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.
52 lines
1.5 KiB
Go
52 lines
1.5 KiB
Go
package game
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import (
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"fmt"
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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/overlay"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
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)
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type LootPopupOptions struct {
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Disabled bool
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}
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type LootPopupResult struct {
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Element *ui.Element
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// Closed is OK, Escape or a click outside.
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Closed bool
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}
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// LootPopup announces YOU GOT: an item, rising, until OK.
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func LootPopup(c *ui.Context, it data.Item, open *bool, o LootPopupOptions) LootPopupResult {
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k := pixel.K(c)
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if it.Sprite == nil {
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panic(fmt.Sprintf("game: LootPopup item %q has no sprite", it.Name))
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}
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title := fmt.Sprintf(k.Msg("you_got"), it.String())
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w := max(140, pixel.Measure(title)+24)
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r := overlay.Dialog(c, title, open, overlay.DialogOptions{Actions: []string{k.Msg("ok")}, Width: w, Disabled: o.Disabled}, func() {
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sp := it.Sprite
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e := ui.Box(c).Size(k.D(w-24), k.D(3*sp.H+12)).Role(ui.RoleImage).Label(it.String())
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// The item rises 8 dots; reduced, it starts up.
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rise := 8
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if !k.Reduce() {
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rise = k.Since(c, start(k, e, 0).at, 16, 8)
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}
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e.Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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x := (g.W - 3*sp.W) / 2
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g.Sprite(x, g.H-3*sp.H-rise-2, sp, 0, pixel.Ink, 3)
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if rise == 8 {
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for _, d := range [][2]int{{-4, 2}, {3 * sp.W, 4}, {-2, 3 * sp.H / 2}, {3*sp.W + 2, 3 * sp.H / 2}} {
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g.Rect(x+d[0], d[1], 2, 2, pixel.Warn)
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}
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}
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})
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})
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return LootPopupResult{Element: r.Element, Closed: r.Action == 0 || r.Closed}
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}
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