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.
182 lines
5.2 KiB
Go
182 lines
5.2 KiB
Go
package game
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import (
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"fmt"
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"log/slog"
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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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// Skill is a node of a skill tree.
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type Skill struct {
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Name string
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Sprite *pixel.Sprite
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// At places it on the tree's grid.
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At Spot
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// Needs lists the skills that open it.
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Needs []int
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Learned bool
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}
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type SkillTreeOptions struct {
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Disabled bool
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}
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type SkillTreeResult struct {
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Element *ui.Element
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Changed bool
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// Learned is the skill learned this frame, or -1.
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Learned int
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}
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// node is a node's side; cellPitch adds the gap.
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const node, cellPitch = 20, 28
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// SkillTree links skills; points learn the cursor's skill.
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func SkillTree(c *ui.Context, text string, skills []Skill, cursor, points *int, o SkillTreeOptions) SkillTreeResult {
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k := pixel.K(c)
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if *cursor < 0 || *cursor >= len(skills) || *points < 0 {
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panic(fmt.Sprintf("game: SkillTree cursor %d of %d, %d points", *cursor, len(skills), *points))
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}
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spots, cols, rows := make([]Spot, len(skills)), 0, 0
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for i, s := range skills {
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if s.Sprite == nil || s.At.X < 0 || s.At.Y < 0 {
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panic(fmt.Sprintf("game: skill %q needs a sprite and a place on the grid, not %v", s.Name, s.At))
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}
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for _, n := range s.Needs {
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if n < 0 || n >= len(skills) || n == i {
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panic(fmt.Sprintf("game: skill %q needs %d", s.Name, n))
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}
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}
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for j := range i {
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if skills[j].At == s.At {
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panic(fmt.Sprintf("game: skills %q and %q share %v", skills[j].Name, s.Name, s.At))
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}
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}
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spots[i], cols, rows = s.At, max(cols, s.At.X+1), max(rows, s.At.Y+1)
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}
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if loop := cycle(skills); loop >= 0 {
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panic(fmt.Sprintf("game: skill %q needs itself through others", skills[loop].Name))
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}
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open := func(i int) bool {
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for _, n := range skills[i].Needs {
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if !skills[n].Learned {
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return false
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}
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}
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return !skills[i].Learned
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}
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old := *cursor
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shell, base, st := pixel.Shell(c, func() *ui.Element {
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return ui.Box(c).Focusable().Role(ui.RoleGroup).Label(text).Disabled(o.Disabled)
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})
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arrows(base, spots, cursor)
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learn := pixel.Shortcut(base, 0, ui.KeyEnter) || pixel.Shortcut(base, 0, ui.KeySpace)
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top := pixel.LineHeight + 4
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// A click moves the cursor; clicking it again learns.
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if base.Clicked() {
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x, y, _ := base.PointerPosition()
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dx, dy := int(x/k.Dot()), int(y/k.Dot())-top
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for i, s := range spots {
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if dx >= s.X*cellPitch && dx < s.X*cellPitch+node && dy >= s.Y*cellPitch && dy < s.Y*cellPitch+node {
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learn, *cursor = learn || i == *cursor, i
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}
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}
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}
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res := SkillTreeResult{Element: shell, Changed: *cursor != old, Learned: -1}
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if res.Changed {
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slog.Debug("8bit: skill cursor", "label", text, "skill", skills[*cursor].Name)
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}
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if learn && open(*cursor) && *points > 0 {
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skills[*cursor].Learned, *points, res.Learned = true, *points-1, *cursor
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slog.Debug("8bit: skill learned", "label", text, "skill", skills[*cursor].Name, "points", *points)
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}
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states := make([]string, len(skills))
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for i := range skills {
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switch {
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case skills[i].Learned:
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states[i] = k.Msg("learned")
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case open(i):
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states[i] = k.Msg("can_learn")
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default:
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states[i] = k.Msg("locked")
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}
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}
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caption := skills[*cursor].Name + " · " + states[*cursor]
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cur, shown, left := *cursor, append([]Skill(nil), skills...), fmt.Sprintf(k.Msg("points"), *points)
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base.Description(caption + " · " + left)
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opens := make([]bool, len(skills))
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for i := range skills {
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opens[i] = open(i)
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}
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w := max(cols*cellPitch-(cellPitch-node), pixel.Measure(left)+8+pixel.Measure(caption))
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shell.Size(k.D(w), k.D(top+rows*cellPitch-(cellPitch-node)+4)).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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g.Text(0, 0, left, pixel.Accent, 1)
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g.Text(w-pixel.Measure(caption), 0, caption, pixel.Faint, 1)
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mid := func(s Spot) (int, int) { return s.X*cellPitch + node/2, top + s.Y*cellPitch + node/2 }
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for _, s := range shown {
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for _, n := range s.Needs {
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x0, y0 := mid(shown[n].At)
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x1, y1 := mid(s.At)
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ink := pixel.Shade
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if shown[n].Learned {
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ink = pixel.Accent
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}
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g.Line(x0, y0, x1, y1, ink)
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}
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}
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for i, s := range shown {
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x, y := s.At.X*cellPitch, top+s.At.Y*cellPitch
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sx, sy := x+(node-s.Sprite.W)/2, y+(node-s.Sprite.H)/2
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switch {
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case s.Learned:
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g.Frame(x, y, node, node, pixel.Raised, pixel.Lit)
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g.Sprite(sx, sy, s.Sprite, 0, pixel.Ink, 1)
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case opens[i]:
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g.Frame(x, y, node, node, pixel.Flat, pixel.Face)
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g.Sprite(sx, sy, s.Sprite, 0, pixel.Ink, 1)
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default:
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g.Frame(x, y, node, node, pixel.Sunken, pixel.Well)
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g.Silhouette(sx, sy, s.Sprite, 0, pixel.Shade, 1)
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}
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if i == cur {
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g.HLine(x-2, y-2, node+4, pixel.Accent)
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g.HLine(x-2, y+node+1, node+4, pixel.Accent)
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g.VLine(x-2, y-2, node+4, pixel.Accent)
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g.VLine(x+node+1, y-2, node+4, pixel.Accent)
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}
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}
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g.Finish(st)
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})
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return res
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}
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// cycle finds a skill needing itself, or -1.
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func cycle(skills []Skill) int {
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state := make([]int, len(skills))
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var visit func(i int) bool
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// visit is false on a loop; state 1 is mid-walk.
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visit = func(i int) bool {
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if state[i] != 0 {
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return state[i] == 2
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}
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state[i] = 1
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for _, n := range skills[i].Needs {
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if !visit(n) {
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return false
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}
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}
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state[i] = 2
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return true
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}
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for i := range skills {
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if !visit(i) {
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return i
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}
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}
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return -1
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}
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