Files
8bitMyGoUI/game/achievements.go
T
ZacharyZhang-NY 86a6901333 Add game components 269-290; CommandMenu AutoFocus
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.
2026-10-12 02:48:20 -04:00

94 lines
2.5 KiB
Go

package game
import (
"fmt"
"log/slog"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
// Award is an achievement; locked ones show as silhouettes.
type Award struct {
Sprite *pixel.Sprite
Name string
// How tells how it is earned.
How string
Unlocked bool
}
type AchievementsOptions struct {
// Columns is the grid's width; zero means 6.
Columns int
Disabled bool
}
type AchievementsResult struct {
Element *ui.Element
Changed bool
}
// tile is an award's cell, in dots.
const tile = 24
// Achievements grids awards; arrows read each one's name and how.
func Achievements(c *ui.Context, text string, awards []Award, selected *int, o AchievementsOptions) AchievementsResult {
k := pixel.K(c)
cols := pixel.Or("Achievements Columns", o.Columns, 6)
if len(awards) == 0 || *selected < 0 || *selected >= len(awards) {
panic(fmt.Sprintf("game: Achievements award %d of %d", *selected, len(awards)))
}
got := 0
for _, a := range awards {
if a.Sprite == nil {
panic(fmt.Sprintf("game: award %q has no sprite", a.Name))
}
if a.Unlocked {
got++
}
}
old := *selected
col := ui.Column(c).Gap(k.D(4))
res := AchievementsResult{Element: col}
col.Children(func() {
pixel.Text(c, fmt.Sprintf(k.Msg("unlocked"), got, len(awards)), pixel.TextOptions{Slot: pixel.Accent})
shell, base, st, _ := pixel.Pad(c, text, cols, len(awards), tile, tile, selected, o.Disabled)
a := awards[*selected]
name := a.Name
if !a.Unlocked {
name = k.Msg("unknown")
}
base.Description(name + ": " + a.How)
sel, shown := *selected, append([]Award(nil), awards...)
shell.Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
for i, a := range shown {
x, y := i%cols*tile, i/cols*tile
sx, sy := x+(tile-a.Sprite.W)/2, y+(tile-a.Sprite.H)/2
if a.Unlocked {
g.Frame(x+1, y+1, tile-2, tile-2, pixel.Raised, pixel.Lit)
g.Sprite(sx, sy, a.Sprite, 0, pixel.Ink, 1)
} else {
g.Frame(x+1, y+1, tile-2, tile-2, pixel.Sunken, pixel.Well)
g.Silhouette(sx, sy, a.Sprite, 0, pixel.Shade, 1)
}
if i == sel {
g.Rect(x, y, tile, 1, pixel.Accent)
g.Rect(x, y+tile-1, tile, 1, pixel.Accent)
g.Rect(x, y, 1, tile, pixel.Accent)
g.Rect(x+tile-1, y, 1, tile, pixel.Accent)
}
}
g.Finish(st)
})
pixel.Text(c, name, pixel.TextOptions{})
pixel.Text(c, a.How, pixel.TextOptions{Slot: pixel.Faint, Wrap: true})
})
res.Changed = *selected != old
if res.Changed {
slog.Debug("8bit: achievement", "label", text, "award", *selected)
}
return res
}