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
2.2 KiB
Go
79 lines
2.2 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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// Enemy is a target; at zero HP, a shadow.
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type Enemy struct {
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Name string
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Sprite *pixel.Sprite
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HP, MaxHP int
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}
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type TargetSelectorOptions struct {
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Disabled bool
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}
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type TargetSelectorResult struct {
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Element *ui.Element
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Changed bool
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// Chosen is the target confirmed this frame, or -1.
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Chosen int
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}
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// foeW and foeH are a target's cell: cursor, sprite, name.
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const foeW, foeH = 40, 12 + 24 + 4 + pixel.LineHeight
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// TargetSelector rows enemies under a bobbing ▼; arrows choose.
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func TargetSelector(c *ui.Context, text string, enemies []Enemy, selected *int, o TargetSelectorOptions) TargetSelectorResult {
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k := pixel.K(c)
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if len(enemies) == 0 || *selected < 0 || *selected >= len(enemies) {
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panic(fmt.Sprintf("game: TargetSelector target %d of %d", *selected, len(enemies)))
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}
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for _, en := range enemies {
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if en.Sprite == nil {
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panic(fmt.Sprintf("game: enemy %q has no sprite", en.Name))
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}
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amount("enemy "+en.Name+" HP", en.HP, en.MaxHP)
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}
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old := *selected
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shell, base, st, chosen := pixel.Pad(c, text, len(enemies), len(enemies), foeW, foeH, selected, o.Disabled)
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res := TargetSelectorResult{Element: shell, Changed: *selected != old, Chosen: chosen}
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en := enemies[*selected]
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base.Description(en.Name + " " + ratio(en.HP, en.MaxHP))
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if res.Changed || res.Chosen >= 0 {
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slog.Debug("8bit: target", "label", text, "enemy", en.Name, "chosen", res.Chosen)
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}
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sel, shown := *selected, append([]Enemy(nil), enemies...)
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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, en := range shown {
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x := i * foeW
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sx := x + (foeW-2*en.Sprite.W)/2
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if en.HP == 0 {
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g.Silhouette(sx, 12, en.Sprite, 0, pixel.Shade, 2)
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} else {
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g.Sprite(sx, 12, en.Sprite, 0, pixel.Ink, 2)
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}
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ink := pixel.Ink
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if en.HP == 0 {
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ink = pixel.Faint
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}
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name := pixel.Wrap(en.Name, foeW-2, 1)[0]
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g.Text(x+(foeW-pixel.Measure(name))/2, 12+24+4, name, ink, 1)
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// The cursor bobs a dot; reduced, it holds.
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if i == sel {
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g.Text(x+(foeW-pixel.Measure("▼"))/2, g.Step(4)%2-4, "▼", pixel.Accent, 1)
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}
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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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