Files
8bitMyGoUI/game/credits.go
T
ZacharyZhang-NY b4b4d67b92 Audit keyboard, focus, veils, motion and clocks across all 500
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.
2026-10-12 16:03:04 -04:00

79 lines
1.9 KiB
Go

package game
import (
"strings"
"github.com/egoist/mygo/ui"
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
)
// Credit is a heading and the names under it.
type Credit struct {
Heading string
Names []string
}
type CreditsOptions struct {
// Width and Height are dots; zeros mean 160 by 96.
Width, Height int
// Cue rolls them again each time it changes.
Cue int
}
type CreditsResult struct {
Element *ui.Element
// Done is true in the frame the roll ends.
Done bool
}
type rolledKey struct{}
// Credits roll up until the last name rests mid-window.
func Credits(c *ui.Context, text string, credits []Credit, o CreditsOptions) CreditsResult {
k := pixel.K(c)
w, h := pixel.Or("Credits Width", o.Width, 160), pixel.Or("Credits Height", o.Height, 96)
type line struct {
s string
slot pixel.Slot
}
var lines []line
var all []string
for i, cr := range credits {
if i > 0 {
lines = append(lines, line{})
}
lines = append(lines, line{cr.Heading, pixel.Warn})
all = append(all, cr.Heading+":")
for _, n := range cr.Names {
lines, all = append(lines, line{n, pixel.Ink}), append(all, n)
}
}
full := len(lines) * pixel.LineHeight
e := ui.Box(c).Role(ui.RoleGroup).Label(text).Description(strings.Join(all, " "))
// A dot a frame, until the last line centers.
end, roll := h/2+full-pixel.LineHeight/2, start(k, e, o.Cue)
top, step := 0, end
if !k.Reduce() {
step = k.Since(c, roll.at, 15, end)
top = h - step
} else {
h = full
}
// Done comes once a roll.
done := ui.Local(e, rolledKey{}, func() int { return -1 })
res := CreditsResult{Element: e, Done: step == end && *done != roll.run}
if res.Done {
*done = roll.run
}
e.Size(k.D(w), k.D(h)).Draw(func(p *ui.Painter, r ui.Rect) {
g := k.Canvas(p, r)
g.Clip(0, 0, w, h, func() {
for i, l := range lines {
g.Text((w-pixel.Measure(l.s))/2, top+i*pixel.LineHeight, l.s, l.slot, 1)
}
})
})
return res
}