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.
43 lines
1.1 KiB
Go
43 lines
1.1 KiB
Go
package game
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import (
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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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// Line is a battle log line; Slot zero is Ink.
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type Line struct {
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Text string
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Slot pixel.Slot
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}
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type BattleLogOptions struct {
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// Width and Height are dots; zeros mean 180 by 68.
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Width, Height int
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}
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// BattleLog keeps the newest lines last; old ones roll off.
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func BattleLog(c *ui.Context, text string, lines []Line, o BattleLogOptions) *ui.Element {
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k := pixel.K(c)
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w, h := pixel.Or("BattleLog Width", o.Width, 180), pixel.Or("BattleLog Height", o.Height, 68)
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n := (h - 4) / pixel.LineHeight
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if n < 1 {
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panic("game: BattleLog is shorter than a line")
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}
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shown := lines[max(0, len(lines)-n):]
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e := ui.Box(c).Role(ui.RoleStatus).Label(text)
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if len(lines) > 0 {
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e.Description(lines[len(lines)-1].Text)
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}
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return e.Size(k.D(w), k.D(h)).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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g.Frame(0, 0, w, h, pixel.Sunken, pixel.Well)
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g.Clip(2, 2, w-4, h-4, func() {
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for i, l := range shown {
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g.Text(4, h-2-(len(shown)-i)*pixel.LineHeight, l.Text, l.Slot, 1)
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}
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})
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})
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}
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