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.
58 lines
1.5 KiB
Go
58 lines
1.5 KiB
Go
package game
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import (
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"fmt"
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"time"
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"github.com/egoist/mygo/ui"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
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)
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type ExpBarOptions struct {
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// Width is in dots; zero means 96.
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Width int
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}
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type riseKey struct{}
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// rise is the last level, xp and fill time.
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type rise struct {
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level, xp int
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at time.Time
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}
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// ExpBar shows xp toward next and the level; ups flash.
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func ExpBar(c *ui.Context, text string, level, xp, next int, o ExpBarOptions) *ui.Element {
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k := pixel.K(c)
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if level < 1 {
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panic(fmt.Sprintf("game: ExpBar level %d", level))
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}
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amount("ExpBar xp", xp, next)
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w := pixel.Or("ExpBar Width", o.Width, 96)
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lv := fmt.Sprintf(k.Msg("level"), level)
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fits("ExpBar", w, lv, ratio(next, next))
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e := ui.Box(c).Role(ui.RoleMeter).Label(text).Description(lv + " " + ratio(xp, next))
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up := ui.Local(e, riseKey{}, func() rise { return rise{level: level, xp: xp} })
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// It fills as xp reaches next or the level rises.
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if level > up.level || level == up.level && xp == next && up.xp < next {
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up.at = k.Now()
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}
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up.level, up.xp = level, xp
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// A fill flashes 0.6 s; reduced, it jumps past.
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flash := !k.Reduce() && k.Since(c, up.at, 10, 6) < 6
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top := headH(lv)
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return e.Size(k.D(w), k.D(top+8)).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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head(g, w, lv, ratio(xp, next))
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switch {
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case !flash:
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meter(g, 0, top, w, 8, float64(xp)/float64(next), pixel.Warn)
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case g.Busy(10)%2 == 0:
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meter(g, 0, top, w, 8, 1, pixel.Lit)
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default:
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meter(g, 0, top, w, 8, 1, pixel.Warn)
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}
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})
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}
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