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.
61 lines
1.7 KiB
Go
61 lines
1.7 KiB
Go
package pixel
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import "fmt"
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var bayer = [4][4]int{{0, 8, 2, 10}, {12, 4, 14, 6}, {3, 11, 1, 9}, {15, 7, 13, 5}}
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// Bayer is the 4×4 ordered threshold, 0–15, at x, y.
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func Bayer(x, y int) int { return bayer[y&3][x&3] }
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// Dither fills b below the level threshold, a elsewhere.
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func (g Canvas) Dither(x, y, w, h int, a, b Slot, level int) {
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checkLevel(level)
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if level <= 8 {
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g.Rect(x, y, w, h, a)
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g.cells(x, y, w, h, b, func(t int) bool { return t < level })
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return
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}
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g.Rect(x, y, w, h, b)
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g.cells(x, y, w, h, a, func(t int) bool { return t >= level })
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}
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// Veil dithers s over what is already there.
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func (g Canvas) Veil(x, y, w, h int, s Slot, level int) {
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checkLevel(level)
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g.cells(x, y, w, h, s, func(t int) bool { return t < level })
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}
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// Checker is a half Veil: every other dot.
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func (g Canvas) Checker(x, y, w, h int, s Slot) { g.Veil(x, y, w, h, s, 8) }
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func (g Canvas) cells(x, y, w, h int, s Slot, on func(t int) bool) {
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for j := range h {
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row := bayer[(g.gy+y+j)&3]
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g.bits(x, y+j, w, 1, s, func(i int) bool { return on(row[(g.gx+x+i)&3]) })
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}
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}
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func checkLevel(level int) {
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if level < 0 || level > 16 {
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panic(fmt.Sprintf("pixel: dither level %d outside 0–16", level))
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}
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}
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// TextVeil draws s, keeping glyph dots below the dither level.
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func (g Canvas) TextVeil(x, y int, s string, ink Slot, level, scale int) {
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checkLevel(level)
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checkScale(scale)
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for _, r := range s {
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gl := glyphOf(r)
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gx := x + gl.x*scale
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for j := range gl.h * scale {
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yy := y + gl.top()*scale + j
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row := bayer[(g.gy+yy)&3]
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runs(gl.w*scale, func(i int) bool {
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return gl.on(i/scale, j/scale) && row[(g.gx+gx+i)&3] < level
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}, func(a, b int) { g.Rect(gx+a, yy, b-a, 1, ink) })
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}
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x += gl.adv * scale
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}
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}
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