Health, mana and experience bars, quarter hearts, lives, a spinning coin counter, score board, stage timer, minimap with fog, compass, hotbar, paper-doll equipment, skill tree, skill buttons with cooldown wipes, status effects, a boss bar, damage numbers, quest log and tracker, party frames, character sheet, level-up screen and shop. data exports DrawSlot so every slot looks alike; pixel adds TextVeil for dissolving text. Messages the font cannot draw are fixed and TestMessagesHaveGlyphs holds every message to the font.
30 lines
853 B
Go
30 lines
853 B
Go
package game
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import (
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"fmt"
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"github.com/egoist/mygo/ui"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/display"
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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 CoinCounterOptions struct {
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// Scale is 1–4; zero means 1.
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Scale int
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}
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// CoinCounter spins a coin beside a count that ticks up.
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func CoinCounter(c *ui.Context, text string, coins int, o CoinCounterOptions) *ui.Element {
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k := pixel.K(c)
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if coins < 0 {
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panic(fmt.Sprintf("game: CoinCounter %d", coins))
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}
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sc := pixel.Or("CoinCounter Scale", o.Scale, 1)
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return ui.Row(c).Gap(k.D(2 * sc)).AlignItems(ui.Center).Role(ui.RoleGroup).Label(text).Children(func() {
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display.Sprite(c, coin, display.SpriteOptions{Scale: sc, FPS: 8})
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feedback.CountUp(c, coins, feedback.CountUpOptions{Scale: sc})
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})
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}
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