Files
8bitMyGoUI/desk/snake.go
T
ZacharyZhang-NY b4b4d67b92 Audit keyboard, focus, veils, motion and clocks across all 500
A cross-cutting pass, each fix with a test that failed first.

Veils: MyGo still hands a key to a base that turned off this frame,
so every element key now goes through pixel.Shortcut, which an
archtest enforces. Input handlers record and the build applies them
only while enabled; the editor turns away a veil-frame letter or
copy; value bases get a copy and keep only enabled turns. Popups
give a held focus back to their opener when the veil lifts.

Motion: S5 is enforced at the clock. Every Tick, Since, Step,
Toward and Shot runs at 4-15 fps; blinks keep 1 Hz on 4 fps steps,
fast animations step at 15, and drawn time is quantized to frames.

Clocks stepping back: Since holds at zero without overflow, and
k.Elapsed moves a stored start to now, so nothing goes negative,
runs backward or indexes out of range.

Also: logs count typed text instead of holding it, gallery names
use glyphs the font has, removable rows are keyed, components take
their own Options (archtest), and sweeps over all 508 demos check
veiled keys, clicks, wheels, the clock stepping back and names.
2026-10-12 16:03:04 -04:00

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package desk
import (
"fmt"
"log/slog"
"math/rand/v2"
"slices"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
type SnakeOptions struct {
// Cols and Rows are zeros for 16 by 12.
Cols, Rows int
// Seed places the food; zero takes the clock.
Seed uint64
Disabled bool
}
type SnakeResult struct {
Element *ui.Element
// Score is food eaten; Started and Over are this frame's.
Score int
Started, Over bool
}
type snakeKey struct{}
// pit is a game: body head first, heading, food, score.
type pit struct {
body [][2]int
dir, next [2]int
food [2]int
score, last int
playing, dead bool
rng *rand.Rand
}
const scell = 8
// Snake: arrows steer, food grows it; crashes are GAME OVER.
func Snake(c *ui.Context, text string, o SnakeOptions) SnakeResult {
k := pixel.K(c)
cols, rows := pixel.Or("Snake Cols", o.Cols, 16), pixel.Or("Snake Rows", o.Rows, 12)
if cols < 6 || rows < 4 {
panic(fmt.Sprintf("desk: Snake %d×%d is too small", cols, rows))
}
shell, base, st := pixel.Shell(c, func() *ui.Element {
return ui.Box(c).Focusable().Role(ui.RoleGroup).Label(text).Disabled(o.Disabled)
})
s := ui.Local(shell, snakeKey{}, func() pit { return pit{} })
res := SnakeResult{Element: shell}
if s.rng == nil || len(s.body) == 0 {
s.reset(cols, rows, o.Seed, uint64(k.Now().UnixNano()))
}
if !base.IsDisabled() {
for _, m := range []struct {
key ui.Key
d [2]int
}{{ui.KeyUp, [2]int{0, -1}}, {ui.KeyDown, [2]int{0, 1}}, {ui.KeyLeft, [2]int{-1, 0}}, {ui.KeyRight, [2]int{1, 0}}} {
// A turn back onto its own neck is ignored.
if pixel.Shortcut(base, 0, m.key) && m.d != [2]int{-s.dir[0], -s.dir[1]} && !s.dead {
res.Started = res.Started || !s.playing
s.next, s.playing = m.d, true
}
}
// Enter, Space or a click starts it, or CONTINUEs.
enter, space := pixel.Shortcut(base, 0, ui.KeyEnter), pixel.Shortcut(base, 0, ui.KeySpace)
if enter || space || base.Clicked() {
if s.dead {
s.reset(cols, rows, o.Seed, uint64(k.Now().UnixNano()))
}
res.Started, s.playing = res.Started || !s.playing, true
}
}
// It runs 8 steps a second, only while focused.
if s.playing && !s.dead && base.Focused() && !base.IsDisabled() {
tick := k.Tick(c, 8)
if s.last >= 0 {
for range min(tick-s.last, 3) {
if s.step(cols, rows) {
res.Over = true
break
}
}
}
s.last = tick
} else {
s.last = -1
}
res.Score = s.score
if res.Started {
slog.Debug("8bit: snake start", "label", text)
}
if res.Over {
slog.Debug("8bit: snake over", "label", text, "score", s.score)
}
word := ""
switch {
case s.dead:
word = k.Msg("game_over")
case !s.playing:
word = k.Msg("press_start")
case !base.Focused():
word = k.Msg("paused")
}
score := fmt.Sprintf("%s %d", k.Msg("score"), s.score)
base.Description(score + ", " + word)
body, food, dead := slices.Clone(s.body), s.food, s.dead
w, h := cols*scell+4, rows*scell+4
shell.Size(k.D(w), k.D(h+pixel.LineHeight)).Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
g.Text(0, 0, pixel.Wrap(score, w, 1)[0], pixel.Ink, 1)
g.Frame(0, pixel.LineHeight, w, h, pixel.Sunken, pixel.Well)
at := func(c [2]int) (int, int) { return 2 + c[0]*scell, pixel.LineHeight + 2 + c[1]*scell }
fx, fy := at(food)
g.Rect(fx+2, fy+2, scell-4, scell-4, pixel.Bad)
g.Dot(fx+4, fy+1, pixel.Good)
for i, b := range body {
x, y := at(b)
ink := pixel.Good
if dead {
ink = pixel.Faint
}
g.Rect(x+1, y+1, scell-2, scell-2, ink)
if i == 0 {
g.Rect(x+2, y+2, 2, 2, pixel.Ink)
g.Rect(x+5, y+2, 2, 2, pixel.Ink)
}
}
// The word sits on top, clear of the snake.
if word != "" {
word := pixel.Wrap(word, w-8, 1)[0]
ww := pixel.Measure(word)
g.Rect((w-ww)/2-3, pixel.LineHeight+3, ww+6, pixel.LineHeight+2, pixel.Face)
g.Text((w-ww)/2, pixel.LineHeight+4, word, pixel.Ink, 1)
}
g.Finish(st)
})
return res
}
// reset lays a three-long snake mid-left, heading right.
func (s *pit) reset(cols, rows int, seed, clock uint64) {
if seed == 0 {
seed = clock
}
y := rows / 2
*s = pit{body: [][2]int{{3, y}, {2, y}, {1, y}}, dir: [2]int{1, 0}, next: [2]int{1, 0}, last: -1,
rng: rand.New(rand.NewPCG(seed, seed^0x9e3779b97f4a7c15))}
s.feed(cols, rows)
}
// feed drops food on a free cell.
func (s *pit) feed(cols, rows int) {
var free [][2]int
for y := range rows {
for x := range cols {
if !slices.Contains(s.body, [2]int{x, y}) {
free = append(free, [2]int{x, y})
}
}
}
if len(free) > 0 {
s.food = free[s.rng.IntN(len(free))]
}
}
// step moves the head on; it reports a crash.
func (s *pit) step(cols, rows int) bool {
s.dir = s.next
head := [2]int{s.body[0][0] + s.dir[0], s.body[0][1] + s.dir[1]}
grow := head == s.food
rest := s.body
if !grow {
rest = s.body[:len(s.body)-1]
}
if head[0] < 0 || head[0] >= cols || head[1] < 0 || head[1] >= rows || slices.Contains(rest, head) {
s.dead = true
return true
}
s.body = append([][2]int{head}, rest...)
if grow {
s.score++
s.feed(cols, rows)
}
return false
}