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.
44 lines
1.1 KiB
Go
44 lines
1.1 KiB
Go
package game
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import (
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"fmt"
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"strconv"
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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 StaminaBarOptions struct {
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// Segments are the bar's blocks; zero means 10.
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Segments int
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}
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// StaminaBar blocks stamina out; the part-full block dithers.
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func StaminaBar(c *ui.Context, text string, value float64, o StaminaBarOptions) *ui.Element {
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k := pixel.K(c)
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if !(value >= 0 && value <= 1) {
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panic(fmt.Sprintf("game: StaminaBar value %v outside 0–1", value))
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}
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n := pixel.Or("StaminaBar Segments", o.Segments, 10)
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top := headH(text)
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w := max(n*6, tagW(text))
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return ui.Box(c).Role(ui.RoleMeter).Label(text).Description(strconv.Itoa(int(value*100))+"%").Size(k.D(w), k.D(top+6)).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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tag(g, 0, 0, text, pixel.Ink)
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full := value * float64(n)
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for i := range n {
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x := i * 6
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switch part := full - float64(i); {
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case part >= 1:
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g.Rect(x, top, 5, 6, pixel.Good)
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case part > 0:
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g.Rect(x, top, 5, 6, pixel.Well)
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g.Veil(x, top, 5, 6, pixel.Good, max(1, int(part*16)))
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default:
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g.Checker(x, top, 5, 6, pixel.Shade)
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}
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}
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})
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}
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