feat(ui): tabbar within leftbar
This commit is contained in:
parent
21f0e8a429
commit
888bcb0404
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@ -4,7 +4,9 @@ go 1.20
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require (
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github.com/ebitenui/ebitenui v0.5.4
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github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0
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github.com/hajimehoshi/ebiten/v2 v2.5.5
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golang.org/x/image v0.7.0
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)
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require (
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@ -12,7 +14,6 @@ require (
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github.com/go-gl/glfw/v3.3/glfw v0.0.0-20221017161538-93cebf72946b // indirect
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github.com/jezek/xgb v1.1.0 // indirect
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golang.org/x/exp v0.0.0-20190731235908-ec7cb31e5a56 // indirect
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golang.org/x/image v0.7.0 // indirect
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golang.org/x/mobile v0.0.0-20230427221453-e8d11dd0ba41 // indirect
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golang.org/x/sync v0.2.0 // indirect
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golang.org/x/sys v0.8.0 // indirect
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@ -7,6 +7,7 @@ github.com/ebitenui/ebitenui v0.5.4/go.mod h1:2iyyjninLWNQLZ+pdV/eJ9vRnSs+I+HrzE
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github.com/go-gl/glfw/v3.3/glfw v0.0.0-20221017161538-93cebf72946b h1:GgabKamyOYguHqHjSkDACcgoPIz3w0Dis/zJ1wyHHHU=
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github.com/go-gl/glfw/v3.3/glfw v0.0.0-20221017161538-93cebf72946b/go.mod h1:tQ2UAYgL5IevRw8kRxooKSPJfGvJ9fJQFa0TUsXzTg8=
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github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0 h1:DACJavvAHhabrF08vX0COfcOBJRhZ8lUbR+ZWIs0Y5g=
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github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0/go.mod h1:E/TSTwGwJL78qG/PmXZO1EjYhfJinVAhrmmHX6Z8B9k=
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github.com/hajimehoshi/bitmapfont/v2 v2.2.3 h1:jmq/TMNj352V062Tr5e3hAoipkoxCbY1JWTzor0zNps=
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github.com/hajimehoshi/ebiten/v2 v2.5.5 h1:TJNoZsYJYUyFucwE56QRSgmZ+/cklUt1YrwpQVC5vjs=
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github.com/hajimehoshi/ebiten/v2 v2.5.5/go.mod h1:mnHSOVysTr/nUZrN1lBTRqhK4NG+T9NR3JsJP2rCppk=
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@ -7,22 +7,21 @@ import (
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// Logs
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"log"
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"strconv"
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// Ebitengine
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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// "github.com/hajimehoshi/ebiten/v2/ebitenutil"
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)
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// Create the `Game` struct
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type Game struct {
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ui UI
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ui UI
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activePlayer Player
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}
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// Define the window width/height
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const (
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window_width = 640
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window_height = 480
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window_width = 1440
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window_height = 960
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)
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// Update implements Game
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@ -36,11 +35,6 @@ func (g *Game) Update() error {
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func (g *Game) Draw(screen *ebiten.Image) {
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// Draw the UI onto the screen
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g.ui.base.Draw(screen)
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ebitenutil.DebugPrintAt(screen, "health: " + strconv.Itoa(g.activePlayer.health), 0, 0)
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ebitenutil.DebugPrintAt(screen, "level: " + strconv.Itoa(g.activePlayer.level), 0, 10)
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ebitenutil.DebugPrintAt(screen, "exp: " + strconv.Itoa(int(g.activePlayer.exp)), 0, 20)
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ebitenutil.DebugPrintAt(screen, "ambittion: " + strconv.Itoa(int(g.activePlayer.ambition)), 0, 30)
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}
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// Layout implements Game
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@ -64,12 +58,13 @@ func main() {
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ebiten.SetWindowSize(window_width, window_height)
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ebiten.SetWindowTitle(window_title)
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// Initialise the test player
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testPlayer := initPlayer()
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// Initialise the game
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game := Game{
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// Initialise the UI
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ui: uiInit(window_width, window_height),
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ui: uiInit(window_width, window_height),
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activePlayer: testPlayer,
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}
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@ -1,43 +1,76 @@
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package main
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import (
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"math/rand"
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)
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import ()
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// The player struct
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type Player struct {
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health int
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level int
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exp float32
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ambition float32
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health int
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defense int
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level int
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exp float32
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ambition float32
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ambition_max float32
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}
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// NOTE(midnadimple): These gates are temporary. We'll decide on real values later
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var level_gates = map[int]float32{
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1: 100.0,
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2: 150.0,
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3: 300.0,
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}
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// Create the maps for the level/(max) ambition gates
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var level_gates = make(map[int]float32)
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var level_ambition = make(map[int]float32)
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// TODO(midnadimple): Move player initialization to server upon login
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func initPlayer() Player {
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return Player{
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health: 100,
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level: 1,
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exp: 0.0,
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ambition: (rand.Float32() * 10), // NOTE(midnadimple): In the future this will be affected by player activity
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health: 100,
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level: 1,
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exp: 0.0,
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ambition: 0.0, // NOTE(midnadimple): In the future this will be affected by player activity
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ambition_max: level_ambition[1], // NOTE(midnadimple): In the future this will be affected by player activity
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}
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}
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// Formula for XP gain - extremely simple
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func gain(basexp float32, modifier float32) float32 {
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gain := basexp * modifier
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return gain
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}
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// Update the player
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func (p *Player) update() {
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// TODO(midnadimple): update health upon damage
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// Auto-generate the level gates
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level_gates[1] = 500
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for i := 0; i <= 1000; i++ {
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if i >= 2 {
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switch {
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case i <= 10:
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level_gates[i] = level_gates[i-1] * 1.2
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case (i <= 100) && (i > 10):
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level_gates[i] = level_gates[i-1] * 1.1
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case (i <= 1000) && (i > 100):
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level_gates[i] = level_gates[i-1] * 1.005
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}
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}
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}
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// Auto-generate maximum ambition gates
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level_ambition[1] = 10
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for i := 0; i <= 1000; i++ {
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if i >= 2 {
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switch {
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case i <= 10:
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level_ambition[i] = level_ambition[i-1] * 1.1
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case (i <= 100) && (i > 10):
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level_ambition[i] = level_ambition[i-1] * 1.05
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case (i <= 1000) && (i > 100):
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level_ambition[i] = level_ambition[i-1] * 1.00005
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}
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}
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}
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// Set the XP to 0 and increase both the level and max ambition on level up
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if p.exp >= level_gates[p.level] {
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p.exp = 0.0
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p.level += 1
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p.ambition_max = level_ambition[p.level]
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}
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// NOTE(midnadimple): This formula for exp gain is pretty simple, maybe devraza can think of
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// a more practical one
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p.exp += 10.0 * (1.0/60.0) * p.ambition
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}
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161
frontend/ui.go
161
frontend/ui.go
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@ -5,45 +5,57 @@ import (
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img "image"
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"image/color"
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// String convert
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"strconv"
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// EbitenUI
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"github.com/ebitenui/ebitenui"
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"github.com/ebitenui/ebitenui/image"
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"github.com/ebitenui/ebitenui/widget"
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// Fonts
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"github.com/devraza/ambition/assets/fonts"
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"github.com/golang/freetype/truetype"
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"golang.org/x/image/font"
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)
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type UI struct {
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base ebitenui.UI
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colors map[string]color.RGBA
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base ebitenui.UI
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colors map[string]color.RGBA
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width, height int
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}
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// The `hazakura` colorscheme (default)
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var hazakura = map[string]color.RGBA{
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// The monotone colors
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"dark_black": color.RGBA{0x0f, 0x0f, 0x0d, 0xff},
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"black": color.RGBA{0x15, 0x15, 0x17, 0xff},
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"dark_gray": color.RGBA{0x24, 0x24, 0x26, 0xff},
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"gray": color.RGBA{0x27, 0x27, 0x2b, 0xff},
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"light_gray": color.RGBA{0x45, 0x44, 0x49, 0xff},
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"overlay": color.RGBA{0x5c, 0x5c, 0x61, 0xff},
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"highlight": color.RGBA{0xd9, 0x0, 0xd7, 0xff},
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"subwhite": color.RGBA{0xec, 0xe5, 0xea, 0xff},
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// Actual* colors
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"red": color.RGBA{0xf0, 0x69, 0x69, 0xff},
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"magenta": color.RGBA{0xe8, 0x87, 0xbb, 0xff},
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"purple": color.RGBA{0xa2, 0x92, 0xe8, 0xff},
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"blue": color.RGBA{0x78, 0xb9, 0xc4, 0xff},
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"cyan": color.RGBA{0x7e, 0xe6, 0xae, 0xff},
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"green": color.RGBA{0x91, 0xd6, 0x5c, 0xff},
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"yellow": color.RGBA{0xd9, 0xd5, 0x64, 0xff},
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}
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// Function for UI initialization
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func uiInit(width, height int) UI {
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var ui UI
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// The `hazakura` colorscheme
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{
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hazakura := make(map[string]color.RGBA)
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// The monotone colors
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hazakura["dark_black"] = color.RGBA{0x0f, 0x0f, 0x0d, 0xff}
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hazakura["black"] = color.RGBA{0x15, 0x15, 0x17, 0xff}
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hazakura["dark_gray"] = color.RGBA{0x24, 0x24, 0x26, 0xff}
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hazakura["gray"] = color.RGBA{0x27, 0x27, 0x2b, 0xff}
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hazakura["light_gray"] = color.RGBA{0x45, 0x44, 0x49, 0xff}
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hazakura["overlay"] = color.RGBA{0x5c, 0x5c, 0x61, 0xff}
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hazakura["highlight"] = color.RGBA{0xd9, 0x0, 0xd7, 0xff}
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hazakura["subwhite"] = color.RGBA{0xec, 0xe5, 0xea, 0xff}
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// Actual* colors
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hazakura["red"] = color.RGBA{0xf0, 0x69, 0x69, 0xff}
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hazakura["magenta"] = color.RGBA{0xe8, 0x87, 0xbb, 0xff}
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hazakura["purple"] = color.RGBA{0xa2, 0x92, 0xe8, 0xff}
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hazakura["blue"] = color.RGBA{0x78, 0xb9, 0xc4, 0xff}
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hazakura["cyan"] = color.RGBA{0x7e, 0xe6, 0xae, 0xff}
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hazakura["green"] = color.RGBA{0x91, 0xd6, 0x5c, 0xff}
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hazakura["yellow"] = color.RGBA{0xd9, 0xd5, 0x64, 0xff}
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// Define the UI colors
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ui.colors = hazakura
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ui.colors = hazakura
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}
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// Load the images for the button states
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buttonImage, _ := loadButtonImage()
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// Get the window width/height
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ui.width = width
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@ -55,12 +67,82 @@ func uiInit(width, height int) UI {
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widget.ContainerOpts.BackgroundImage(image.NewNineSliceColor(ui.colors["dark_black"])),
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)
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// Load the text font
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face, _ := loadFont(10)
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tabProfile := widget.NewTabBookTab("Profile",
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widget.ContainerOpts.BackgroundImage(image.NewNineSliceColor(ui.colors["gray"])),
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widget.ContainerOpts.Layout(widget.NewGridLayout(
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//Define number of columns in the grid
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widget.GridLayoutOpts.Columns(2),
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widget.GridLayoutOpts.Spacing(10, 10),
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//specify the Stretch for each row and column.
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widget.GridLayoutOpts.Stretch([]bool{false, true}, nil),
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)),
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)
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// TODO(devraza): Show all of the player's stats
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// health := widget.NewButton(
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// widget.ButtonOpts.Text(strconv.Itoa(activePlayer.health), face, buttonTextColor),
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// )
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tabProfile.AddChild(health)
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tabInventory := widget.NewTabBookTab("Inventory",
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widget.ContainerOpts.BackgroundImage(image.NewNineSliceColor(color.NRGBA{0, 255, 0, 0xff})),
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widget.ContainerOpts.Layout(widget.NewAnchorLayout()),
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)
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inventoryButton := widget.NewText(
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widget.TextOpts.Text("Inventory content", face, color.Black),
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widget.TextOpts.Position(widget.TextPositionCenter, widget.TextPositionCenter),
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widget.TextOpts.WidgetOpts(widget.WidgetOpts.LayoutData(widget.AnchorLayoutData{
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HorizontalPosition: widget.AnchorLayoutPositionCenter,
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VerticalPosition: widget.AnchorLayoutPositionCenter,
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})),
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)
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tabInventory.AddChild(inventoryButton)
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tabOther := widget.NewTabBookTab("Other",
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widget.ContainerOpts.BackgroundImage(image.NewNineSliceColor(color.NRGBA{0, 255, 0, 0xff})),
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widget.ContainerOpts.Layout(widget.NewAnchorLayout()),
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)
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otherButton := widget.NewText(
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widget.TextOpts.Text("Other content", face, color.Black),
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widget.TextOpts.Position(widget.TextPositionCenter, widget.TextPositionCenter),
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widget.TextOpts.WidgetOpts(widget.WidgetOpts.LayoutData(widget.AnchorLayoutData{
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HorizontalPosition: widget.AnchorLayoutPositionCenter,
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VerticalPosition: widget.AnchorLayoutPositionCenter,
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})),
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)
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tabOther.AddChild(otherButton)
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// Create the tabbook widget
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leftTabs := widget.NewTabBook(
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widget.TabBookOpts.TabButtonImage(buttonImage),
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widget.TabBookOpts.TabButtonText(face, &widget.ButtonTextColor{Idle: color.White}),
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widget.TabBookOpts.TabButtonSpacing(0),
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widget.TabBookOpts.ContainerOpts(
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widget.ContainerOpts.WidgetOpts(widget.WidgetOpts.LayoutData(widget.AnchorLayoutData{
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StretchHorizontal: true,
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StretchVertical: true,
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HorizontalPosition: widget.AnchorLayoutPositionCenter,
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VerticalPosition: widget.AnchorLayoutPositionCenter,
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}),
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),
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),
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widget.TabBookOpts.TabButtonOpts(
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widget.ButtonOpts.TextPadding(widget.NewInsetsSimple(5)),
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widget.ButtonOpts.WidgetOpts(widget.WidgetOpts.MinSize(int(float32(width)/(3.5*3)), 0)),
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),
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widget.TabBookOpts.Tabs(tabProfile, tabInventory, tabOther),
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)
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// Define the left bar container
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leftBar := widget.NewContainer(
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widget.ContainerOpts.BackgroundImage(image.NewNineSliceColor(ui.colors["gray"])),
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)
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// Add the tabbook to the left bar
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leftBar.AddChild(leftTabs)
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// Set the position and size of the left bar
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leftBar.SetLocation(img.Rect(0, 0, int(float64(width)/3.5), height))
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leftBar.SetLocation(img.Rect(0, 0, int(float32(width)/3.5), height))
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// Add the left bar to the root container
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root.AddChild(leftBar)
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@ -68,3 +150,32 @@ func uiInit(width, height int) UI {
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return ui
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}
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func loadButtonImage() (*widget.ButtonImage, error) {
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idle := image.NewNineSliceColor(hazakura["black"])
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hover := image.NewNineSliceColor(hazakura["light_gray"])
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pressed := image.NewNineSliceColor(hazakura["gray"])
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pressedHover := image.NewNineSliceColor(hazakura["gray"])
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disabled := image.NewNineSliceColor(hazakura["overlay"])
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return &widget.ButtonImage{
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Idle: idle,
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Hover: hover,
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Pressed: pressed,
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PressedHover: pressedHover,
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Disabled: disabled,
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}, nil
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}
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func loadFont(size float64) (font.Face, error) {
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ttfFont, err := truetype.Parse(fonts.IosevkaBold_ttf)
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if err != nil {
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return nil, err
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}
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return truetype.NewFace(ttfFont, &truetype.Options{
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Size: size,
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DPI: 72,
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Hinting: font.HintingFull,
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}), nil
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}
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