Press start, title screen, save slots, options menu, game over with CONTINUE, credits roll, ending card, loading tips, letterbox, mission brief, achievements, result screen, crafting grid, loot popup, treasure chest, gacha reel, interact prompt, turn order, battle log, target selector, ATB gauge and stamina bar. Cued effects count runs, so each cue change plays once and reports once. CommandMenu takes AutoFocus when enabled. HealthBar, ManaBar and CountUp keep exact colors, ticks and counts for the largest ints.
94 lines
2.5 KiB
Go
94 lines
2.5 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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// Award is an achievement; locked ones show as silhouettes.
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type Award struct {
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Sprite *pixel.Sprite
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Name string
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// How tells how it is earned.
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How string
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Unlocked bool
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}
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type AchievementsOptions struct {
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// Columns is the grid's width; zero means 6.
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Columns int
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Disabled bool
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}
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type AchievementsResult struct {
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Element *ui.Element
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Changed bool
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}
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// tile is an award's cell, in dots.
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const tile = 24
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// Achievements grids awards; arrows read each one's name and how.
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func Achievements(c *ui.Context, text string, awards []Award, selected *int, o AchievementsOptions) AchievementsResult {
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k := pixel.K(c)
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cols := pixel.Or("Achievements Columns", o.Columns, 6)
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if len(awards) == 0 || *selected < 0 || *selected >= len(awards) {
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panic(fmt.Sprintf("game: Achievements award %d of %d", *selected, len(awards)))
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}
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got := 0
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for _, a := range awards {
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if a.Sprite == nil {
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panic(fmt.Sprintf("game: award %q has no sprite", a.Name))
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}
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if a.Unlocked {
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got++
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}
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}
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old := *selected
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col := ui.Column(c).Gap(k.D(4))
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res := AchievementsResult{Element: col}
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col.Children(func() {
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pixel.Text(c, fmt.Sprintf(k.Msg("unlocked"), got, len(awards)), pixel.TextOptions{Slot: pixel.Accent})
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shell, base, st, _ := pixel.Pad(c, text, cols, len(awards), tile, tile, selected, o.Disabled)
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a := awards[*selected]
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name := a.Name
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if !a.Unlocked {
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name = k.Msg("unknown")
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}
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base.Description(name + ": " + a.How)
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sel, shown := *selected, append([]Award(nil), awards...)
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shell.Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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for i, a := range shown {
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x, y := i%cols*tile, i/cols*tile
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sx, sy := x+(tile-a.Sprite.W)/2, y+(tile-a.Sprite.H)/2
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if a.Unlocked {
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g.Frame(x+1, y+1, tile-2, tile-2, pixel.Raised, pixel.Lit)
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g.Sprite(sx, sy, a.Sprite, 0, pixel.Ink, 1)
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} else {
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g.Frame(x+1, y+1, tile-2, tile-2, pixel.Sunken, pixel.Well)
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g.Silhouette(sx, sy, a.Sprite, 0, pixel.Shade, 1)
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}
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if i == sel {
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g.Rect(x, y, tile, 1, pixel.Accent)
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g.Rect(x, y+tile-1, tile, 1, pixel.Accent)
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g.Rect(x, y, 1, tile, pixel.Accent)
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g.Rect(x+tile-1, y, 1, tile, 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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pixel.Text(c, name, pixel.TextOptions{})
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pixel.Text(c, a.How, pixel.TextOptions{Slot: pixel.Faint, Wrap: true})
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})
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res.Changed = *selected != old
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if res.Changed {
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slog.Debug("8bit: achievement", "label", text, "award", *selected)
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}
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return res
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}
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