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.
33 lines
959 B
Go
33 lines
959 B
Go
package game
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import (
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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 ManaBarOptions struct {
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// Width is in dots; zero means 96.
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Width int
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// Tick marks every Tick points; zero means 10.
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Tick int
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}
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// ManaBar shows mp of full, ticked every few points.
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func ManaBar(c *ui.Context, text string, mp, full int, o ManaBarOptions) *ui.Element {
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k := pixel.K(c)
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amount("ManaBar mp", mp, full)
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w := pixel.Or("ManaBar Width", o.Width, 96)
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fits("ManaBar", w, text, ratio(full, full))
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step := pixel.Or("ManaBar Tick", o.Tick, 10)
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top := headH(text)
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return ui.Box(c).Role(ui.RoleMeter).Label(text).Description(ratio(mp, full)).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(mp, full))
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meter(g, 0, top, w, 8, float64(mp)/float64(full), pixel.Info)
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for v := step; v < full; v += step {
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g.VLine(2+v*(w-4)/full, top+2, 4, pixel.Edge)
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}
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})
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}
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