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.
44 lines
1.3 KiB
Go
44 lines
1.3 KiB
Go
package game
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import (
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"fmt"
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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/pixel"
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)
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type BossBarOptions struct {
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// Width is in dots; zero means 200.
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Width int
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// Phases are where the boss changes, as fractions: 0.5.
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Phases []float64
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}
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// BossBar is a wide bar under the name, phases marked.
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func BossBar(c *ui.Context, name string, hp, full int, o BossBarOptions) *ui.Element {
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k := pixel.K(c)
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amount("BossBar hp", hp, full)
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for _, f := range o.Phases {
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if !(f > 0 && f < 1) {
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panic(fmt.Sprintf("game: BossBar phase %v outside 0–1", f))
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}
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}
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w := pixel.Or("BossBar Width", o.Width, 200)
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if need := icon.Skull.W + 3 + pixel.Measure(name); w < need {
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panic(fmt.Sprintf("game: BossBar Width %d is under the %d its name needs", w, need))
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}
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return ui.Box(c).Role(ui.RoleMeter).Label(name).Description(ratio(hp, full)).Size(k.D(w), k.D(pixel.LineHeight+12)).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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g.Sprite(0, 2, icon.Skull, 0, pixel.Bad, 1)
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g.Text(icon.Skull.W+3, 0, name, pixel.Ink, 1)
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meter(g, 0, pixel.LineHeight, w, 12, float64(hp)/float64(full), pixel.Bad)
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for _, f := range o.Phases {
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x := 2 + int(f*float64(w-4))
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g.VLine(x, pixel.LineHeight-2, 14, pixel.Ink)
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g.Rect(x-1, pixel.LineHeight-2, 3, 1, pixel.Ink)
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}
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})
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}
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