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) } }