370 lines
9.4 KiB
Go
370 lines
9.4 KiB
Go
package pncdsl
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import (
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"image/color"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/vector"
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)
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// engine is the ebiten.Game adapter. It owns the per-frame Update/Draw flow
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// and delegates everything stateful to *Game.
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type engine struct {
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g *Game
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}
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func (e *engine) Layout(outsideWidth, outsideHeight int) (int, int) {
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return e.g.Width, e.g.Height
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}
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func (e *engine) Update() error {
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g := e.g
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dt := 1.0 / 60.0
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g.input.poll()
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g.UI.tick(dt)
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g.transition.update(dt)
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if g.transition.active && g.transition.out {
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// during fade-out, freeze input
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return nil
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}
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if g.UI.endCard != "" {
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return nil
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}
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if g.scriptRunner != nil {
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ctx := g.scriptCtx
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ctx.DT = dt
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// keep Scene reference fresh in case the script changed it
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if g.currentScene != "" {
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s := g.SceneManager.MustGet(g.currentScene)
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ctx.Scene = &s
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}
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s := g.scriptRunner.Tick(ctx)
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if s != StatusRunning {
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g.scriptRunner = nil
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g.scriptCtx = nil
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}
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g.tickCharacters(dt)
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return nil
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}
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// dialog click handling
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if g.dialog != nil {
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if g.input.LeftClicked() {
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g.input.ConsumeLeft()
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ctx := g.makeCtx()
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picked := g.dialog.handleClick(ctx, g.input.Point())
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if picked != nil {
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// record once-tracking
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if picked.Once {
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g.State.NoteTalked(g.dialog.node.Name + ":" + picked.Text)
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}
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// run the choice's actions as a synthetic script
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if len(picked.Actions) > 0 {
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g.queueAction(Seq(picked.Actions...), "choice")
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}
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}
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}
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g.tickCharacters(dt)
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return nil
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}
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// free interaction
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e.handleFreeInput()
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g.tickCharacters(dt)
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return nil
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}
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func (e *engine) handleFreeInput() {
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g := e.g
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g.UI.rebuildVerbButtons()
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mp := g.input.Point()
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// hover label resolution
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g.UI.hoverLabel = ""
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if mp.Y < uiPanelY-4 {
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if h := e.hotspotAt(mp); h != nil {
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if h.Label != "" {
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g.UI.hoverLabel = h.Label
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} else {
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g.UI.hoverLabel = h.Name
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}
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}
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} else {
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// hovering UI: show item description when over an inv slot
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if hit := g.UI.hitTest(mp); len(hit) > 4 && hit[:4] == "inv:" {
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name := hit[4:]
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if it, ok := g.ItemManager.Get(name); ok && it.Description != "" {
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g.UI.hoverLabel = it.Description
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} else {
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g.UI.hoverLabel = name
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}
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}
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}
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if g.input.RightClicked() {
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g.input.ConsumeRight()
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// right click: deselect item / reset verb
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if g.Inventory.Selected() != "" {
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g.Inventory.Select("")
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} else {
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g.selectedVerb = "look"
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}
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}
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if !g.input.LeftClicked() {
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return
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}
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// UI hits first
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if hit := g.UI.hitTest(mp); hit != "" {
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g.input.ConsumeLeft()
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switch hit[:4] {
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case "verb":
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g.selectedVerb = hit[5:]
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case "inv:":
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name := hit[4:]
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if g.selectedVerb == "look" {
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if it, ok := g.ItemManager.Get(name); ok && it.Description != "" {
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g.queueAction(Say("player", it.Description), "inv-look")
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return
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}
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}
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if g.Inventory.Selected() == name {
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g.Inventory.Select("")
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} else {
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g.Inventory.Select(name)
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}
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}
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return
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}
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// game-world click
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g.input.ConsumeLeft()
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h := e.hotspotAt(mp)
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if h == nil {
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return
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}
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sel := g.Inventory.Selected()
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if sel != "" {
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// use-with: first check hotspot's OnUseWith, then item's
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if h.OnUseWith != nil {
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if a, ok := h.OnUseWith[sel]; ok && a != nil {
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g.queueAction(a, "useWith hotspot")
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g.Inventory.Select("")
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return
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}
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}
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if it, ok := g.ItemManager.Get(sel); ok && it.OnUseWith != nil {
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if a, ok := it.OnUseWith[h.Name]; ok && a != nil {
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g.queueAction(a, "useWith item")
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g.Inventory.Select("")
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return
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}
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}
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g.UI.FlashLine("Nem ehhez.")
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g.Inventory.Select("")
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return
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}
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a := h.handler(g.selectedVerb)
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if a == nil {
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if v, ok := g.VerbManager.Get(g.selectedVerb); ok && v.Default != nil {
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a = v.Default
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}
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}
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if a == nil {
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g.UI.FlashLine("Semmi említésre méltó.")
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return
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}
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g.queueAction(a, "hotspot "+g.selectedVerb+" "+h.Name)
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}
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func (e *engine) hotspotAt(p Point) *Hotspot {
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g := e.g
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if g.currentScene == "" {
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return nil
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}
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s := g.SceneManager.MustGet(g.currentScene)
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for i := range s.Hotspots {
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h := &s.Hotspots[i]
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if h.Area != nil && h.Area.Contains(p) {
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return h
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}
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}
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return nil
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}
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func (e *engine) Draw(screen *ebiten.Image) {
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g := e.g
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// scene background
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if g.currentScene != "" {
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s := g.SceneManager.MustGet(g.currentScene)
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img := g.loaded.image(g.AssetManager, s.Background)
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op := &ebiten.DrawImageOptions{}
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bw, bh := img.Bounds().Dx(), img.Bounds().Dy()
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if bw > 0 && bh > 0 {
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op.GeoM.Scale(float64(g.Width)/float64(bw), float64(g.Height)/float64(bh))
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}
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screen.DrawImage(img, op)
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// hotspot debug outlines
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if DebugLog {
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for _, h := range s.Hotspots {
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if r, ok := h.Area.(Rectangle); ok {
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vector.StrokeRect(screen, float32(r.X), float32(r.Y), float32(r.W), float32(r.H), 1, color.RGBA{255, 255, 0, 200}, false)
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}
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}
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}
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} else {
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screen.Fill(color.RGBA{0, 0, 0, 255})
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}
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// characters (y-sorted)
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for _, c := range sortedChars(g) {
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drawCharacter(screen, g, c)
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}
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// speech bubble
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g.UI.speech.draw(screen, g)
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// dialog box (if active)
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if g.dialog != nil {
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g.dialog.draw(screen, g)
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} else {
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g.UI.drawHUD(screen)
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}
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// transition overlay
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g.transition.draw(screen, g.Width, g.Height)
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// end card
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if g.UI.endCard != "" {
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vector.DrawFilledRect(screen, 0, 0, float32(g.Width), float32(g.Height), color.RGBA{0, 0, 0, 230}, false)
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w := textWidth(g.UI.endCard)
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drawText(screen, g.UI.endCard, (g.Width-w)/2, g.Height/2-8, color.White)
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}
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// cursor on top
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drawCursor(screen, g)
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}
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func sortedChars(g *Game) []*runtimeChar {
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out := make([]*runtimeChar, 0, len(g.chars))
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for _, c := range g.chars {
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out = append(out, c)
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}
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// insertion sort by Y (small N)
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for i := 1; i < len(out); i++ {
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for j := i; j > 0 && out[j].pos.Y < out[j-1].pos.Y; j-- {
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out[j], out[j-1] = out[j-1], out[j]
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}
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}
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return out
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}
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func drawCharacter(dst *ebiten.Image, g *Game, c *runtimeChar) {
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w := c.def.W
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h := c.def.H
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if w == 0 {
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w = 24
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}
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if h == 0 {
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h = 56
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}
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// Try the real sprite first. Only fall through to the stylized
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// placeholder when no actual art is on disk.
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if c.def.Sprite != "" && !g.loaded.isPlaceholder(c.def.Sprite) {
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img := g.loaded.image(g.AssetManager, c.def.Sprite)
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sw, sh := img.Bounds().Dx(), img.Bounds().Dy()
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if sw > 0 && sh > 0 {
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Scale(w/float64(sw), h/float64(sh))
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op.GeoM.Translate(c.pos.X-w/2, c.pos.Y-h)
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dst.DrawImage(img, op)
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return
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}
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}
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// Touch the asset cache so isPlaceholder is populated for later frames.
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if c.def.Sprite != "" {
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_ = g.loaded.image(g.AssetManager, c.def.Sprite)
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}
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x := c.pos.X - w/2
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y := c.pos.Y - h
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bodyCol := color.RGBA{200, 200, 200, 255}
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if rgba, ok := c.def.SpeechColor.(color.RGBA); ok {
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bodyCol = rgba
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}
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if w > h {
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drawQuadrupedPlaceholder(dst, x, y, w, h, bodyCol)
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} else {
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drawHumanoidPlaceholder(dst, x, y, w, h, bodyCol)
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}
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}
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func drawHumanoidPlaceholder(dst *ebiten.Image, x, y, w, h float64, body color.RGBA) {
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pants := color.RGBA{40, 50, 90, 255}
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skin := color.RGBA{245, 200, 155, 255}
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outline := color.RGBA{20, 20, 30, 255}
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headR := h * 0.14
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headCY := y + headR + 1
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// pants / legs — two narrow strips
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pantsTop := y + h*0.62
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pantsH := h - (pantsTop - y) - 1
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legW := w * 0.36
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vector.DrawFilledRect(dst, float32(x+w*0.08), float32(pantsTop), float32(legW), float32(pantsH), pants, false)
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vector.DrawFilledRect(dst, float32(x+w*0.56), float32(pantsTop), float32(legW), float32(pantsH), pants, false)
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// torso — full-width rect, shirt color
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torsoTop := headCY + headR
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torsoH := pantsTop - torsoTop
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vector.DrawFilledRect(dst, float32(x), float32(torsoTop), float32(w), float32(torsoH), body, false)
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vector.StrokeRect(dst, float32(x), float32(torsoTop), float32(w), float32(torsoH), 1, outline, false)
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// head — circle in skin tone
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vector.DrawFilledCircle(dst, float32(x+w/2), float32(headCY), float32(headR), skin, true)
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// feet — short dark blobs at the very bottom
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footH := 2.0
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vector.DrawFilledRect(dst, float32(x+w*0.05), float32(y+h-footH), float32(legW+2), float32(footH), outline, false)
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vector.DrawFilledRect(dst, float32(x+w*0.55), float32(y+h-footH), float32(legW+2), float32(footH), outline, false)
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}
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func drawQuadrupedPlaceholder(dst *ebiten.Image, x, y, w, h float64, body color.RGBA) {
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outline := color.RGBA{20, 20, 30, 255}
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dark := color.RGBA{
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R: body.R / 2, G: body.G / 2, B: body.B / 2, A: 255,
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}
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// body
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bodyY := y + h*0.30
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bodyH := h * 0.65
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vector.DrawFilledRect(dst, float32(x), float32(bodyY), float32(w*0.78), float32(bodyH), body, false)
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// head — circle on the right
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headR := h * 0.30
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headCX := x + w - headR
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headCY := y + h*0.50
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vector.DrawFilledCircle(dst, float32(headCX), float32(headCY), float32(headR), body, true)
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// ears — two triangles approximated as small rects
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earW := w * 0.07
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earH := h * 0.30
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vector.DrawFilledRect(dst, float32(headCX-headR*0.7), float32(y), float32(earW), float32(earH), body, false)
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vector.DrawFilledRect(dst, float32(headCX+headR*0.4), float32(y), float32(earW), float32(earH), body, false)
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// eye — dark dot
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vector.DrawFilledCircle(dst, float32(headCX+headR*0.25), float32(headCY-1), 1.2, outline, true)
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// tail — small dark line stub on the left
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vector.DrawFilledRect(dst, float32(x-w*0.04), float32(bodyY+1), float32(w*0.08), 2, dark, false)
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// legs — two short bars at the bottom
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legW := w * 0.07
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vector.DrawFilledRect(dst, float32(x+w*0.10), float32(y+h-3), float32(legW), 3, dark, false)
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vector.DrawFilledRect(dst, float32(x+w*0.55), float32(y+h-3), float32(legW), 3, dark, false)
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}
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