remove demo game

This commit is contained in:
2026-05-25 21:28:17 +02:00
parent b1ea3447a8
commit 76f910ab36
75 changed files with 115 additions and 815 deletions

105
ui.character_panel.go Normal file
View File

@@ -0,0 +1,105 @@
package pncdsl
import (
"fmt"
"image/color"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/vector"
)
// CharStat is one (Label, VarKey) row rendered inside a CharacterPanel.
// VarKey is read from g.State.Var; the value is fmt.Sprint'd verbatim.
type CharStat struct {
Label string
VarKey string
}
// CharacterPanel is a small floating panel that shows portrait + stats for
// one registered character. The panel auto-hides when the character isn't
// listed as an actor in the current scene, so the same panel registration
// works across scenes.
type CharacterPanel struct {
Name string
Bounds Rectangle
Character string // Character.Name to display
Title string // "PLAYER", "NPC", role badge
Stats []CharStat
}
func (c *CharacterPanel) GetName() string { return c.Name }
func (c *CharacterPanel) Tick(ctx *UICtx) {}
func (c *CharacterPanel) Draw(dst *ebiten.Image, ctx *UICtx) {
g := ctx.Game
if c.Character == "" || !g.CharacterInScene(c.Character) {
return
}
th := g.Theme()
b := c.Bounds
vector.DrawFilledRect(dst, float32(b.X), float32(b.Y), float32(b.W), float32(b.H), th.CharacterPanelBG, false)
vector.StrokeRect(dst, float32(b.X), float32(b.Y), float32(b.W), float32(b.H), 1, th.CharacterPanelBorder, false)
// portrait box on the left
portraitW := 22.0
px := b.X + 2
py := b.Y + 2
drawCharacterPortrait(dst, g, c.Character, px, py, portraitW, b.H-4)
// text column
tx := int(b.X + portraitW + 6)
ty := int(b.Y) + 1
if c.Title != "" {
g.DrawText(dst, c.Title, tx, ty, th.CharacterPanelTitle)
ty += 10
}
if ch, ok := g.CharacterManager.Get(c.Character); ok && ch.Name != "" {
g.DrawText(dst, ch.Name, tx, ty, th.StatusText)
ty += 10
}
for _, st := range c.Stats {
v := g.State.Var(st.VarKey)
line := fmt.Sprintf("%s: %v", st.Label, v)
g.DrawText(dst, line, tx, ty, th.StatusText)
ty += 10
}
}
// BlocksClickAt — the panel sits on top of the scene; clicks inside it
// shouldn't trigger hotspots underneath.
func (c *CharacterPanel) BlocksClickAt(p Point) bool {
return c.Bounds.Contains(p)
}
// drawCharacterPortrait renders a tiny version of the character's
// placeholder shape (or sprite if available) inside the panel.
func drawCharacterPortrait(dst *ebiten.Image, g *Game, name string, x, y, w, h float64) {
c, ok := g.CharacterManager.Get(name)
if !ok {
return
}
if c.Sprite != "" && !g.loaded.isPlaceholder(c.Sprite) {
img := g.loaded.image(g.AssetManager, c.Sprite)
sw, sh := img.Bounds().Dx(), img.Bounds().Dy()
if sw > 0 && sh > 0 {
op := &ebiten.DrawImageOptions{}
op.GeoM.Scale(w/float64(sw), h/float64(sh))
op.GeoM.Translate(x, y)
dst.DrawImage(img, op)
return
}
}
bodyCol := color.RGBA{200, 200, 200, 255}
if rgba, ok := c.SpeechColor.(color.RGBA); ok {
bodyCol = rgba
}
if c.W > c.H && c.W > 0 {
drawQuadrupedPlaceholder(dst, x, y, w, h, bodyCol)
} else {
drawHumanoidPlaceholder(dst, x, y, w, h, bodyCol)
}
}