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.
82 lines
2.4 KiB
Go
82 lines
2.4 KiB
Go
package game
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import (
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"fmt"
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"strconv"
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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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// Spot is a map tile, counted from the top left.
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type Spot struct{ X, Y int }
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// Marker is a colored spot on a map.
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type Marker struct {
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Spot
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Slot pixel.Slot
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}
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type MinimapOptions struct {
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// Cell is a tile's side in dots; zero means 3.
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Cell int
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}
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// tiles color map runes: wall, floor, water, grass, rock, void.
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var tiles = map[rune]pixel.Slot{'#': pixel.Edge, '.': pixel.Well, '~': pixel.Info, '"': pixel.Good, '^': pixel.Faint, ' ': pixel.Back}
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// Minimap draws tiles, fog where unseen, player and marks.
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func Minimap(c *ui.Context, text string, rows []string, seen [][]bool, player Spot, marks []Marker, o MinimapOptions) *ui.Element {
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k := pixel.K(c)
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cell := pixel.Or("Minimap Cell", o.Cell, 3)
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if len(rows) == 0 {
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panic("game: Minimap has no rows")
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}
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grid := make([][]rune, len(rows))
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for y, row := range rows {
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grid[y] = []rune(row)
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if len(grid[y]) != len(grid[0]) {
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panic(fmt.Sprintf("game: Minimap row %d is %d tiles, not %d", y, len(grid[y]), len(grid[0])))
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}
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for _, r := range grid[y] {
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if _, ok := tiles[r]; !ok {
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panic(fmt.Sprintf("game: Minimap tile %q", r))
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}
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}
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}
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w, h := len(grid[0]), len(grid)
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inside := func(s Spot) bool { return s.X >= 0 && s.X < w && s.Y >= 0 && s.Y < h }
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for y := range seen {
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if len(seen) != h || len(seen[y]) != w {
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panic(fmt.Sprintf("game: Minimap fog is not %d×%d", w, h))
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}
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}
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for _, m := range append([]Marker{{Spot: player}}, marks...) {
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if !inside(m.Spot) {
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panic(fmt.Sprintf("game: Minimap spot %v is off the %d×%d map", m.Spot, w, h))
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}
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}
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at := strconv.Itoa(player.X) + ", " + strconv.Itoa(player.Y)
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return ui.Box(c).Role(ui.RoleImage).Label(text).Description(at).Size(k.D(w*cell+2), k.D(h*cell+2)).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, g.W, g.H, pixel.Flat, pixel.Back)
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for y, row := range grid {
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for x, t := range row {
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if seen != nil && !seen[y][x] {
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g.Dither(1+x*cell, 1+y*cell, cell, cell, pixel.Back, pixel.Edge, 12)
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continue
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}
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g.Rect(1+x*cell, 1+y*cell, cell, cell, tiles[t])
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}
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}
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for _, m := range marks {
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g.Rect(1+m.X*cell, 1+m.Y*cell, cell, cell, m.Slot)
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}
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// The player blinks at 2 Hz; reduced, it holds steady.
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if k.Reduce() || g.Busy(4)%2 == 0 {
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g.Rect(1+player.X*cell, 1+player.Y*cell, cell, cell, pixel.Accent)
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}
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})
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}
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