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.
107 lines
2.7 KiB
Go
107 lines
2.7 KiB
Go
// Package game is an RPG's HUD, menus and screens.
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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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// tag writes s from ink top y, micro if possible.
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func tag(g pixel.Canvas, x, y int, s string, ink pixel.Slot) {
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if pixel.MicroOK(s) {
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g.Micro(x, y, s, ink, 1)
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return
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}
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g.Text(x, y-3, s, ink, 1)
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}
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// tagW is s's width as tag writes it.
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func tagW(s string) int {
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if pixel.MicroOK(s) {
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return pixel.MicroWidth(s)
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}
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return pixel.Measure(s)
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}
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// tagH is s's ink height; font ink spans rows 3–14.
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func tagH(s string) int {
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if pixel.MicroOK(s) {
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return pixel.MicroHeight
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}
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return 12
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}
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// meter frames a bar, fills part and returns its end.
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func meter(g pixel.Canvas, x, y, w, h int, part float64, ink pixel.Slot) int {
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g.Frame(x, y, w, h, pixel.Sunken, pixel.Well)
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fill := int(part * float64(w-4))
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g.Rect(x+2, y+2, fill, h-4, ink)
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return x + 2 + fill
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}
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// amount checks v of most, as hit points are.
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func amount(name string, v, most int) {
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if most <= 0 || v < 0 || v > most {
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panic(fmt.Sprintf("game: %s %d of %d", name, v, most))
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}
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}
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// ratio prints "v/most".
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func ratio(v, most int) string { return strconv.Itoa(v) + "/" + strconv.Itoa(most) }
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// fits fails when a bar is narrower than its labels.
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func fits(name string, w int, text, value string) {
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if need := tagW(text) + 4 + pixel.MicroWidth(value); w < need {
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panic(fmt.Sprintf("game: %s Width %d is under the %d its labels need", name, w, need))
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}
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}
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// headH is the label row's height above a HUD bar.
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func headH(text string) int { return tagH(text) + 2 }
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// head writes a label left and a micro value right.
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func head(g pixel.Canvas, w int, text, value string) {
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tag(g, 0, 0, text, pixel.Ink)
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g.Micro(w-pixel.MicroWidth(value), headH(text)-2-pixel.MicroHeight, value, pixel.Ink, 1)
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}
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// nearest is the next spot toward dx, dy, or from.
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func nearest(spots []Spot, from, dx, dy int) int {
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best, score := from, 0
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for i, s := range spots {
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ahead := (s.X-spots[from].X)*dx + (s.Y-spots[from].Y)*dy
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aside := abs((s.X-spots[from].X)*dy) + abs((s.Y-spots[from].Y)*dx)
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if ahead <= 0 {
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continue
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}
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// Straight ahead beats near but off to the side.
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if d := ahead + 2*aside; best == from || d < score {
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best, score = i, d
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}
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}
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return best
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}
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// arrows moves cur among spots by arrow keys.
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func arrows(base *ui.Element, spots []Spot, cur *int) {
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for _, m := range []struct {
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key ui.Key
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dx, dy int
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}{{ui.KeyLeft, -1, 0}, {ui.KeyRight, 1, 0}, {ui.KeyUp, 0, -1}, {ui.KeyDown, 0, 1}} {
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if base.Shortcut(0, m.key) {
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*cur = nearest(spots, *cur, m.dx, m.dy)
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}
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}
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}
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func abs(n int) int {
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if n < 0 {
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return -n
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}
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return n
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}
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