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.
82 lines
2.1 KiB
Go
82 lines
2.1 KiB
Go
package game
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import (
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"fmt"
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"log/slog"
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"strconv"
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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 HotbarOptions struct {
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Disabled bool
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}
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type HotbarResult struct {
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Element *ui.Element
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Changed bool
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// Used is the slot used this frame, or -1.
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Used int
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}
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type wheelKey struct{}
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// wheel holds unspent scroll and a turn not yet reported.
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type wheel struct {
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left float32
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moved bool
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}
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// Hotbar rows nine slots; 1–9, arrows or the wheel choose.
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func Hotbar(c *ui.Context, text string, items []data.Item, selected *int, o HotbarOptions) HotbarResult {
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k := pixel.K(c)
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n := len(items)
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if n == 0 || n > 9 || *selected < 0 || *selected >= n {
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panic(fmt.Sprintf("game: Hotbar slot %d of %d; it holds 1–9", *selected, n))
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}
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old := *selected
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shell, base, st, used := pixel.Pad(c, text, n, n, data.SlotSize, data.SlotSize, selected, o.Disabled)
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for i := range n {
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if base.Shortcut(0, ui.Key1+ui.Key(i)) {
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*selected = i
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}
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}
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wh := ui.Local(base, wheelKey{}, func() wheel { return wheel{} })
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notch := k.D(pixel.LineHeight)
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base.HandleInput(func(ev ui.InputEvent) bool {
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if ev.Kind != ui.InputScroll {
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return false
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}
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// A notch moves one slot; the bar wraps around.
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for wh.left += ev.DY; wh.left >= notch || wh.left <= -notch; {
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d := 1
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if wh.left < 0 {
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d = -1
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}
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wh.left -= float32(d) * notch
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*selected, wh.moved = ((*selected+d)%n+n)%n, true
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}
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return true
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})
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res := HotbarResult{Element: shell, Changed: *selected != old || wh.moved, Used: used}
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wh.moved = false
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base.Description(items[*selected].String())
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if res.Changed {
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slog.Debug("8bit: hotbar", "label", text, "slot", *selected)
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}
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sel, shown := *selected, append([]data.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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x := i * data.SlotSize
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data.DrawSlot(g, x, 0, it, data.ItemSlotOptions{Selected: i == sel})
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g.Micro(x+3, 3, strconv.Itoa(i+1), pixel.Faint, 1)
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}
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g.Finish(st)
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})
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return res
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}
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