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.
190 lines
4.4 KiB
Go
190 lines
4.4 KiB
Go
package navigation
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import (
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"fmt"
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"log/slog"
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"math"
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"time"
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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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// hero is the walker, two frames of stepping feet.
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var hero = pixel.MustSprite(`
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..eee...
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.eaaae..
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.efffe..
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..eee...
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.eaaae..
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e.aaa.e.
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..e.e...
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.e...e..
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..eee...
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.eaaae..
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.efffe..
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..eee...
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.eaaae..
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.eaaae..
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..e.e...
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..e.e...
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`)
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type MapNode struct {
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Name string
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// X and Y place it on the map, in dots.
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X, Y int
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Locked bool
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}
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type WorldMapOptions struct {
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// Width and Height are dots; zeros mean 240 by 140.
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Width, Height int
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Disabled bool
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}
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type WorldMapResult struct {
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Element *ui.Element
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// Entered reports Enter, or a click, at the hero's node.
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Changed, Entered bool
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}
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type walkKey struct{}
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// walk is the node the hero left and when.
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type walk struct {
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from int
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at time.Time
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}
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// WorldMap joins nodes with dotted paths; arrows walk the hero.
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func WorldMap(c *ui.Context, text string, nodes []MapNode, paths [][2]int, at *int, o WorldMapOptions) WorldMapResult {
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k := pixel.K(c)
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if *at < 0 || *at >= len(nodes) {
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panic(fmt.Sprintf("navigation: node %d of %d", *at, len(nodes)))
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}
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w, h := pixel.Or("WorldMap Width", o.Width, 240), pixel.Or("WorldMap Height", o.Height, 140)
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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).Description(nodes[*at].Name).Disabled(o.Disabled)
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})
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wk := ui.Local(base, walkKey{}, func() walk { return walk{from: *at} })
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res := WorldMapResult{Element: shell}
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walkTo := func(j int) {
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if j != *at && !nodes[j].Locked {
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wk.from, wk.at, *at, res.Changed = *at, k.Now(), j, true
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}
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}
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for _, m := range []struct {
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key ui.Key
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dx, dy int
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}{{ui.KeyLeft, -1, 0}, {ui.KeyRight, 1, 0}, {ui.KeyUp, 0, -1}, {ui.KeyDown, 0, 1}} {
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if pixel.Shortcut(base, 0, m.key) {
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if j := toward(nodes, paths, *at, m.dx, m.dy); j >= 0 {
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walkTo(j)
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}
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}
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}
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enter, space := pixel.Shortcut(base, 0, ui.KeyEnter), pixel.Shortcut(base, 0, ui.KeySpace)
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res.Entered = enter || space
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// Enter and Space are taken, so clicks come from pointers.
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if base.Clicked() {
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px, py, _ := base.PointerPosition()
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if j := nearest(nodes, int(px/k.Dot()), int(py/k.Dot())); j == *at {
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res.Entered = true
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} else if j >= 0 && linked(paths, *at, j) {
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walkTo(j)
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}
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}
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// Six steps carry the hero; Reduce Motion lands it.
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step := 6
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if !k.Reduce() {
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step = k.Since(c, wk.at, 12, 6)
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}
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a, b := nodes[wk.from], nodes[*at]
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hx, hy := a.X+(b.X-a.X)*step/6, a.Y+(b.Y-a.Y)*step/6
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shell.Size(k.D(w), k.D(h)).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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g.Dither(0, 0, g.W, g.H, pixel.Face, pixel.Good, 2)
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for _, e := range paths {
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trail(g, nodes[e[0]], nodes[e[1]])
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}
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for i, n := range nodes {
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fill := pixel.Accent
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if n.Locked {
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fill = pixel.Shade
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}
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g.Disc(n.X, n.Y, 4, pixel.Edge)
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g.Disc(n.X, n.Y, 3, fill)
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ink := pixel.Faint
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if i == *at {
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ink = pixel.Ink
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}
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g.Text(n.X-pixel.Measure(n.Name)/2, n.Y+6, n.Name, ink, 1)
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}
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g.Sprite(hx-4, hy-12, hero, g.Step(4)%2, pixel.Ink, 1)
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g.Finish(st)
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})
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switch {
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case res.Changed:
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slog.Debug("8bit: world map", "label", text, "node", nodes[*at].Name)
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case res.Entered:
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slog.Debug("8bit: world map enter", "label", text, "node", nodes[*at].Name)
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}
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return res
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}
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// toward is the linked node lying most along dx, dy.
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func toward(nodes []MapNode, paths [][2]int, at, dx, dy int) int {
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best, score := -1, 0.0
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for _, e := range paths {
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j := e[1]
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if e[1] == at {
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j = e[0]
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} else if e[0] != at {
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continue
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}
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vx, vy := float64(nodes[j].X-nodes[at].X), float64(nodes[j].Y-nodes[at].Y)
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if cos := (vx*float64(dx) + vy*float64(dy)) / math.Hypot(vx, vy); cos > 0.3 && cos > score {
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best, score = j, cos
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}
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}
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return best
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}
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// linked reports a path between nodes a and b.
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func linked(paths [][2]int, a, b int) bool {
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for _, e := range paths {
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if e == [2]int{a, b} || e == [2]int{b, a} {
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return true
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}
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}
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return false
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}
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// nearest is the node within 8 dots, or -1.
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func nearest(nodes []MapNode, x, y int) int {
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for i, n := range nodes {
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if (n.X-x)*(n.X-x)+(n.Y-y)*(n.Y-y) <= 64 {
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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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// trail dots the path between two nodes.
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func trail(g pixel.Canvas, a, b MapNode) {
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n := max(abs(b.X-a.X), abs(b.Y-a.Y))
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for i := 0; i <= n; i += 3 {
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g.Dot(a.X+(b.X-a.X)*i/n, a.Y+(b.Y-a.Y)*i/n, pixel.Edge)
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}
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}
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func abs(v int) int {
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if v < 0 {
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return -v
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}
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return v
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}
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