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.
98 lines
2.6 KiB
Go
98 lines
2.6 KiB
Go
package data
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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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type InventoryOptions struct {
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// Columns is the grid's width; zero means 6.
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Columns int
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Disabled bool
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}
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type InventoryResult struct {
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Element *ui.Element
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// Swapped reports two slots traded by a drag.
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Changed, Swapped bool
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}
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type bagKey struct{}
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// bag tracks a drag; a dead one never swaps.
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type bag struct {
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from, over int
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held, dead bool
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}
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// Inventory is a slot grid; arrows choose, drags swap.
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func Inventory(c *ui.Context, text string, items []Item, selected *int, o InventoryOptions) InventoryResult {
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k := pixel.K(c)
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cols := pixel.Or("Inventory Columns", o.Columns, 6)
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off := o.Disabled || pixel.Current(c).Inert
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if *selected < 0 || *selected >= len(items) {
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panic(fmt.Sprintf("data: Inventory slot %d of %d", *selected, len(items)))
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}
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old := *selected
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shell, base, st, _ := pixel.Pad(c, text, cols, len(items), SlotSize, SlotSize, selected, o.Disabled)
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b := ui.Local(base, bagKey{}, func() bag { return bag{} })
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res := InventoryResult{Element: shell, Changed: *selected != old}
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px, py, _ := base.PointerPosition()
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at := func() int {
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col, row := int(px/k.Dot())/SlotSize, int(py/k.Dot())/SlotSize
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if px < 0 || py < 0 || col >= cols || row*cols+col >= len(items) {
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return -1
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}
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return row*cols + col
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}
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n := len(items)
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switch _, _, pressed := base.Dragged(); {
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case pressed && (off || b.held && max(b.from, b.over) >= n):
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b.held, b.dead = false, true
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case pressed && b.dead:
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case pressed && !b.held:
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b.held, b.from, b.over = true, at(), at()
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case pressed:
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b.over = at()
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case b.held:
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if !off && min(b.from, b.over) >= 0 && max(b.from, b.over) < n && b.from != b.over {
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items[b.from], items[b.over] = items[b.over], items[b.from]
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res.Swapped = true
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}
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b.held = false
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default:
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b.dead = false
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}
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base.Description(items[*selected].String())
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drag := -1
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if b.held && b.over != b.from {
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drag = b.from
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}
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shown := append([]Item(nil), items...)
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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, it := range shown {
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if i == drag {
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it = Item{}
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}
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DrawSlot(g, i%cols*SlotSize, i/cols*SlotSize, it, ItemSlotOptions{Selected: i == *selected})
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}
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// The dragged item rides with the pointer.
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if drag >= 0 && shown[drag].Sprite != nil {
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g.Sprite(int(px/k.Dot())-6, int(py/k.Dot())-6, shown[drag].Sprite, 0, pixel.Ink, 1)
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}
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g.Finish(st)
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})
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if res.Changed {
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slog.Debug("8bit: inventory chose", "label", text, "slot", *selected)
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}
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if res.Swapped {
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slog.Debug("8bit: inventory swap", "label", text, "from", b.from, "to", b.over)
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}
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return res
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}
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