Files
8bitMyGoUI/game/statuseffects.go
T
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

55 lines
1.5 KiB
Go

package game
import (
"fmt"
"strconv"
"strings"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
// Effect is a buff, or a debuff, with turns left.
type Effect struct {
Sprite *pixel.Sprite
Name string
// Turns left; zero hides the count.
Turns int
Debuff bool
}
type StatusEffectsOptions struct{}
// StatusEffects rows effect icons: buffs edged Good, debuffs Bad.
func StatusEffects(c *ui.Context, text string, effects []Effect, o StatusEffectsOptions) ui.Element {
k := pixel.K(c)
parts := make([]string, len(effects))
for i, ef := range effects {
if ef.Sprite == nil || ef.Turns < 0 {
panic(fmt.Sprintf("game: effect %q has no sprite or %d turns", ef.Name, ef.Turns))
}
parts[i] = ef.Name
if ef.Turns > 0 {
parts[i] += " " + strconv.Itoa(ef.Turns)
}
}
return ui.Box(c).Role(ui.RoleImage).Label(text).Description(strings.Join(parts, ", ")).Size(k.D(len(effects)*17), k.D(16)).Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
for i, ef := range effects {
x, edge := i*17, pixel.Good
if ef.Debuff {
edge = pixel.Bad
}
g.Frame(x, 0, 16, 16, pixel.Flat, pixel.Well)
g.Rect(x+1, 1, 14, 1, edge)
g.Sprite(x+(16-ef.Sprite.W)/2, (16-ef.Sprite.H)/2, ef.Sprite, 0, pixel.Ink, 1)
if ef.Turns > 0 {
n := strconv.Itoa(ef.Turns)
g.Rect(x+15-pixel.MicroWidth(n)-2, 9, pixel.MicroWidth(n)+2, 7, edge)
g.Micro(x+14-pixel.MicroWidth(n), 10, n, pixel.AccentInk, 1)
}
}
})
}