63 lines
1.9 KiB
Go
63 lines
1.9 KiB
Go
package inc
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// screenNav — walking the deck with the arrow keys.
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//
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// The screens are connected — each one records where you can get to from it
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// (screen.exit.go) — but walking the map is the player's job, and a
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// screen whose beat is not written yet has nothing in it to walk towards. LEFT
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// and RIGHT step to the previous and next screen so the deck can be reviewed as
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// a deck: in concept-art order, wrapping at both ends. It is a tool for looking
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// at the game, not a way through it.
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//
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// It is deliberately inert whenever the game is actually doing something: no
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// stepping out of a cutscene, a menu, or a stopped world during dialogue. So
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// once a beat owns a screen, this cannot cut across it.
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import (
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inkwell "git.teletypegames.org/engines/inkwell"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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)
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type screenNav struct {
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Name string
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W *World
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}
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func (n *screenNav) GetName() string { return n.Name }
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func (n *screenNav) Draw(dst *ebiten.Image, ctx *inkwell.UICtx) {}
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func (n *screenNav) Tick(ctx *inkwell.UICtx) {
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if !n.W.HUDVisible() || n.W.Paused() {
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return
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}
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step := 0
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// inkwell's Input only covers the mouse; read the keys directly.
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switch {
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case inpututil.IsKeyJustPressed(ebiten.KeyArrowRight):
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step = 1
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case inpututil.IsKeyJustPressed(ebiten.KeyArrowLeft):
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step = -1
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default:
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return
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}
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if next := n.neighbour(ctx.Game, step); next != "" {
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n.W.Do(inkwell.GoTo(next))
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}
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}
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// neighbour returns the screen step places from the current one, wrapping.
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// Registration order is the deck order — see screen.manager.go.
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func (n *screenNav) neighbour(g *inkwell.Game, step int) string {
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deck := g.SceneManager.Names()
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if len(deck) < 2 {
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return ""
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}
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for i, name := range deck {
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if name == n.W.Scene() {
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return deck[((i+step)%len(deck)+len(deck))%len(deck)]
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}
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}
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return deck[0]
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}
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