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