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.
277 lines
8.7 KiB
Go
277 lines
8.7 KiB
Go
package gallery
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import (
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"fmt"
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"math/rand/v2"
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"time"
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"github.com/egoist/mygo/ui"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/data"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/display"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/game"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/icon"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/input"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
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)
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var gameEntries = []Entry{
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{246, "HealthBar", "生命条", "game", "HIT and HEAL. The pink trail lags; under a quarter the bar blinks.", demoHealthBar},
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{247, "ManaBar", "魔力条", "game", "A spell costs 12 MP. Ticks mark every 10.", demoManaBar},
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{248, "ExpBar", "经验条", "game", "Slay slimes for XP. A full bar flashes and the level goes up.", demoExpBar},
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{249, "Hearts", "心形血量", "game", "Damage in quarter hearts. A potion mends a whole one.", demoHearts},
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{250, "Lives", "剩余命数", "game", "Your face, times lives. 1UP!", demoLives},
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{251, "CoinCounter", "金币", "game", "The coin spins; the count ticks up to the new total.", demoCoinCounter},
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{252, "ScoreBoard", "计分板", "game", "Beat the HI-SCORE and its label lights up.", demoScoreBoard},
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{253, "TimerHUD", "关卡计时", "game", "TIME runs out. Under 30 it turns red and blinks. Hurry!", demoTimerHUD},
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{254, "Minimap", "小地图", "game", "Walk with the D-pad; the fog lifts around you.", demoMinimap},
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{255, "Compass", "指南针", "game", "Turn the heading; the quest and town markers slide along.", demoCompass},
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{256, "Hotbar", "快捷栏", "game", "Press 1–9, scroll, or click. Enter uses the slot.", demoHotbar},
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{257, "Equipment", "装备栏", "game", "A paper doll. Arrows walk the slots; Enter opens one.", demoEquipment},
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}
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type gameDemo struct {
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hp, mp, level, xp, lives, coins, score, slot, gear int
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hearts, heading float64
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deadline time.Time
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pos game.Spot
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seen [][]bool
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dice *rand.Rand
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}
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func gameState(c *ui.Context) *gameDemo {
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now := pixel.K(c).Now()
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return ui.Local(c.Root(), demoKey("game"), func() gameDemo {
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s := gameDemo{hp: 100, mp: 60, level: 1, lives: 3, coins: 120, hearts: 5, heading: 30, gear: game.Weapon,
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deadline: now.Add(100 * time.Second), pos: game.Spot{X: 2, Y: 2}, dice: rand.New(rand.NewPCG(3, 4))}
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for range dungeon {
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s.seen = append(s.seen, make([]bool, len(dungeon[0])))
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}
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s.look()
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return s
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})
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}
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// small is a small button.
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func small(c *ui.Context, text string, disabled bool) bool {
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return input.Button(c, text, input.ButtonOptions{Size: input.Small, Disabled: disabled}).Clicked
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}
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func demoHealthBar(c *ui.Context, log func(string)) {
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k := pixel.K(c)
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s := gameState(c)
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ui.Column(c).Gap(k.D(6)).Children(func() {
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game.HealthBar(c, "HP", s.hp, 100, game.HealthBarOptions{Width: 140})
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ui.Row(c).Gap(k.D(4)).Children(func() {
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if small(c, "HIT", s.hp == 0) {
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s.hp = max(0, s.hp-18)
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log(fmt.Sprintf("ouch! %d HP", s.hp))
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}
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if small(c, "HEAL", s.hp == 100) {
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s.hp = min(100, s.hp+30)
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log(fmt.Sprintf("healed to %d HP", s.hp))
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}
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})
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})
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}
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func demoManaBar(c *ui.Context, log func(string)) {
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k := pixel.K(c)
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s := gameState(c)
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ui.Column(c).Gap(k.D(6)).Children(func() {
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game.ManaBar(c, "MP", s.mp, 60, game.ManaBarOptions{Width: 140})
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ui.Row(c).Gap(k.D(4)).Children(func() {
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if small(c, "FIREBALL", s.mp < 12) {
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s.mp -= 12
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log(fmt.Sprintf("fwoosh! %d MP left", s.mp))
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}
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if small(c, "REST", s.mp == 60) {
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s.mp = min(60, s.mp+20)
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log("zzz")
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}
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})
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})
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}
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func demoExpBar(c *ui.Context, log func(string)) {
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k := pixel.K(c)
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s := gameState(c)
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next := s.level * 100
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ui.Column(c).Gap(k.D(6)).Children(func() {
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game.ExpBar(c, "EXP", s.level, s.xp, next, game.ExpBarOptions{Width: 140})
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if small(c, "SLAY A SLIME", false) {
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log("+45 XP")
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if s.xp += 45; s.xp >= next {
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s.level, s.xp = s.level+1, s.xp-next
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log(fmt.Sprintf("level up! LV %d", s.level))
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}
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}
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})
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}
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func demoHearts(c *ui.Context, log func(string)) {
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k := pixel.K(c)
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s := gameState(c)
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ui.Column(c).Gap(k.D(6)).Children(func() {
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game.Hearts(c, "Life", s.hearts, 5, game.HeartsOptions{})
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ui.Row(c).Gap(k.D(4)).Children(func() {
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if small(c, "OUCH", s.hearts == 0) {
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s.hearts = max(0, s.hearts-0.75)
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log(fmt.Sprintf("%.2f hearts", s.hearts))
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}
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if small(c, "POTION", s.hearts == 5) {
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s.hearts = min(5, s.hearts+1)
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log("glug glug")
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}
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})
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})
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}
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func demoLives(c *ui.Context, log func(string)) {
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k := pixel.K(c)
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s := gameState(c)
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ui.Row(c).Gap(k.D(8)).AlignItems(ui.Center).Children(func() {
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game.Lives(c, "Lives", s.lives, game.LivesOptions{})
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if small(c, "1UP", false) {
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s.lives++
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log("1UP!")
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}
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if small(c, "FALL IN A PIT", s.lives == 0) {
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s.lives--
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log("aaaaa...")
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}
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})
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}
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func demoCoinCounter(c *ui.Context, log func(string)) {
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k := pixel.K(c)
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s := gameState(c)
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ui.Row(c).Gap(k.D(8)).AlignItems(ui.Center).Children(func() {
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game.CoinCounter(c, "Gold", s.coins, game.CoinCounterOptions{Scale: 2})
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if small(c, "OPEN CHEST", false) {
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s.coins += 250
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log("+250 gold")
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}
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})
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}
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func demoScoreBoard(c *ui.Context, log func(string)) {
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k := pixel.K(c)
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s := gameState(c)
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ui.Column(c).Gap(k.D(6)).Children(func() {
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game.ScoreBoard(c, s.score, 9900, game.ScoreBoardOptions{})
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ui.Row(c).Gap(k.D(4)).Children(func() {
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if small(c, "STOMP", false) {
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s.score += 1500
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log(fmt.Sprintf("score %d", s.score))
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}
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if small(c, "RESET", s.score == 0) {
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s.score = 0
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log("score reset")
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}
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})
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})
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}
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func demoTimerHUD(c *ui.Context, log func(string)) {
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k := pixel.K(c)
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s := gameState(c)
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left := max(0, s.deadline.Sub(k.Now()))
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if left > 0 {
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k.Tick(c, 4)
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}
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ui.Row(c).Gap(k.D(12)).AlignItems(ui.Center).Children(func() {
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game.TimerHUD(c, left, game.TimerHUDOptions{})
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if small(c, "RESTART", false) {
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s.deadline = k.Now().Add(100 * time.Second)
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log("go go go!")
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}
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if small(c, "SKIP TO 33", left <= 33*time.Second) {
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s.deadline = k.Now().Add(33 * time.Second)
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log("33 seconds left")
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}
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})
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}
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// dungeon is the minimap demo's map.
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var dungeon = []string{
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`############`,
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`#....~~....#`,
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`#.""...~...#`,
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`#.""..###..#`,
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`#.....#^^..#`,
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`############`,
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}
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// look lifts the fog two tiles around the player.
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func (s *gameDemo) look() {
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for y := range dungeon {
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for x := range dungeon[y] {
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if max(x-s.pos.X, s.pos.X-x, y-s.pos.Y, s.pos.Y-y) <= 2 {
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s.seen[y][x] = true
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}
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}
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}
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}
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func demoMinimap(c *ui.Context, log func(string)) {
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k := pixel.K(c)
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s := gameState(c)
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ui.Row(c).Gap(k.D(10)).AlignItems(ui.Center).Children(func() {
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game.Minimap(c, "Dungeon", dungeon, s.seen, s.pos, []game.Marker{{Spot: game.Spot{X: 9, Y: 4}, Slot: pixel.Warn}}, game.MinimapOptions{Cell: 6})
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step := map[input.Direction]game.Spot{input.Up: {Y: -1}, input.Down: {Y: 1}, input.Left: {X: -1}, input.Right: {X: 1}}
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if d, ok := step[input.DPad(c, "Walk", input.DPadOptions{}).Pressed]; ok {
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to := game.Spot{X: s.pos.X + d.X, Y: s.pos.Y + d.Y}
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if dungeon[to.Y][to.X] != '#' {
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s.pos = to
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s.look()
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log(fmt.Sprintf("at %d, %d", to.X, to.Y))
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}
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}
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})
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}
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func demoCompass(c *ui.Context, log func(string)) {
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k := pixel.K(c)
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s := gameState(c)
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ui.Column(c).Gap(k.D(6)).Children(func() {
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game.Compass(c, "Heading", s.heading, []game.Bearing{{Degrees: 120, Slot: pixel.Warn}, {Degrees: 300, Slot: pixel.Info}}, game.CompassOptions{Width: 160})
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if input.Slider(c, "Heading", &s.heading, input.SliderOptions{Max: 360, Width: 160}).Changed {
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log(fmt.Sprintf("%.0f°", s.heading))
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}
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})
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}
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// pack is the hotbar demo's items.
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var pack = []data.Item{
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{Sprite: icon.Sword, Name: "Sword", Rarity: display.Rare}, {Sprite: icon.Shield, Name: "Shield"}, {Sprite: icon.Potion, Name: "Potion", Count: 5},
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{Sprite: icon.Bolt, Name: "Bolt scroll", Rarity: display.Epic}, {Sprite: icon.Key, Name: "Key"}, {}, {Sprite: icon.Map, Name: "Map"}, {}, {Sprite: icon.Gem, Name: "Gem", Count: 3},
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}
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func demoHotbar(c *ui.Context, log func(string)) {
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s := gameState(c)
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r := game.Hotbar(c, "Belt", pack, &s.slot, game.HotbarOptions{})
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if r.Changed {
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log(fmt.Sprintf("slot %d", s.slot+1))
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}
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if r.Used >= 0 {
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name := pack[r.Used].Name
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if name == "" {
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name = "an empty hand"
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}
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log("used " + name)
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}
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}
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func demoEquipment(c *ui.Context, log func(string)) {
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s := gameState(c)
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gear := []data.Item{{Sprite: icon.Crown, Name: "Old crown", Rarity: display.Legendary}, {}, {Sprite: icon.Sword, Name: "Iron sword"}, {Sprite: icon.Shield, Name: "Pot lid"}, {}}
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r := game.Equipment(c, "Gear", gear, &s.gear, game.EquipmentOptions{})
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if r.Changed {
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log(fmt.Sprintf("slot %d", s.gear))
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}
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if r.Picked >= 0 {
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log(fmt.Sprintf("open slot %d", r.Picked))
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}
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}
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