Files
8bitMyGoUI/game/levelupscreen.go
T
ZacharyZhang-NY f48075230f Add game components 246-268; data.DrawSlot, Canvas.TextVeil
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.
2026-10-12 01:53:20 -04:00

84 lines
2.7 KiB
Go

package game
import (
"fmt"
"log/slog"
"strconv"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/icon"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/input"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/text"
)
// Attribute is a stat raised at a level up.
type Attribute struct {
Name string
Base int
// Added is the points put in it this time.
Added int
}
type LevelUpScreenOptions struct {
Disabled bool
}
type LevelUpScreenResult struct {
Element *ui.Element
Changed bool
Done bool
}
// back is ◀, the triangle icon turned around.
var back = icon.TriangleRight.Mirror()
// LevelUpScreen spends points on attributes with ◀ ▶, then DONE.
func LevelUpScreen(c *ui.Context, title string, attrs []Attribute, points *int, o LevelUpScreenOptions) LevelUpScreenResult {
k := pixel.K(c)
if *points < 0 {
panic(fmt.Sprintf("game: LevelUpScreen has %d points", *points))
}
name := 0
for _, a := range attrs {
if a.Base < 0 || a.Added < 0 {
panic(fmt.Sprintf("game: attribute %q is %d%+d", a.Name, a.Base, a.Added))
}
name = max(name, pixel.Measure(a.Name))
}
col := ui.Column(c).Gap(k.D(4)).Role(ui.RoleGroup).Label(title)
res := LevelUpScreenResult{Element: col}
col.Children(func() {
ui.Row(c).Gap(k.D(10)).AlignItems(ui.End).Children(func() {
text.ShadowText(c, k.Msg("level_up"), text.ShadowTextOptions{Scale: 2, Slot: pixel.Warn})
pixel.Text(c, fmt.Sprintf(k.Msg("points"), *points), pixel.TextOptions{Slot: pixel.Accent})
})
for i := range attrs {
a := &attrs[i]
ui.Row(c).Gap(k.D(4)).AlignItems(ui.Center).Children(func() {
ui.Box(c).Width(k.D(name + 6)).Children(func() { pixel.Text(c, a.Name, pixel.TextOptions{}) })
if input.IconButton(c, back, a.Name+" "+k.Msg("down"), input.IconButtonOptions{Size: input.Small, Disabled: o.Disabled || a.Added == 0}).Clicked {
a.Added, *points, res.Changed = a.Added-1, *points+1, true
}
ui.Box(c).Width(k.D(40)).Children(func() {
ui.Row(c).Children(func() {
pixel.Text(c, strconv.Itoa(a.Base+a.Added), pixel.TextOptions{})
if a.Added > 0 {
pixel.Text(c, "+"+strconv.Itoa(a.Added), pixel.TextOptions{Slot: pixel.Good})
}
})
})
if input.IconButton(c, icon.TriangleRight, a.Name+" "+k.Msg("up"), input.IconButtonOptions{Size: input.Small, Disabled: o.Disabled || *points == 0}).Clicked {
a.Added, *points, res.Changed = a.Added+1, *points-1, true
}
})
}
res.Done = input.Button(c, k.Msg("done"), input.ButtonOptions{Variant: input.Primary, Disabled: o.Disabled}).Clicked
})
if res.Changed {
slog.Debug("8bit: level up", "label", title, "points", *points)
}
return res
}