Files
8bitMyGoUI/game/game.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 game is an RPG's HUD, menus and screens.
package game
import (
"fmt"
"strconv"
"time"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
// tag writes s from ink top y, micro if possible.
func tag(g pixel.Canvas, x, y int, s string, ink pixel.Slot) {
if pixel.MicroOK(s) {
g.Micro(x, y, s, ink, 1)
return
}
g.Text(x, y-3, s, ink, 1)
}
// tagW is s's width as tag writes it.
func tagW(s string) int {
if pixel.MicroOK(s) {
return pixel.MicroWidth(s)
}
return pixel.Measure(s)
}
// tagH is s's ink height; font ink spans rows 3–14.
func tagH(s string) int {
if pixel.MicroOK(s) {
return pixel.MicroHeight
}
return 12
}
// meter frames a bar, fills part and returns its end.
func meter(g pixel.Canvas, x, y, w, h int, part float64, ink pixel.Slot) int {
g.Frame(x, y, w, h, pixel.Sunken, pixel.Well)
fill := int(part * float64(w-4))
g.Rect(x+2, y+2, fill, h-4, ink)
return x + 2 + fill
}
// amount checks v of most, as hit points are.
func amount(name string, v, most int) {
if most <= 0 || v < 0 || v > most {
panic(fmt.Sprintf("game: %s %d of %d", name, v, most))
}
}
// ratio prints "v/most".
func ratio(v, most int) string { return strconv.Itoa(v) + "/" + strconv.Itoa(most) }
// fits fails when a bar is narrower than its labels.
func fits(name string, w int, text, value string) {
if need := tagW(text) + 4 + tagW(value); w < need {
panic(fmt.Sprintf("game: %s Width %d is under the %d its labels need", name, w, need))
}
}
// headH is the label row's height above a HUD bar.
func headH(text string) int { return tagH(text) + 2 }
// head writes a label left and a micro value right.
func head(g pixel.Canvas, w int, text, value string) {
tag(g, 0, 0, text, pixel.Ink)
g.Micro(w-pixel.MicroWidth(value), headH(text)-2-pixel.MicroHeight, value, pixel.Ink, 1)
}
// nearest is the next spot toward dx, dy, or from.
func nearest(spots []Spot, from, dx, dy int) int {
best, score := from, 0
for i, s := range spots {
ahead := (s.X-spots[from].X)*dx + (s.Y-spots[from].Y)*dy
aside := abs((s.X-spots[from].X)*dy) + abs((s.Y-spots[from].Y)*dx)
if ahead <= 0 {
continue
}
// Straight ahead beats near but off to the side.
if d := ahead + 2*aside; best == from || d < score {
best, score = i, d
}
}
return best
}
// arrows moves cur among spots by arrow keys.
func arrows(base *ui.Element, spots []Spot, cur *int) {
for _, m := range []struct {
key ui.Key
dx, dy int
}{{ui.KeyLeft, -1, 0}, {ui.KeyRight, 1, 0}, {ui.KeyUp, 0, -1}, {ui.KeyDown, 0, 1}} {
if pixel.Shortcut(base, 0, m.key) {
*cur = nearest(spots, *cur, m.dx, m.dy)
}
}
}
func abs(n int) int {
if n < 0 {
return -n
}
return n
}
type startKey struct{}
// begun is a cue, its start and its run count.
type begun struct {
cue, run int
at time.Time
}
// start is e's first showing, or its last cue change.
func start(k pixel.Kit, e *ui.Element, cue int) begun {
s := ui.Local(e, startKey{}, func() begun { return begun{cue: cue, at: k.Now()} })
if s.cue != cue {
s.cue, s.at, s.run = cue, k.Now(), s.run+1
}
k.Elapsed(&s.at)
return *s
}