remove demo game
This commit is contained in:
125
ui.defaults.go
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125
ui.defaults.go
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package pncdsl
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// RegisterDefaultUI installs the SCUMM-style HUD widgets into g.UIManager
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// in the conventional Z-order (HotspotDebug at the back, Cursor on top).
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// Domains that want a different layout call this and then either tweak
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// the registered widgets in place or replace them entirely.
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//
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// Layout assumes the default 320×200 internal resolution.
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func RegisterDefaultUI(g *Game) {
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g.UIManager.Register(&HotspotDebug{Name: "hotspot_debug"})
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g.UIManager.Register(&VerbBar{
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Name: "verbs",
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Origin: Point{X: 4, Y: 152},
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Cols: 2,
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Button: Size{W: 60, H: 14},
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})
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g.UIManager.Register(&InventoryBar{
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Name: "inventory",
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Origin: Point{X: 132, Y: 152},
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Slots: 8,
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Cols: 8,
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SlotSize: 22,
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Gap: 2,
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})
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g.UIManager.Register(&StatusLine{Name: "status", Y: 142, Align: AlignCenter})
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g.UIManager.Register(&SpeechBubble{Name: "speech", MaxWidth: 200, Padding: 3, OffsetY: 4, FallbackY: 14})
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g.UIManager.Register(&DialogBox{Name: "dialog", Bounds: Rect(0, 140, float64(g.Width), 60), LineHeight: 14, Padding: 6})
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g.UIManager.Register(&EndCard{Name: "endcard"})
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g.UIManager.Register(&Cursor{Name: "cursor"})
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}
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// RegisterRichUI installs a "story-rich" HUD that matches the layout of
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// the screenshot used as the reference: top bar with title/score/time,
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// floating character panels for the player and a single NPC, a chat-log
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// strip at the bottom-left, a tiny inventory at the bottom-right and a
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// permanent verb-wheel on the right edge.
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//
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// The HUD assumes the default 320×200 internal resolution and that
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// PlayerName / NPCName correspond to registered characters. Pass "" for
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// NPCName to skip the NPC panel.
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func RegisterRichUI(g *Game, playerName, npcName string) {
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g.UIManager.Register(&TopBar{
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Name: "topbar",
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Height: 12,
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ScoreVar: "score", ScoreMax: 100,
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TimeVar: "time",
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})
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g.UIManager.Register(&HotspotDebug{Name: "hotspot_debug"})
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if playerName != "" {
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g.UIManager.Register(&CharacterPanel{
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Name: "panel_player",
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Bounds: Rect(2, 14, 92, 36),
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Character: playerName,
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Title: "PLAYER",
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Stats: []CharStat{
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{Label: "State", VarKey: playerName + ".state"},
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{Label: "Mood", VarKey: playerName + ".mood"},
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},
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})
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}
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if npcName != "" {
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g.UIManager.Register(&CharacterPanel{
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Name: "panel_npc",
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Bounds: Rect(180, 14, 92, 36),
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Character: npcName,
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Title: "NPC",
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Stats: []CharStat{
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{Label: "State", VarKey: npcName + ".state"},
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{Label: "Mood", VarKey: npcName + ".mood"},
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},
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})
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}
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g.UIManager.Register(&InventoryBar{
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Name: "inventory",
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Origin: Point{X: 4, Y: 188},
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Slots: 8,
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Cols: 8,
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SlotSize: 10,
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Gap: 1,
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})
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g.UIManager.Register(&ChatLog{
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Name: "chat",
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Bounds: Rect(2, 148, 280, 38),
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LineHeight: 9,
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Padding: 3,
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ShowBorder: true,
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})
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g.UIManager.Register(&RadialVerbs{
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Name: "verbs",
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AlwaysVisible: true,
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Center: Point{X: 282, Y: 90},
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Radius: 36,
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Labels: map[string]string{
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"look": "Néz",
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"use": "Tedd",
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"talk": "Szól",
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"take": "Vedd",
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},
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})
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g.UIManager.Register(&SpeechBubble{Name: "speech", MaxWidth: 200, Padding: 3, OffsetY: 4, FallbackY: 18})
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g.UIManager.Register(&DialogBox{Name: "dialog", Bounds: Rect(0, 90, float64(g.Width), 56), LineHeight: 12, Padding: 6})
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g.UIManager.Register(&EndCard{Name: "endcard"})
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g.UIManager.Register(&Cursor{Name: "cursor"})
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}
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// RegisterRadialVerbUI installs an alternative HUD that swaps the
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// permanent verb-bar for a verb-coin (right-click radial menu). Inventory,
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// dialog, speech and cursor stay the same.
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func RegisterRadialVerbUI(g *Game) {
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g.UIManager.Register(&HotspotDebug{Name: "hotspot_debug"})
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g.UIManager.Register(&InventoryBar{
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Name: "inventory",
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Origin: Point{X: 4, Y: 178},
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Slots: 14,
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Cols: 14,
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SlotSize: 22,
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Gap: 0,
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})
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g.UIManager.Register(&StatusLine{Name: "status", Y: 168, Align: AlignCenter})
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g.UIManager.Register(&SpeechBubble{Name: "speech", MaxWidth: 200, Padding: 3, OffsetY: 4, FallbackY: 14})
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g.UIManager.Register(&DialogBox{Name: "dialog", Bounds: Rect(0, 140, float64(g.Width), 60), LineHeight: 14, Padding: 6})
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g.UIManager.Register(&RadialVerbs{Name: "verbs", Trigger: MouseButtonRight, Radius: 40})
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g.UIManager.Register(&EndCard{Name: "endcard"})
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g.UIManager.Register(&Cursor{Name: "cursor"})
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}
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