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.
90 lines
2.7 KiB
Go
90 lines
2.7 KiB
Go
package game
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import (
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"fmt"
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"log/slog"
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"time"
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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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// Save is a slot; an empty Place reads NEW GAME.
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type Save struct {
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Place string
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Played time.Duration
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Portrait *pixel.Sprite
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}
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type SaveSlotsOptions struct {
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Disabled bool
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}
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type SaveSlotsResult struct {
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Element *ui.Element
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Changed bool
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// Chosen is the slot opened this frame, or -1.
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Chosen int
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}
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// card is a save slot's size in dots.
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const cardW, cardH = 180, 32
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// SaveSlots stacks save cards: portrait, place and play time.
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func SaveSlots(c *ui.Context, text string, saves []Save, selected *int, o SaveSlotsOptions) SaveSlotsResult {
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k := pixel.K(c)
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if len(saves) == 0 || *selected < 0 || *selected >= len(saves) {
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panic(fmt.Sprintf("game: SaveSlots slot %d of %d", *selected, len(saves)))
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}
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captions := make([]string, len(saves))
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for i, s := range saves {
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if s.Played < 0 || s.Place == "" && (s.Played != 0 || s.Portrait != nil) {
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panic(fmt.Sprintf("game: save %d is empty but played %v", i, s.Played))
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}
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captions[i] = fmt.Sprintf(k.Msg("file"), i+1) + " " + k.Msg("new_game")
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if s.Place != "" {
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captions[i] = fmt.Sprintf(k.Msg("file"), i+1) + " " + s.Place + " " + clockTime(s.Played)
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}
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}
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old := *selected
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shell, base, st, chosen := pixel.Pad(c, text, 1, len(saves), cardW, cardH+3, selected, o.Disabled)
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res := SaveSlotsResult{Element: shell, Changed: *selected != old, Chosen: chosen}
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base.Description(captions[*selected])
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if res.Changed || res.Chosen >= 0 {
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slog.Debug("8bit: save slots", "label", text, "slot", *selected, "chosen", res.Chosen)
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}
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sel, shown, newGame := *selected, append([]Save(nil), saves...), k.Msg("new_game")
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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, s := range shown {
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y, fill := i*(cardH+3), pixel.Face
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if i == sel {
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fill = pixel.Lit
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}
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g.Frame(0, y, cardW, cardH, pixel.Raised, fill)
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g.Micro(4, y+3, fmt.Sprintf("%d", i+1), pixel.Faint, 1)
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if s.Place == "" {
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g.Text((cardW-pixel.Measure(newGame))/2, y+(cardH-pixel.LineHeight)/2, newGame, pixel.Faint, 1)
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continue
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}
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g.Frame(12, y+3, 26, 26, pixel.Sunken, pixel.Well)
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if s.Portrait != nil {
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g.Sprite(13, y+4, s.Portrait, 0, pixel.Ink, 2)
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}
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g.Text(44, y+2, pixel.Wrap(s.Place, cardW-48, 1)[0], pixel.Ink, 1)
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g.Text(44, y+cardH-pixel.LineHeight-1, clockTime(s.Played), pixel.Faint, 1)
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}
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if i := sel; i >= 0 {
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g.Rect(0, i*(cardH+3)+cardH-2, cardW, 2, pixel.Accent)
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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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// clockTime prints play time as H:MM.
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func clockTime(d time.Duration) string {
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return fmt.Sprintf("%d:%02d", int(d.Hours()), int(d.Minutes())%60)
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}
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