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.
82 lines
2.0 KiB
Go
82 lines
2.0 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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ink := pixel.Good
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switch {
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case hp*4 <= full:
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ink = pixel.Bad
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case hp*2 <= full:
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ink = pixel.Warn
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}
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low := hp > 0 && hp*4 <= full
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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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