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.
79 lines
1.9 KiB
Go
79 lines
1.9 KiB
Go
package game
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import (
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"strings"
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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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// Credit is a heading and the names under it.
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type Credit struct {
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Heading string
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Names []string
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}
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type CreditsOptions struct {
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// Width and Height are dots; zeros mean 160 by 96.
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Width, Height int
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// Cue rolls them again each time it changes.
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Cue int
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}
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type CreditsResult struct {
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Element *ui.Element
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// Done is true in the frame the roll ends.
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Done bool
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}
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type rolledKey struct{}
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// Credits roll up until the last name rests mid-window.
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func Credits(c *ui.Context, text string, credits []Credit, o CreditsOptions) CreditsResult {
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k := pixel.K(c)
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w, h := pixel.Or("Credits Width", o.Width, 160), pixel.Or("Credits Height", o.Height, 96)
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type line struct {
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s string
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slot pixel.Slot
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}
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var lines []line
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var all []string
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for i, cr := range credits {
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if i > 0 {
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lines = append(lines, line{})
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}
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lines = append(lines, line{cr.Heading, pixel.Warn})
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all = append(all, cr.Heading+":")
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for _, n := range cr.Names {
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lines, all = append(lines, line{n, pixel.Ink}), append(all, n)
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}
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}
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full := len(lines) * pixel.LineHeight
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e := ui.Box(c).Role(ui.RoleGroup).Label(text).Description(strings.Join(all, " "))
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// A dot a frame, until the last line centers.
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end, roll := h/2+full-pixel.LineHeight/2, start(k, e, o.Cue)
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top, step := 0, end
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if !k.Reduce() {
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step = k.Since(c, roll.at, 16, end)
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top = h - step
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} else {
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h = full
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}
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// Done comes once a roll.
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done := ui.Local(e, rolledKey{}, func() int { return -1 })
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res := CreditsResult{Element: e, Done: step == end && *done != roll.run}
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if res.Done {
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*done = roll.run
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}
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e.Size(k.D(w), k.D(h)).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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g.Clip(0, 0, w, h, func() {
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for i, l := range lines {
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g.Text((w-pixel.Measure(l.s))/2, top+i*pixel.LineHeight, l.s, l.slot, 1)
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}
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})
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})
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return res
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}
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