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.
83 lines
2.1 KiB
Go
83 lines
2.1 KiB
Go
package game
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import (
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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 HealthBarOptions 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 trailKey struct{}
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// trail is the last hp and full, and the trail.
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type trail struct {
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seen, full int
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from float64
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at time.Time
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}
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// hold is how long a trail waits before draining.
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const hold = 300 * time.Millisecond
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// HealthBar shows hp with a lagging trail; low HP blinks.
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func HealthBar(c *ui.Context, text string, hp, full int, o HealthBarOptions) *ui.Element {
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k := pixel.K(c)
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amount("HealthBar hp", hp, full)
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w := pixel.Or("HealthBar Width", o.Width, 96)
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fits("HealthBar", w, text, ratio(full, full))
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e := ui.Box(c).Role(ui.RoleMeter).Label(text).Description(ratio(hp, full))
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tr := ui.Local(e, trailKey{}, func() trail { return trail{seen: hp, full: full, from: float64(hp)} })
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// A new full makes the old trail meaningless.
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if full != tr.full {
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tr.seen, tr.full, tr.from = hp, full, float64(hp)
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}
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now := k.Now()
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// end is the trail's end: held, then draining fast.
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end := func() float64 {
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return max(float64(tr.seen), tr.from-max(0, now.Sub(tr.at)-hold).Seconds()*float64(full))
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}
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if hp < tr.seen {
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tr.from, tr.at = end(), now
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}
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if hp > tr.seen {
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tr.from = float64(hp)
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}
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tr.seen = hp
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shown := end()
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if k.Reduce() {
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shown = float64(hp)
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}
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if shown > float64(hp) {
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k.Tick(c, 30)
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}
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// Divide, not multiply: huge HP must not overflow.
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ink := pixel.Good
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switch {
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case hp <= full/4:
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ink = pixel.Bad
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case hp <= full/2:
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ink = pixel.Warn
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}
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low := hp > 0 && hp <= full/4
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top := headH(text)
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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, text, ratio(hp, full))
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fill := ink
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// Low HP blinks; reduced, it holds steady.
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if low && !k.Reduce() && g.Busy(4)%2 == 1 {
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fill = pixel.Lit
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}
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x := meter(g, 0, top, w, 8, float64(hp)/float64(full), fill)
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if t := 2 + int(shown/float64(full)*float64(w-4)); t > x {
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g.Rect(x, top+2, t-x, 4, pixel.AccentLit)
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}
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})
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}
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