Files
8bitMyGoUI/game/shop.go
T
ZacharyZhang-NY f48075230f Add game components 246-268; data.DrawSlot, Canvas.TextVeil
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.
2026-10-12 01:53:20 -04:00

80 lines
2.6 KiB
Go
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package game
import (
"fmt"
"log/slog"
"strconv"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/data"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/icon"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/input"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
// Ware is an item for sale; Owned counts those held.
type Ware struct {
Item data.Item
Price, Owned int
}
type ShopOptions struct {
Disabled bool
}
type ShopResult struct {
Element *ui.Element
// Bought and Sold are this frame's trades, or -1.
Bought, Sold int
}
// Shop buys at price, sells at half; dear wares fade.
func Shop(c *ui.Context, text string, wares []Ware, gold *int, o ShopOptions) ShopResult {
k := pixel.K(c)
if *gold < 0 {
panic(fmt.Sprintf("game: Shop gold %d", *gold))
}
name := 0
for _, w := range wares {
if w.Price < 0 || w.Owned < 0 || w.Item.Sprite == nil {
panic(fmt.Sprintf("game: ware %q costs %d, owned %d", w.Item.Name, w.Price, w.Owned))
}
name = max(name, pixel.Measure(w.Item.Name))
}
col := ui.Column(c).Gap(k.D(3)).Role(ui.RoleGroup).Label(text)
res := ShopResult{Element: col, Bought: -1, Sold: -1}
col.Children(func() {
CoinCounter(c, k.Msg("gold"), *gold, CoinCounterOptions{})
for i := range wares {
w := &wares[i]
dear := w.Price > *gold
ink := pixel.Ink
if dear {
ink = pixel.Faint
}
ui.Row(c).Gap(k.D(5)).AlignItems(ui.Center).Children(func() {
data.ItemSlot(c, w.Item, data.ItemSlotOptions{})
ui.Box(c).Width(k.D(name + 4)).Children(func() { pixel.Text(c, w.Item.Name, pixel.TextOptions{Slot: ink}) })
ui.Row(c).Width(k.D(40)).Gap(k.D(2)).AlignItems(ui.Center).Children(func() {
ui.Box(c).Size(k.D(12), k.D(12)).Draw(func(p *ui.Painter, r ui.Rect) {
k.Canvas(p, r).Sprite(0, 0, icon.Coin, 0, pixel.Ink, 1)
})
pixel.Text(c, strconv.Itoa(w.Price), pixel.TextOptions{Slot: ink})
})
ui.Box(c).Width(k.D(24)).Children(func() { pixel.Text(c, "×"+strconv.Itoa(w.Owned), pixel.TextOptions{Slot: pixel.Faint}) })
if input.Button(c, k.Msg("buy"), input.ButtonOptions{Size: input.Small, Label: k.Msg("buy") + " " + w.Item.Name, Disabled: o.Disabled || dear}).Clicked {
*gold, w.Owned, res.Bought = *gold-w.Price, w.Owned+1, i
}
if input.Button(c, k.Msg("sell"), input.ButtonOptions{Size: input.Small, Label: k.Msg("sell") + " " + w.Item.Name, Disabled: o.Disabled || w.Owned == 0}).Clicked {
*gold, w.Owned, res.Sold = *gold+w.Price/2, w.Owned-1, i
}
})
}
})
if res.Bought >= 0 || res.Sold >= 0 {
slog.Debug("8bit: shop", "label", text, "bought", res.Bought, "sold", res.Sold, "gold", *gold)
}
return res
}