Files
8bitMyGoUI/game/credits.go
T
ZacharyZhang-NY 86a6901333 Add game components 269-290; CommandMenu AutoFocus
Press start, title screen, save slots, options menu, game over with
CONTINUE, credits roll, ending card, loading tips, letterbox, mission
brief, achievements, result screen, crafting grid, loot popup,
treasure chest, gacha reel, interact prompt, turn order, battle log,
target selector, ATB gauge and stamina bar. Cued effects count runs,
so each cue change plays once and reports once. CommandMenu takes
AutoFocus when enabled. HealthBar, ManaBar and CountUp keep exact
colors, ticks and counts for the largest ints.
2026-10-12 02:48:20 -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, 16, 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
}