Files
8bitMyGoUI/game/skilltree.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

182 lines
5.2 KiB
Go

package game
import (
"fmt"
"log/slog"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
// Skill is a node of a skill tree.
type Skill struct {
Name string
Sprite *pixel.Sprite
// At places it on the tree's grid.
At Spot
// Needs lists the skills that open it.
Needs []int
Learned bool
}
type SkillTreeOptions struct {
Disabled bool
}
type SkillTreeResult struct {
Element *ui.Element
Changed bool
// Learned is the skill learned this frame, or -1.
Learned int
}
// node is a node's side; cellPitch adds the gap.
const node, cellPitch = 20, 28
// SkillTree links skills; points learn the cursor's skill.
func SkillTree(c *ui.Context, text string, skills []Skill, cursor, points *int, o SkillTreeOptions) SkillTreeResult {
k := pixel.K(c)
if *cursor < 0 || *cursor >= len(skills) || *points < 0 {
panic(fmt.Sprintf("game: SkillTree cursor %d of %d, %d points", *cursor, len(skills), *points))
}
spots, cols, rows := make([]Spot, len(skills)), 0, 0
for i, s := range skills {
if s.Sprite == nil || s.At.X < 0 || s.At.Y < 0 {
panic(fmt.Sprintf("game: skill %q needs a sprite and a place on the grid, not %v", s.Name, s.At))
}
for _, n := range s.Needs {
if n < 0 || n >= len(skills) || n == i {
panic(fmt.Sprintf("game: skill %q needs %d", s.Name, n))
}
}
for j := range i {
if skills[j].At == s.At {
panic(fmt.Sprintf("game: skills %q and %q share %v", skills[j].Name, s.Name, s.At))
}
}
spots[i], cols, rows = s.At, max(cols, s.At.X+1), max(rows, s.At.Y+1)
}
if loop := cycle(skills); loop >= 0 {
panic(fmt.Sprintf("game: skill %q needs itself through others", skills[loop].Name))
}
open := func(i int) bool {
for _, n := range skills[i].Needs {
if !skills[n].Learned {
return false
}
}
return !skills[i].Learned
}
old := *cursor
shell, base, st := pixel.Shell(c, func() *ui.Element {
return ui.Box(c).Focusable().Role(ui.RoleGroup).Label(text).Disabled(o.Disabled)
})
arrows(base, spots, cursor)
learn := base.Shortcut(0, ui.KeyEnter) || base.Shortcut(0, ui.KeySpace)
top := pixel.LineHeight + 4
// A click moves the cursor; clicking it again learns.
if base.Clicked() {
x, y, _ := base.PointerPosition()
dx, dy := int(x/k.Dot()), int(y/k.Dot())-top
for i, s := range spots {
if dx >= s.X*cellPitch && dx < s.X*cellPitch+node && dy >= s.Y*cellPitch && dy < s.Y*cellPitch+node {
learn, *cursor = learn || i == *cursor, i
}
}
}
res := SkillTreeResult{Element: shell, Changed: *cursor != old, Learned: -1}
if res.Changed {
slog.Debug("8bit: skill cursor", "label", text, "skill", skills[*cursor].Name)
}
if learn && open(*cursor) && *points > 0 {
skills[*cursor].Learned, *points, res.Learned = true, *points-1, *cursor
slog.Debug("8bit: skill learned", "label", text, "skill", skills[*cursor].Name, "points", *points)
}
states := make([]string, len(skills))
for i := range skills {
switch {
case skills[i].Learned:
states[i] = k.Msg("learned")
case open(i):
states[i] = k.Msg("can_learn")
default:
states[i] = k.Msg("locked")
}
}
caption := skills[*cursor].Name + " · " + states[*cursor]
cur, shown, left := *cursor, append([]Skill(nil), skills...), fmt.Sprintf(k.Msg("points"), *points)
base.Description(caption + " · " + left)
opens := make([]bool, len(skills))
for i := range skills {
opens[i] = open(i)
}
w := max(cols*cellPitch-(cellPitch-node), pixel.Measure(left)+8+pixel.Measure(caption))
shell.Size(k.D(w), k.D(top+rows*cellPitch-(cellPitch-node)+4)).Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
g.Text(0, 0, left, pixel.Accent, 1)
g.Text(w-pixel.Measure(caption), 0, caption, pixel.Faint, 1)
mid := func(s Spot) (int, int) { return s.X*cellPitch + node/2, top + s.Y*cellPitch + node/2 }
for _, s := range shown {
for _, n := range s.Needs {
x0, y0 := mid(shown[n].At)
x1, y1 := mid(s.At)
ink := pixel.Shade
if shown[n].Learned {
ink = pixel.Accent
}
g.Line(x0, y0, x1, y1, ink)
}
}
for i, s := range shown {
x, y := s.At.X*cellPitch, top+s.At.Y*cellPitch
sx, sy := x+(node-s.Sprite.W)/2, y+(node-s.Sprite.H)/2
switch {
case s.Learned:
g.Frame(x, y, node, node, pixel.Raised, pixel.Lit)
g.Sprite(sx, sy, s.Sprite, 0, pixel.Ink, 1)
case opens[i]:
g.Frame(x, y, node, node, pixel.Flat, pixel.Face)
g.Sprite(sx, sy, s.Sprite, 0, pixel.Ink, 1)
default:
g.Frame(x, y, node, node, pixel.Sunken, pixel.Well)
g.Silhouette(sx, sy, s.Sprite, 0, pixel.Shade, 1)
}
if i == cur {
g.HLine(x-2, y-2, node+4, pixel.Accent)
g.HLine(x-2, y+node+1, node+4, pixel.Accent)
g.VLine(x-2, y-2, node+4, pixel.Accent)
g.VLine(x+node+1, y-2, node+4, pixel.Accent)
}
}
g.Finish(st)
})
return res
}
// cycle finds a skill needing itself, or -1.
func cycle(skills []Skill) int {
state := make([]int, len(skills))
var visit func(i int) bool
// visit is false on a loop; state 1 is mid-walk.
visit = func(i int) bool {
if state[i] != 0 {
return state[i] == 2
}
state[i] = 1
for _, n := range skills[i].Needs {
if !visit(n) {
return false
}
}
state[i] = 2
return true
}
for i := range skills {
if !visit(i) {
return i
}
}
return -1
}