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.
45 lines
1.4 KiB
Go
45 lines
1.4 KiB
Go
package game
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import (
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"time"
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"github.com/egoist/mygo/ui"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/feedback"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
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)
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type LoadingTipsOptions struct {
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// Width is in dots; zero means 200.
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Width int
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}
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// tipTurn is how long a tip shows.
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const tipTurn = 4 * time.Second
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// LoadingTips turns tips every 4 s under a progress bar.
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func LoadingTips(c *ui.Context, tips []string, value float64, o LoadingTipsOptions) *ui.Element {
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k := pixel.K(c)
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w := pixel.Or("LoadingTips Width", o.Width, 200)
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if len(tips) == 0 {
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panic("game: LoadingTips has no tips")
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}
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// Tips turn on the wall clock, like a loader's dots.
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now := k.Now()
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turn := now.Truncate(tipTurn)
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k.At(c, turn.Add(tipTurn))
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tip := tips[int(turn.Unix()/int64(tipTurn/time.Second))%len(tips)]
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name := k.Msg("tip")
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return ui.Column(c).Gap(k.D(6)).Width(k.D(w)).Children(func() {
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feedback.Progress(c, k.Msg("loading"), value, feedback.ProgressOptions{Width: w - 4 - pixel.MicroWidth("100%"), Percent: true})
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lines := pixel.Wrap(tip, w-tagW(name)-4, 3)
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ui.Box(c).Role(ui.RoleStatus).Label(name+": "+tip).Size(k.D(w), k.D(len(lines)*pixel.LineHeight)).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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tag(g, 0, 3, name, pixel.Accent)
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for i, l := range lines {
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g.Text(tagW(name)+4, i*pixel.LineHeight, l, pixel.Faint, 1)
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}
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})
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})
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}
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