixel.Accent)
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}
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}
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g.Finish(st)
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})
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return res
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}
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// cycle finds a skill needing itself, or -1.
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func cycle(skills []Skill) int {
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state := make([]int, len(skills))
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var visit func(i int) bool
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// visit is false on a loop; state 1 is mid-walk.
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visit = func(i int) bool {
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if state[i] != 0 {
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return state[i] == 2
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}
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state[i] = 1
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for _, n := range skills[i].Needs {
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if !visit(n) {
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return false
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}
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}
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state[i] = 2
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return true
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}
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for i := range skills {
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if !visit(i) {
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return i
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}
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}
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return -1
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}
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