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.
95 lines
2.4 KiB
Go
95 lines
2.4 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/data"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
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)
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type TreasureChestOptions struct {
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Disabled bool
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}
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type TreasureChestResult struct {
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Element *ui.Element
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// Opened is true in the frame a press opens it.
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Opened bool
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}
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type lidKey struct{}
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// lid is whether the chest was open, and since when.
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type lid struct {
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open bool
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at time.Time
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}
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// TreasureChest opens in frames when pressed; the item rises out.
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func TreasureChest(c *ui.Context, text string, it data.Item, open *bool, o TreasureChestOptions) TreasureChestResult {
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k := pixel.K(c)
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if it.Sprite == nil {
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panic(fmt.Sprintf("game: TreasureChest item %q has no sprite", it.Name))
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}
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shell, base, st := pixel.Shell(c, func() *ui.Element { return ui.ButtonBase(c).Label(text).Disabled(o.Disabled) })
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res := TreasureChestResult{Element: shell}
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if base.Clicked() && !*open {
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*open, res.Opened = true, true
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slog.Debug("8bit: chest opened", "label", text, "item", it.Name)
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}
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// First shown, the chest sits as open says.
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s := ui.Local(base, lidKey{}, func() lid { return lid{open: *open} })
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if *open != s.open {
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s.open, s.at = *open, k.Now()
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}
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frame, rise := 0, 0
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if *open {
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frame, rise = 2, 10
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if !k.Reduce() {
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frame, rise = k.Since(c, s.at, 8, 2), k.Since(c, s.at, 16, 10)
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}
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}
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if *open {
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base.Description(it.String())
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}
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// Room above the chest holds the fully risen item.
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sp := it.Sprite
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top := sp.H + 13
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shell.Size(k.D(24), k.D(top+14)).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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if frame == 2 {
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g.Sprite((24-sp.W)/2, top-3-sp.H-rise, sp, 0, pixel.Ink, 1)
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}
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chest(g, 2, top, frame)
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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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// chest draws a 20×14 chest: closed, ajar or open.
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func chest(g pixel.Canvas, x, y, frame int) {
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g.Frame(x, y+5, 20, 9, pixel.Flat, pixel.Shade)
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switch frame {
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case 0:
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g.Frame(x, y, 20, 6, pixel.Flat, pixel.Shade)
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case 1:
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g.Frame(x, y-3, 20, 6, pixel.Flat, pixel.Shade)
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g.Rect(x+1, y+3, 18, 2, pixel.Ink)
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g.Veil(x+1, y+3, 18, 2, pixel.Warn, 6)
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default:
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g.Frame(x, y-4, 20, 4, pixel.Flat, pixel.Edge)
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g.Rect(x+1, y+5, 18, 3, pixel.Ink)
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g.Veil(x+1, y+5, 18, 3, pixel.Warn, 8)
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}
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g.Rect(x+9, y+5, 2, 9, pixel.Warn)
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if frame == 0 {
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g.Rect(x+9, y, 2, 6, pixel.Warn)
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g.Rect(x+8, y+4, 4, 4, pixel.Warn)
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g.Dot(x+10, y+6, pixel.Edge)
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}
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}
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