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.
84 lines
2.7 KiB
Go
84 lines
2.7 KiB
Go
package game
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import (
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"fmt"
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"log/slog"
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"strconv"
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"github.com/egoist/mygo/ui"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/icon"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/input"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/text"
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)
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// Attribute is a stat raised at a level up.
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type Attribute struct {
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Name string
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Base int
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// Added is the points put in it this time.
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Added int
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}
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type LevelUpScreenOptions struct {
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Disabled bool
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}
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type LevelUpScreenResult struct {
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Element *ui.Element
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Changed bool
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Done bool
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}
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// back is ◀, the triangle icon turned around.
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var back = icon.TriangleRight.Mirror()
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// LevelUpScreen spends points on attributes with ◀ ▶, then DONE.
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func LevelUpScreen(c *ui.Context, title string, attrs []Attribute, points *int, o LevelUpScreenOptions) LevelUpScreenResult {
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k := pixel.K(c)
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if *points < 0 {
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panic(fmt.Sprintf("game: LevelUpScreen has %d points", *points))
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}
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name := 0
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for _, a := range attrs {
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if a.Base < 0 || a.Added < 0 {
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panic(fmt.Sprintf("game: attribute %q is %d%+d", a.Name, a.Base, a.Added))
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}
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name = max(name, pixel.Measure(a.Name))
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}
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col := ui.Column(c).Gap(k.D(4)).Role(ui.RoleGroup).Label(title)
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res := LevelUpScreenResult{Element: col}
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col.Children(func() {
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ui.Row(c).Gap(k.D(10)).AlignItems(ui.End).Children(func() {
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text.ShadowText(c, k.Msg("level_up"), text.ShadowTextOptions{Scale: 2, Slot: pixel.Warn})
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pixel.Text(c, fmt.Sprintf(k.Msg("points"), *points), pixel.TextOptions{Slot: pixel.Accent})
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})
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for i := range attrs {
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a := &attrs[i]
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ui.Row(c).Gap(k.D(4)).AlignItems(ui.Center).Children(func() {
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ui.Box(c).Width(k.D(name + 6)).Children(func() { pixel.Text(c, a.Name, pixel.TextOptions{}) })
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if input.IconButton(c, back, a.Name+" "+k.Msg("down"), input.IconButtonOptions{Size: input.Small, Disabled: o.Disabled || a.Added == 0}).Clicked {
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a.Added, *points, res.Changed = a.Added-1, *points+1, true
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}
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ui.Box(c).Width(k.D(40)).Children(func() {
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ui.Row(c).Children(func() {
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pixel.Text(c, strconv.Itoa(a.Base+a.Added), pixel.TextOptions{})
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if a.Added > 0 {
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pixel.Text(c, "+"+strconv.Itoa(a.Added), pixel.TextOptions{Slot: pixel.Good})
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}
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})
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})
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if input.IconButton(c, icon.TriangleRight, a.Name+" "+k.Msg("up"), input.IconButtonOptions{Size: input.Small, Disabled: o.Disabled || *points == 0}).Clicked {
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a.Added, *points, res.Changed = a.Added+1, *points-1, true
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}
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})
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}
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res.Done = input.Button(c, k.Msg("done"), input.ButtonOptions{Variant: input.Primary, Disabled: o.Disabled}).Clicked
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})
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if res.Changed {
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slog.Debug("8bit: level up", "label", title, "points", *points)
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}
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return res
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}
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