Health, mana and experience bars, quarter hearts, lives, a spinning coin counter, score board, stage timer, minimap with fog, compass, hotbar, paper-doll equipment, skill tree, skill buttons with cooldown wipes, status effects, a boss bar, damage numbers, quest log and tracker, party frames, character sheet, level-up screen and shop. data exports DrawSlot so every slot looks alike; pixel adds TextVeil for dissolving text. Messages the font cannot draw are fixed and TestMessagesHaveGlyphs holds every message to the font.
55 lines
1.5 KiB
Go
55 lines
1.5 KiB
Go
package game
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import (
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"fmt"
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"strconv"
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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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// Effect is a buff, or a debuff, with turns left.
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type Effect struct {
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Sprite *pixel.Sprite
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Name string
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// Turns left; zero hides the count.
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Turns int
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Debuff bool
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}
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type StatusEffectsOptions struct{}
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// StatusEffects rows effect icons: buffs edged Good, debuffs Bad.
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func StatusEffects(c *ui.Context, text string, effects []Effect, o StatusEffectsOptions) *ui.Element {
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k := pixel.K(c)
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parts := make([]string, len(effects))
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for i, ef := range effects {
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if ef.Sprite == nil || ef.Turns < 0 {
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panic(fmt.Sprintf("game: effect %q has no sprite or %d turns", ef.Name, ef.Turns))
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}
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parts[i] = ef.Name
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if ef.Turns > 0 {
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parts[i] += " " + strconv.Itoa(ef.Turns)
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}
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}
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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) {
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g := k.Canvas(p, r)
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for i, ef := range effects {
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x, edge := i*17, pixel.Good
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if ef.Debuff {
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edge = pixel.Bad
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}
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g.Frame(x, 0, 16, 16, pixel.Flat, pixel.Well)
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g.Rect(x+1, 1, 14, 1, edge)
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g.Sprite(x+(16-ef.Sprite.W)/2, (16-ef.Sprite.H)/2, ef.Sprite, 0, pixel.Ink, 1)
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if ef.Turns > 0 {
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n := strconv.Itoa(ef.Turns)
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g.Rect(x+15-pixel.MicroWidth(n)-2, 9, pixel.MicroWidth(n)+2, 7, edge)
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g.Micro(x+14-pixel.MicroWidth(n), 10, n, pixel.AccentInk, 1)
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}
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}
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})
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}
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