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.
77 lines
2.0 KiB
Go
77 lines
2.0 KiB
Go
package game
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import (
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"fmt"
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"strings"
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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 GachaReelOptions struct{}
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type GachaReelResult struct {
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Element *ui.Element
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// Done is true in the frame the last reel stops.
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Done bool
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}
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type spunKey struct{}
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// reelStop staggers reel stops: 0.8 s, then 0.4 s more.
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func reelStop(i int) time.Duration {
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return 800*time.Millisecond + time.Duration(i)*400*time.Millisecond
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}
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// GachaReel spins three reels per spin, stopping on stops.
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func GachaReel(c *ui.Context, text string, faces []data.Item, stops [3]int, spin int, o GachaReelOptions) GachaReelResult {
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k := pixel.K(c)
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for _, f := range faces {
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if f.Sprite == nil {
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panic(fmt.Sprintf("game: GachaReel face %q has no sprite", f.Name))
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}
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}
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names := make([]string, 3)
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for i, s := range stops {
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if s < 0 || s >= len(faces) || faces[s].Sprite == nil {
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panic(fmt.Sprintf("game: GachaReel stop %d of %d faces", s, len(faces)))
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}
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names[i] = faces[s].Name
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}
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e := ui.Box(c).Role(ui.RoleImage).Label(text)
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roll := start(k, e, spin)
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// First shown, the reels rest; each new spin spins once.
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landed := ui.Local(e, spunKey{}, func() int { return roll.run })
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shown := stops
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spinning := *landed != roll.run && !k.Reduce()
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elapsed := k.Now().Sub(roll.at)
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if spinning {
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n := k.Tick(c, 12)
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for i := range 3 {
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if elapsed < reelStop(i) {
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shown[i] = (n + 5*i) % len(faces)
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}
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}
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}
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res := GachaReelResult{Element: e, Done: *landed != roll.run && (k.Reduce() || elapsed >= reelStop(2))}
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if res.Done {
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*landed = roll.run
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}
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if *landed == roll.run {
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e.Description(strings.Join(names, ", "))
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}
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e.Size(k.D(3*28-4), k.D(28)).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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for i, f := range shown {
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x := i * 28
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g.Frame(x, 0, 24, 28, pixel.Sunken, pixel.Well)
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sp := faces[f].Sprite
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g.Sprite(x+(24-sp.W)/2, (28-sp.H)/2, sp, 0, pixel.Ink, 1)
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}
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})
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return res
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}
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