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.
113 lines
3.3 KiB
Go
113 lines
3.3 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/data"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/icon"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
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)
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// The paper doll's slots, in the order Equipment takes gear.
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const (
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Head = iota
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Body
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Weapon
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Shield
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Ring
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)
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// doll places the slots on a 3×3 grid.
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var doll = []struct {
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at Spot
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name string
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hint *pixel.Sprite
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}{
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{Spot{1, 0}, "head", icon.Crown}, {Spot{1, 1}, "body", icon.User}, {Spot{0, 1}, "weapon", icon.Sword},
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{Spot{2, 1}, "shield", icon.Shield}, {Spot{0, 2}, "ring", icon.Gem},
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}
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// pitch is a doll cell: a slot and its gap.
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const pitch = data.SlotSize + 4
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type EquipmentOptions struct {
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Disabled bool
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}
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type EquipmentResult struct {
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Element *ui.Element
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Changed bool
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// Picked is the slot opened this frame, or -1.
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Picked int
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}
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// Equipment is a paper doll with five slots.
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func Equipment(c *ui.Context, text string, gear []data.Item, selected *int, o EquipmentOptions) EquipmentResult {
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k := pixel.K(c)
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if len(gear) != len(doll) || *selected < 0 || *selected >= len(doll) {
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panic(fmt.Sprintf("game: Equipment has %d slots, slot %d; it takes head, body, weapon, shield, ring", len(gear), *selected))
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}
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old := *selected
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spots := make([]Spot, len(doll))
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captions := make([]string, len(doll))
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w := 3*pitch - 4
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for i, d := range doll {
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spots[i], captions[i] = d.at, k.Msg(d.name)
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if gear[i].Sprite != nil {
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captions[i] += ": " + gear[i].String()
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}
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w = max(w, pixel.Measure(captions[i]))
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}
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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, selected)
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res := EquipmentResult{Element: shell, Picked: -1}
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if pixel.Shortcut(base, 0, ui.KeyEnter) || pixel.Shortcut(base, 0, ui.KeySpace) {
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res.Picked = *selected
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}
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left := (w - (3*pitch - 4)) / 2
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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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x, y, _ := base.PointerPosition()
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dx, dy := int(x/k.Dot())-left, int(y/k.Dot())
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for i, s := range spots {
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if dx >= s.X*pitch && dx < s.X*pitch+data.SlotSize && dy >= s.Y*pitch && dy < s.Y*pitch+data.SlotSize {
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*selected, res.Picked = i, i
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}
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}
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}
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res.Changed = *selected != old
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base.Description(captions[*selected])
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if res.Changed {
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slog.Debug("8bit: equipment", "label", text, "slot", doll[*selected].name)
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}
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sel, shown := *selected, append([]data.Item(nil), gear...)
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shell.Size(k.D(w), k.D(3*pitch+pixel.LineHeight)).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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figure(g, left)
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for i, d := range doll {
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x, y := left+d.at.X*pitch, d.at.Y*pitch
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data.DrawSlot(g, x, y, shown[i], data.ItemSlotOptions{Selected: i == sel})
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if shown[i].Sprite == nil {
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g.Silhouette(x+(data.SlotSize-d.hint.W)/2, y+(data.SlotSize-d.hint.H)/2, d.hint, 0, pixel.Shade, 1)
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}
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}
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g.Text((w-pixel.Measure(captions[sel]))/2, 3*pitch, captions[sel], pixel.Ink, 1)
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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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// figure sketches the body the slots dress: neck, arms, legs.
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func figure(g pixel.Canvas, x int) {
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mid := x + pitch + data.SlotSize/2
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g.Rect(mid-2, data.SlotSize, 4, 4, pixel.Shade)
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g.Rect(x+data.SlotSize/2, pitch+9, 2*pitch, 4, pixel.Shade)
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g.Rect(mid-6, 2*pitch-4, 5, pitch, pixel.Shade)
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g.Rect(mid+1, 2*pitch-4, 5, pitch, pixel.Shade)
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}
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