refactor: extract all screens from model.go into Screen implementations
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -3,10 +3,35 @@ package ui
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import (
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"fmt"
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tea "github.com/charmbracelet/bubbletea"
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"github.com/charmbracelet/lipgloss"
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"github.com/tolelom/catacombs/store"
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)
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// AchievementsScreen shows the player's achievements.
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type AchievementsScreen struct{}
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func NewAchievementsScreen() *AchievementsScreen {
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return &AchievementsScreen{}
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}
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func (s *AchievementsScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
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if key, ok := msg.(tea.KeyMsg); ok {
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if isKey(key, "a") || isEnter(key) || isQuit(key) {
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return NewTitleScreen(), nil
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}
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}
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return s, nil
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}
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func (s *AchievementsScreen) View(ctx *Context) string {
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var achievements []store.Achievement
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if ctx.Store != nil {
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achievements, _ = ctx.Store.GetAchievements(ctx.PlayerName)
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}
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return renderAchievements(ctx.PlayerName, achievements, ctx.Width, ctx.Height)
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}
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func renderAchievements(playerName string, achievements []store.Achievement, width, height int) string {
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title := styleHeader.Render("── Achievements ──")
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@@ -3,10 +3,64 @@ package ui
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import (
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"fmt"
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tea "github.com/charmbracelet/bubbletea"
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"github.com/charmbracelet/lipgloss"
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"github.com/tolelom/catacombs/entity"
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"github.com/tolelom/catacombs/game"
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)
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// ClassSelectScreen lets the player choose a class before entering the game.
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type ClassSelectScreen struct {
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cursor int
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}
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func NewClassSelectScreen() *ClassSelectScreen {
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return &ClassSelectScreen{}
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}
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func (s *ClassSelectScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
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if key, ok := msg.(tea.KeyMsg); ok {
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if isUp(key) {
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if s.cursor > 0 {
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s.cursor--
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}
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} else if isDown(key) {
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if s.cursor < len(classOptions)-1 {
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s.cursor++
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}
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} else if isEnter(key) {
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if ctx.Lobby != nil {
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selectedClass := classOptions[s.cursor].class
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ctx.Lobby.SetPlayerClass(ctx.RoomCode, ctx.Fingerprint, selectedClass.String())
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room := ctx.Lobby.GetRoom(ctx.RoomCode)
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if room != nil {
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if room.Session == nil {
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room.Session = game.NewGameSession(ctx.Lobby.Cfg())
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}
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ctx.Session = room.Session
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player := entity.NewPlayer(ctx.PlayerName, selectedClass)
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player.Fingerprint = ctx.Fingerprint
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ctx.Session.AddPlayer(player)
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if ctx.Lobby != nil {
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ctx.Lobby.RegisterSession(ctx.Fingerprint, ctx.RoomCode)
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}
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ctx.Session.StartGame()
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ctx.Lobby.StartRoom(ctx.RoomCode)
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gs := NewGameScreen()
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gs.gameState = ctx.Session.GetState()
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return gs, nil
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}
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}
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}
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}
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return s, nil
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}
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func (s *ClassSelectScreen) View(ctx *Context) string {
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state := classSelectState{cursor: s.cursor}
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return renderClassSelect(state, ctx.Width, ctx.Height)
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}
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type classSelectState struct {
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cursor int
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}
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221
ui/game_view.go
221
ui/game_view.go
@@ -5,12 +5,233 @@ import (
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"strings"
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"time"
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tea "github.com/charmbracelet/bubbletea"
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"github.com/charmbracelet/lipgloss"
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"github.com/tolelom/catacombs/dungeon"
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"github.com/tolelom/catacombs/entity"
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"github.com/tolelom/catacombs/game"
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)
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// GameScreen handles the main gameplay: exploration, combat, and chat.
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type GameScreen struct {
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gameState game.GameState
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targetCursor int
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moveCursor int
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chatting bool
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chatInput string
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rankingSaved bool
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}
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func NewGameScreen() *GameScreen {
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return &GameScreen{}
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}
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func (s *GameScreen) pollState() tea.Cmd {
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return tea.Tick(time.Millisecond*200, func(t time.Time) tea.Msg {
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return tickMsg{}
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})
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}
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func (s *GameScreen) getNeighbors() []int {
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if s.gameState.Floor == nil {
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return nil
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}
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cur := s.gameState.Floor.CurrentRoom
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if cur < 0 || cur >= len(s.gameState.Floor.Rooms) {
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return nil
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}
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return s.gameState.Floor.Rooms[cur].Neighbors
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}
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func (s *GameScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
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if ctx.Session != nil && ctx.Fingerprint != "" {
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ctx.Session.TouchActivity(ctx.Fingerprint)
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}
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// Refresh state on every update
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if ctx.Session != nil {
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s.gameState = ctx.Session.GetState()
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// Clamp target cursor to valid range after monsters die
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if len(s.gameState.Monsters) > 0 {
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if s.targetCursor >= len(s.gameState.Monsters) {
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s.targetCursor = len(s.gameState.Monsters) - 1
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}
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} else {
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s.targetCursor = 0
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}
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}
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if s.gameState.GameOver {
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if ctx.Store != nil && !s.rankingSaved {
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score := 0
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for _, p := range s.gameState.Players {
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score += p.Gold
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}
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playerClass := ""
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for _, p := range s.gameState.Players {
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if p.Fingerprint == ctx.Fingerprint {
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playerClass = p.Class.String()
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break
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}
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}
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ctx.Store.SaveRun(ctx.PlayerName, s.gameState.FloorNum, score, playerClass)
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// Check achievements
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if s.gameState.FloorNum >= 5 {
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ctx.Store.UnlockAchievement(ctx.PlayerName, "first_clear")
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}
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if s.gameState.FloorNum >= 10 {
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ctx.Store.UnlockAchievement(ctx.PlayerName, "floor10")
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}
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if s.gameState.Victory {
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ctx.Store.UnlockAchievement(ctx.PlayerName, "floor20")
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}
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if s.gameState.SoloMode && s.gameState.FloorNum >= 5 {
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ctx.Store.UnlockAchievement(ctx.PlayerName, "solo_clear")
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}
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if s.gameState.BossKilled {
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ctx.Store.UnlockAchievement(ctx.PlayerName, "boss_slayer")
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}
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if s.gameState.FleeSucceeded {
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ctx.Store.UnlockAchievement(ctx.PlayerName, "flee_master")
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}
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for _, p := range s.gameState.Players {
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if p.Gold >= 200 {
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ctx.Store.UnlockAchievement(p.Name, "gold_hoarder")
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}
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if len(p.Relics) >= 3 {
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ctx.Store.UnlockAchievement(p.Name, "relic_collector")
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}
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}
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if len(s.gameState.Players) >= 4 {
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ctx.Store.UnlockAchievement(ctx.PlayerName, "full_party")
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}
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s.rankingSaved = true
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}
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return NewResultScreen(s.gameState, s.rankingSaved), nil
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}
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if s.gameState.Phase == game.PhaseShop {
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return NewShopScreen(s.gameState), nil
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}
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switch msg.(type) {
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case tickMsg:
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if ctx.Session != nil {
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ctx.Session.RevealNextLog()
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}
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if s.gameState.Phase == game.PhaseCombat {
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return s, s.pollState()
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}
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if len(s.gameState.PendingLogs) > 0 {
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return s, s.pollState()
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}
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return s, nil
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}
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if key, ok := msg.(tea.KeyMsg); ok {
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// Chat mode
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if s.chatting {
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if isEnter(key) && len(s.chatInput) > 0 {
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if ctx.Session != nil {
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ctx.Session.SendChat(ctx.PlayerName, s.chatInput)
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s.gameState = ctx.Session.GetState()
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}
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s.chatting = false
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s.chatInput = ""
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} else if isKey(key, "esc") || key.Type == tea.KeyEsc {
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s.chatting = false
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s.chatInput = ""
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} else if key.Type == tea.KeyBackspace && len(s.chatInput) > 0 {
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s.chatInput = s.chatInput[:len(s.chatInput)-1]
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} else if len(key.Runes) == 1 && len(s.chatInput) < 40 {
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s.chatInput += string(key.Runes)
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}
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if s.gameState.Phase == game.PhaseCombat {
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return s, s.pollState()
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}
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return s, nil
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}
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if isKey(key, "/") {
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s.chatting = true
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s.chatInput = ""
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if s.gameState.Phase == game.PhaseCombat {
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return s, s.pollState()
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}
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return s, nil
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}
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switch s.gameState.Phase {
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case game.PhaseExploring:
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for _, p := range s.gameState.Players {
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if p.Fingerprint == ctx.Fingerprint && p.IsDead() {
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if isQuit(key) {
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return s, tea.Quit
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}
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return s, nil
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}
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}
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neighbors := s.getNeighbors()
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if isUp(key) {
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if s.moveCursor > 0 {
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s.moveCursor--
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}
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} else if isDown(key) {
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if s.moveCursor < len(neighbors)-1 {
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s.moveCursor++
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}
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} else if isEnter(key) {
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if ctx.Session != nil && len(neighbors) > 0 {
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roomIdx := neighbors[s.moveCursor]
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ctx.Session.EnterRoom(roomIdx)
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s.gameState = ctx.Session.GetState()
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s.moveCursor = 0
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if s.gameState.Phase == game.PhaseCombat {
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return s, s.pollState()
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}
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}
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} else if isQuit(key) {
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return s, tea.Quit
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}
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case game.PhaseCombat:
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isPlayerDead := false
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for _, p := range s.gameState.Players {
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if p.Fingerprint == ctx.Fingerprint && p.IsDead() {
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isPlayerDead = true
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break
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}
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}
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if isPlayerDead {
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return s, s.pollState()
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}
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if isKey(key, "tab") || key.Type == tea.KeyTab {
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if len(s.gameState.Monsters) > 0 {
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s.targetCursor = (s.targetCursor + 1) % len(s.gameState.Monsters)
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}
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return s, s.pollState()
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}
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if ctx.Session != nil {
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switch key.String() {
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case "1":
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ctx.Session.SubmitAction(ctx.Fingerprint, game.PlayerAction{Type: game.ActionAttack, TargetIdx: s.targetCursor})
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case "2":
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ctx.Session.SubmitAction(ctx.Fingerprint, game.PlayerAction{Type: game.ActionSkill, TargetIdx: s.targetCursor})
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case "3":
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ctx.Session.SubmitAction(ctx.Fingerprint, game.PlayerAction{Type: game.ActionItem})
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case "4":
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ctx.Session.SubmitAction(ctx.Fingerprint, game.PlayerAction{Type: game.ActionFlee})
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case "5":
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ctx.Session.SubmitAction(ctx.Fingerprint, game.PlayerAction{Type: game.ActionWait})
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}
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return s, s.pollState()
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}
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}
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}
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return s, nil
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}
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func (s *GameScreen) View(ctx *Context) string {
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return renderGame(s.gameState, ctx.Width, ctx.Height, s.targetCursor, s.moveCursor, s.chatting, s.chatInput)
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}
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func renderGame(state game.GameState, width, height int, targetCursor int, moveCursor int, chatting bool, chatInput string) string {
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mapView := renderMap(state.Floor)
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hudView := renderHUD(state, targetCursor, moveCursor)
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@@ -1,9 +1,30 @@
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package ui
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import (
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tea "github.com/charmbracelet/bubbletea"
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"github.com/charmbracelet/lipgloss"
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)
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// HelpScreen shows controls and tips.
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type HelpScreen struct{}
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func NewHelpScreen() *HelpScreen {
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return &HelpScreen{}
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}
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func (s *HelpScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
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if key, ok := msg.(tea.KeyMsg); ok {
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if isKey(key, "h") || isEnter(key) || isQuit(key) {
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return NewTitleScreen(), nil
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}
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}
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return s, nil
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}
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func (s *HelpScreen) View(ctx *Context) string {
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return renderHelp(ctx.Width, ctx.Height)
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}
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func renderHelp(width, height int) string {
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title := styleHeader.Render("── Controls ──")
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@@ -3,10 +3,36 @@ package ui
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import (
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"fmt"
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tea "github.com/charmbracelet/bubbletea"
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"github.com/charmbracelet/lipgloss"
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"github.com/tolelom/catacombs/store"
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)
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// LeaderboardScreen shows the top runs.
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type LeaderboardScreen struct{}
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func NewLeaderboardScreen() *LeaderboardScreen {
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return &LeaderboardScreen{}
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}
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func (s *LeaderboardScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
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if key, ok := msg.(tea.KeyMsg); ok {
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if isKey(key, "l") || isEnter(key) || isQuit(key) {
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return NewTitleScreen(), nil
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}
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}
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return s, nil
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}
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func (s *LeaderboardScreen) View(ctx *Context) string {
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var byFloor, byGold []store.RunRecord
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if ctx.Store != nil {
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byFloor, _ = ctx.Store.TopRuns(10)
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byGold, _ = ctx.Store.TopRunsByGold(10)
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}
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return renderLeaderboard(byFloor, byGold, ctx.Width, ctx.Height)
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}
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func renderLeaderboard(byFloor, byGold []store.RunRecord, width, height int) string {
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title := styleHeader.Render("── Leaderboard ──")
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141
ui/lobby_view.go
141
ui/lobby_view.go
@@ -4,20 +4,11 @@ import (
|
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"fmt"
|
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"strings"
|
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|
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tea "github.com/charmbracelet/bubbletea"
|
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"github.com/charmbracelet/lipgloss"
|
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"github.com/tolelom/catacombs/game"
|
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)
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type lobbyState struct {
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rooms []roomInfo
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input string
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cursor int
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creating bool
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roomName string
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joining bool
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codeInput string
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online int
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}
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type roomInfo struct {
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Code string
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Name string
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@@ -31,6 +22,134 @@ type playerInfo struct {
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Ready bool
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}
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// LobbyScreen shows available rooms and lets players create/join.
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type LobbyScreen struct {
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rooms []roomInfo
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input string
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cursor int
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creating bool
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roomName string
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joining bool
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codeInput string
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online int
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}
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func NewLobbyScreen() *LobbyScreen {
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return &LobbyScreen{}
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}
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func (s *LobbyScreen) refreshLobby(ctx *Context) {
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if ctx.Lobby == nil {
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return
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}
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rooms := ctx.Lobby.ListRooms()
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s.rooms = make([]roomInfo, len(rooms))
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for i, r := range rooms {
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status := "Waiting"
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if r.Status == game.RoomPlaying {
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status = "Playing"
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}
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players := make([]playerInfo, len(r.Players))
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for j, p := range r.Players {
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players[j] = playerInfo{Name: p.Name, Class: p.Class, Ready: p.Ready}
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}
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s.rooms[i] = roomInfo{
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Code: r.Code,
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Name: r.Name,
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Players: players,
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Status: status,
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}
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}
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s.online = len(ctx.Lobby.ListOnline())
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s.cursor = 0
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}
|
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|
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func (s *LobbyScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
|
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if key, ok := msg.(tea.KeyMsg); ok {
|
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// Join-by-code input mode
|
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if s.joining {
|
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if isEnter(key) && len(s.codeInput) == 4 {
|
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if ctx.Lobby != nil {
|
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if err := ctx.Lobby.JoinRoom(s.codeInput, ctx.PlayerName, ctx.Fingerprint); err == nil {
|
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ctx.RoomCode = s.codeInput
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return NewClassSelectScreen(), nil
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}
|
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}
|
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s.joining = false
|
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s.codeInput = ""
|
||||
} else if isKey(key, "esc") || key.Type == tea.KeyEsc {
|
||||
s.joining = false
|
||||
s.codeInput = ""
|
||||
} else if key.Type == tea.KeyBackspace && len(s.codeInput) > 0 {
|
||||
s.codeInput = s.codeInput[:len(s.codeInput)-1]
|
||||
} else if len(key.Runes) == 1 && len(s.codeInput) < 4 {
|
||||
ch := strings.ToUpper(string(key.Runes))
|
||||
s.codeInput += ch
|
||||
}
|
||||
return s, nil
|
||||
}
|
||||
// Normal lobby key handling
|
||||
if isKey(key, "c") {
|
||||
if ctx.Lobby != nil {
|
||||
code := ctx.Lobby.CreateRoom(ctx.PlayerName + "'s Room")
|
||||
ctx.Lobby.JoinRoom(code, ctx.PlayerName, ctx.Fingerprint)
|
||||
ctx.RoomCode = code
|
||||
return NewClassSelectScreen(), nil
|
||||
}
|
||||
} else if isKey(key, "j") {
|
||||
s.joining = true
|
||||
s.codeInput = ""
|
||||
} else if isUp(key) {
|
||||
if s.cursor > 0 {
|
||||
s.cursor--
|
||||
}
|
||||
} else if isDown(key) {
|
||||
if s.cursor < len(s.rooms)-1 {
|
||||
s.cursor++
|
||||
}
|
||||
} else if isEnter(key) {
|
||||
if ctx.Lobby != nil && len(s.rooms) > 0 {
|
||||
r := s.rooms[s.cursor]
|
||||
if err := ctx.Lobby.JoinRoom(r.Code, ctx.PlayerName, ctx.Fingerprint); err == nil {
|
||||
ctx.RoomCode = r.Code
|
||||
return NewClassSelectScreen(), nil
|
||||
}
|
||||
}
|
||||
} else if isKey(key, "q") {
|
||||
if ctx.Lobby != nil {
|
||||
ctx.Lobby.PlayerOffline(ctx.Fingerprint)
|
||||
}
|
||||
return NewTitleScreen(), nil
|
||||
}
|
||||
}
|
||||
return s, nil
|
||||
}
|
||||
|
||||
func (s *LobbyScreen) View(ctx *Context) string {
|
||||
state := lobbyState{
|
||||
rooms: s.rooms,
|
||||
input: s.input,
|
||||
cursor: s.cursor,
|
||||
creating: s.creating,
|
||||
roomName: s.roomName,
|
||||
joining: s.joining,
|
||||
codeInput: s.codeInput,
|
||||
online: s.online,
|
||||
}
|
||||
return renderLobby(state, ctx.Width, ctx.Height)
|
||||
}
|
||||
|
||||
type lobbyState struct {
|
||||
rooms []roomInfo
|
||||
input string
|
||||
cursor int
|
||||
creating bool
|
||||
roomName string
|
||||
joining bool
|
||||
codeInput string
|
||||
online int
|
||||
}
|
||||
|
||||
func renderLobby(state lobbyState, width, height int) string {
|
||||
headerStyle := lipgloss.NewStyle().
|
||||
Foreground(lipgloss.Color("205")).
|
||||
|
||||
718
ui/model.go
718
ui/model.go
@@ -2,61 +2,22 @@ package ui
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"strings"
|
||||
"time"
|
||||
|
||||
tea "github.com/charmbracelet/bubbletea"
|
||||
"github.com/tolelom/catacombs/entity"
|
||||
"github.com/tolelom/catacombs/game"
|
||||
"github.com/tolelom/catacombs/store"
|
||||
)
|
||||
|
||||
type screen int
|
||||
|
||||
const (
|
||||
screenTitle screen = iota
|
||||
screenLobby
|
||||
screenClassSelect
|
||||
screenGame
|
||||
screenShop
|
||||
screenResult
|
||||
screenHelp
|
||||
screenStats
|
||||
screenAchievements
|
||||
screenLeaderboard
|
||||
screenNickname
|
||||
)
|
||||
|
||||
// StateUpdateMsg is sent by GameSession to update the view
|
||||
type StateUpdateMsg struct {
|
||||
State game.GameState
|
||||
}
|
||||
|
||||
type tickMsg struct{}
|
||||
|
||||
type Model struct {
|
||||
width int
|
||||
height int
|
||||
fingerprint string
|
||||
playerName string
|
||||
screen screen
|
||||
|
||||
// Shared references (set by server)
|
||||
lobby *game.Lobby
|
||||
store *store.DB
|
||||
|
||||
// Per-session state
|
||||
session *game.GameSession
|
||||
roomCode string
|
||||
gameState game.GameState
|
||||
lobbyState lobbyState
|
||||
classState classSelectState
|
||||
inputBuffer string
|
||||
targetCursor int
|
||||
moveCursor int // selected neighbor index during exploration
|
||||
chatting bool
|
||||
chatInput string
|
||||
rankingSaved bool
|
||||
shopMsg string
|
||||
nicknameInput string
|
||||
currentScreen Screen
|
||||
ctx *Context
|
||||
}
|
||||
|
||||
func NewModel(width, height int, fingerprint string, lobby *game.Lobby, db *store.DB) Model {
|
||||
@@ -66,13 +27,26 @@ func NewModel(width, height int, fingerprint string, lobby *game.Lobby, db *stor
|
||||
if height == 0 {
|
||||
height = 24
|
||||
}
|
||||
ctx := &Context{
|
||||
Width: width,
|
||||
Height: height,
|
||||
Fingerprint: fingerprint,
|
||||
Lobby: lobby,
|
||||
Store: db,
|
||||
}
|
||||
|
||||
// Determine initial screen
|
||||
var initialScreen Screen
|
||||
if fingerprint != "" && db != nil {
|
||||
if name, err := db.GetProfile(fingerprint); err == nil {
|
||||
ctx.PlayerName = name
|
||||
}
|
||||
}
|
||||
initialScreen = NewTitleScreen()
|
||||
|
||||
return Model{
|
||||
width: width,
|
||||
height: height,
|
||||
fingerprint: fingerprint,
|
||||
screen: screenTitle,
|
||||
lobby: lobby,
|
||||
store: db,
|
||||
currentScreen: initialScreen,
|
||||
ctx: ctx,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -83,95 +57,35 @@ func (m Model) Init() tea.Cmd {
|
||||
func (m Model) Update(msg tea.Msg) (tea.Model, tea.Cmd) {
|
||||
switch msg := msg.(type) {
|
||||
case tea.WindowSizeMsg:
|
||||
m.width = msg.Width
|
||||
m.height = msg.Height
|
||||
if m.width == 0 {
|
||||
m.width = 80
|
||||
m.ctx.Width = msg.Width
|
||||
m.ctx.Height = msg.Height
|
||||
if m.ctx.Width == 0 {
|
||||
m.ctx.Width = 80
|
||||
}
|
||||
if m.height == 0 {
|
||||
m.height = 24
|
||||
if m.ctx.Height == 0 {
|
||||
m.ctx.Height = 24
|
||||
}
|
||||
return m, nil
|
||||
case StateUpdateMsg:
|
||||
m.gameState = msg.State
|
||||
if gs, ok := m.currentScreen.(*GameScreen); ok {
|
||||
gs.gameState = msg.State
|
||||
}
|
||||
return m, nil
|
||||
}
|
||||
|
||||
switch m.screen {
|
||||
case screenTitle:
|
||||
return m.updateTitle(msg)
|
||||
case screenLobby:
|
||||
return m.updateLobby(msg)
|
||||
case screenClassSelect:
|
||||
return m.updateClassSelect(msg)
|
||||
case screenGame:
|
||||
return m.updateGame(msg)
|
||||
case screenShop:
|
||||
return m.updateShop(msg)
|
||||
case screenResult:
|
||||
return m.updateResult(msg)
|
||||
case screenHelp:
|
||||
return m.updateHelp(msg)
|
||||
case screenStats:
|
||||
return m.updateStats(msg)
|
||||
case screenAchievements:
|
||||
return m.updateAchievements(msg)
|
||||
case screenLeaderboard:
|
||||
return m.updateLeaderboard(msg)
|
||||
case screenNickname:
|
||||
return m.updateNickname(msg)
|
||||
}
|
||||
return m, nil
|
||||
next, cmd := m.currentScreen.Update(msg, m.ctx)
|
||||
m.currentScreen = next
|
||||
return m, cmd
|
||||
}
|
||||
|
||||
func (m Model) View() string {
|
||||
if m.width < 80 || m.height < 24 {
|
||||
return fmt.Sprintf("Terminal too small (%dx%d). Minimum: 80x24.", m.width, m.height)
|
||||
if m.ctx.Width < 80 || m.ctx.Height < 24 {
|
||||
return fmt.Sprintf("Terminal too small (%dx%d). Minimum: 80x24.", m.ctx.Width, m.ctx.Height)
|
||||
}
|
||||
switch m.screen {
|
||||
case screenTitle:
|
||||
return renderTitle(m.width, m.height)
|
||||
case screenLobby:
|
||||
return renderLobby(m.lobbyState, m.width, m.height)
|
||||
case screenClassSelect:
|
||||
return renderClassSelect(m.classState, m.width, m.height)
|
||||
case screenGame:
|
||||
return renderGame(m.gameState, m.width, m.height, m.targetCursor, m.moveCursor, m.chatting, m.chatInput)
|
||||
case screenShop:
|
||||
return renderShop(m.gameState, m.width, m.height, m.shopMsg)
|
||||
case screenResult:
|
||||
var rankings []store.RunRecord
|
||||
if m.store != nil {
|
||||
rankings, _ = m.store.TopRuns(10)
|
||||
}
|
||||
return renderResult(m.gameState, rankings)
|
||||
case screenHelp:
|
||||
return renderHelp(m.width, m.height)
|
||||
case screenStats:
|
||||
var stats store.PlayerStats
|
||||
if m.store != nil {
|
||||
stats, _ = m.store.GetStats(m.playerName)
|
||||
}
|
||||
return renderStats(m.playerName, stats, m.width, m.height)
|
||||
case screenAchievements:
|
||||
var achievements []store.Achievement
|
||||
if m.store != nil {
|
||||
achievements, _ = m.store.GetAchievements(m.playerName)
|
||||
}
|
||||
return renderAchievements(m.playerName, achievements, m.width, m.height)
|
||||
case screenLeaderboard:
|
||||
var byFloor, byGold []store.RunRecord
|
||||
if m.store != nil {
|
||||
byFloor, _ = m.store.TopRuns(10)
|
||||
byGold, _ = m.store.TopRunsByGold(10)
|
||||
}
|
||||
return renderLeaderboard(byFloor, byGold, m.width, m.height)
|
||||
case screenNickname:
|
||||
return renderNickname(m.nicknameInput, m.width, m.height)
|
||||
}
|
||||
return ""
|
||||
return m.currentScreen.View(m.ctx)
|
||||
}
|
||||
|
||||
// Key helper functions used by all screens.
|
||||
func isKey(key tea.KeyMsg, names ...string) bool {
|
||||
s := key.String()
|
||||
for _, n := range names {
|
||||
@@ -198,515 +112,63 @@ func isDown(key tea.KeyMsg) bool {
|
||||
return isKey(key, "down") || key.Type == tea.KeyDown
|
||||
}
|
||||
|
||||
func (m Model) updateTitle(msg tea.Msg) (tea.Model, tea.Cmd) {
|
||||
if key, ok := msg.(tea.KeyMsg); ok {
|
||||
if isEnter(key) {
|
||||
if m.fingerprint == "" {
|
||||
m.fingerprint = fmt.Sprintf("anon-%d", time.Now().UnixNano())
|
||||
}
|
||||
if m.store != nil {
|
||||
name, err := m.store.GetProfile(m.fingerprint)
|
||||
if err != nil {
|
||||
// First time player — show nickname input
|
||||
m.screen = screenNickname
|
||||
m.nicknameInput = ""
|
||||
return m, nil
|
||||
}
|
||||
m.playerName = name
|
||||
} else {
|
||||
m.playerName = "Adventurer"
|
||||
}
|
||||
if m.lobby != nil {
|
||||
m.lobby.PlayerOnline(m.fingerprint, m.playerName)
|
||||
}
|
||||
// Check for active session to reconnect
|
||||
if m.lobby != nil {
|
||||
code, session := m.lobby.GetActiveSession(m.fingerprint)
|
||||
if session != nil {
|
||||
m.roomCode = code
|
||||
m.session = session
|
||||
m.gameState = m.session.GetState()
|
||||
m.screen = screenGame
|
||||
m.session.TouchActivity(m.fingerprint)
|
||||
m.session.SendChat("System", m.playerName+" reconnected!")
|
||||
return m, m.pollState()
|
||||
}
|
||||
}
|
||||
m.screen = screenLobby
|
||||
m = m.withRefreshedLobby()
|
||||
} else if isKey(key, "h") {
|
||||
m.screen = screenHelp
|
||||
} else if isKey(key, "s") {
|
||||
m.screen = screenStats
|
||||
} else if isKey(key, "a") {
|
||||
m.screen = screenAchievements
|
||||
} else if isKey(key, "l") {
|
||||
m.screen = screenLeaderboard
|
||||
} else if isQuit(key) {
|
||||
return m, tea.Quit
|
||||
}
|
||||
// Keep these for backward compatibility with tests
|
||||
// screen enum kept temporarily for test compatibility
|
||||
type screen int
|
||||
|
||||
const (
|
||||
screenTitle screen = iota
|
||||
screenLobby
|
||||
screenClassSelect
|
||||
screenGame
|
||||
screenShop
|
||||
screenResult
|
||||
screenHelp
|
||||
screenStats
|
||||
screenAchievements
|
||||
screenLeaderboard
|
||||
screenNickname
|
||||
)
|
||||
|
||||
// screenType returns the screen enum for the current screen (for test compatibility).
|
||||
func (m Model) screenType() screen {
|
||||
switch m.currentScreen.(type) {
|
||||
case *TitleScreen:
|
||||
return screenTitle
|
||||
case *LobbyScreen:
|
||||
return screenLobby
|
||||
case *ClassSelectScreen:
|
||||
return screenClassSelect
|
||||
case *GameScreen:
|
||||
return screenGame
|
||||
case *ShopScreen:
|
||||
return screenShop
|
||||
case *ResultScreen:
|
||||
return screenResult
|
||||
case *HelpScreen:
|
||||
return screenHelp
|
||||
case *StatsScreen:
|
||||
return screenStats
|
||||
case *AchievementsScreen:
|
||||
return screenAchievements
|
||||
case *LeaderboardScreen:
|
||||
return screenLeaderboard
|
||||
case *NicknameScreen:
|
||||
return screenNickname
|
||||
}
|
||||
return m, nil
|
||||
return screenTitle
|
||||
}
|
||||
|
||||
func (m Model) updateNickname(msg tea.Msg) (tea.Model, tea.Cmd) {
|
||||
if key, ok := msg.(tea.KeyMsg); ok {
|
||||
if isEnter(key) && len(m.nicknameInput) > 0 {
|
||||
m.playerName = m.nicknameInput
|
||||
if m.store != nil && m.fingerprint != "" {
|
||||
m.store.SaveProfile(m.fingerprint, m.playerName)
|
||||
}
|
||||
m.nicknameInput = ""
|
||||
if m.lobby != nil {
|
||||
m.lobby.PlayerOnline(m.fingerprint, m.playerName)
|
||||
}
|
||||
// Check for active session to reconnect
|
||||
if m.lobby != nil {
|
||||
code, session := m.lobby.GetActiveSession(m.fingerprint)
|
||||
if session != nil {
|
||||
m.roomCode = code
|
||||
m.session = session
|
||||
m.gameState = m.session.GetState()
|
||||
m.screen = screenGame
|
||||
m.session.TouchActivity(m.fingerprint)
|
||||
m.session.SendChat("System", m.playerName+" reconnected!")
|
||||
return m, m.pollState()
|
||||
}
|
||||
}
|
||||
m.screen = screenLobby
|
||||
m = m.withRefreshedLobby()
|
||||
} else if isKey(key, "esc") || key.Type == tea.KeyEsc {
|
||||
m.nicknameInput = ""
|
||||
m.screen = screenTitle
|
||||
} else if key.Type == tea.KeyBackspace && len(m.nicknameInput) > 0 {
|
||||
m.nicknameInput = m.nicknameInput[:len(m.nicknameInput)-1]
|
||||
} else if len(key.Runes) == 1 && len(m.nicknameInput) < 12 {
|
||||
ch := string(key.Runes)
|
||||
// Only allow alphanumeric and some special chars
|
||||
if len(ch) == 1 && ch[0] >= 32 && ch[0] < 127 {
|
||||
m.nicknameInput += ch
|
||||
}
|
||||
}
|
||||
}
|
||||
return m, nil
|
||||
// Convenience accessors for test compatibility
|
||||
func (m Model) playerName() string {
|
||||
return m.ctx.PlayerName
|
||||
}
|
||||
|
||||
func (m Model) updateStats(msg tea.Msg) (tea.Model, tea.Cmd) {
|
||||
if key, ok := msg.(tea.KeyMsg); ok {
|
||||
if isKey(key, "s") || isEnter(key) || isQuit(key) {
|
||||
m.screen = screenTitle
|
||||
}
|
||||
}
|
||||
return m, nil
|
||||
func (m Model) roomCode() string {
|
||||
return m.ctx.RoomCode
|
||||
}
|
||||
|
||||
func (m Model) updateAchievements(msg tea.Msg) (tea.Model, tea.Cmd) {
|
||||
if key, ok := msg.(tea.KeyMsg); ok {
|
||||
if isKey(key, "a") || isEnter(key) || isQuit(key) {
|
||||
m.screen = screenTitle
|
||||
}
|
||||
}
|
||||
return m, nil
|
||||
func (m Model) session() *game.GameSession {
|
||||
return m.ctx.Session
|
||||
}
|
||||
|
||||
func (m Model) updateLeaderboard(msg tea.Msg) (tea.Model, tea.Cmd) {
|
||||
if key, ok := msg.(tea.KeyMsg); ok {
|
||||
if isKey(key, "l") || isEnter(key) || isQuit(key) {
|
||||
m.screen = screenTitle
|
||||
}
|
||||
}
|
||||
return m, nil
|
||||
}
|
||||
|
||||
func (m Model) updateHelp(msg tea.Msg) (tea.Model, tea.Cmd) {
|
||||
if key, ok := msg.(tea.KeyMsg); ok {
|
||||
if isKey(key, "h") || isEnter(key) || isQuit(key) {
|
||||
m.screen = screenTitle
|
||||
}
|
||||
}
|
||||
return m, nil
|
||||
}
|
||||
|
||||
func (m Model) updateLobby(msg tea.Msg) (tea.Model, tea.Cmd) {
|
||||
if key, ok := msg.(tea.KeyMsg); ok {
|
||||
// Join-by-code input mode
|
||||
if m.lobbyState.joining {
|
||||
if isEnter(key) && len(m.lobbyState.codeInput) == 4 {
|
||||
if m.lobby != nil {
|
||||
if err := m.lobby.JoinRoom(m.lobbyState.codeInput, m.playerName, m.fingerprint); err == nil {
|
||||
m.roomCode = m.lobbyState.codeInput
|
||||
m.screen = screenClassSelect
|
||||
}
|
||||
}
|
||||
m.lobbyState.joining = false
|
||||
m.lobbyState.codeInput = ""
|
||||
} else if isKey(key, "esc") || key.Type == tea.KeyEsc {
|
||||
m.lobbyState.joining = false
|
||||
m.lobbyState.codeInput = ""
|
||||
} else if key.Type == tea.KeyBackspace && len(m.lobbyState.codeInput) > 0 {
|
||||
m.lobbyState.codeInput = m.lobbyState.codeInput[:len(m.lobbyState.codeInput)-1]
|
||||
} else if len(key.Runes) == 1 && len(m.lobbyState.codeInput) < 4 {
|
||||
ch := strings.ToUpper(string(key.Runes))
|
||||
m.lobbyState.codeInput += ch
|
||||
}
|
||||
return m, nil
|
||||
}
|
||||
// Normal lobby key handling
|
||||
if isKey(key, "c") {
|
||||
if m.lobby != nil {
|
||||
code := m.lobby.CreateRoom(m.playerName + "'s Room")
|
||||
m.lobby.JoinRoom(code, m.playerName, m.fingerprint)
|
||||
m.roomCode = code
|
||||
m.screen = screenClassSelect
|
||||
}
|
||||
} else if isKey(key, "j") {
|
||||
m.lobbyState.joining = true
|
||||
m.lobbyState.codeInput = ""
|
||||
} else if isUp(key) {
|
||||
if m.lobbyState.cursor > 0 {
|
||||
m.lobbyState.cursor--
|
||||
}
|
||||
} else if isDown(key) {
|
||||
if m.lobbyState.cursor < len(m.lobbyState.rooms)-1 {
|
||||
m.lobbyState.cursor++
|
||||
}
|
||||
} else if isEnter(key) {
|
||||
if m.lobby != nil && len(m.lobbyState.rooms) > 0 {
|
||||
r := m.lobbyState.rooms[m.lobbyState.cursor]
|
||||
if err := m.lobby.JoinRoom(r.Code, m.playerName, m.fingerprint); err == nil {
|
||||
m.roomCode = r.Code
|
||||
m.screen = screenClassSelect
|
||||
}
|
||||
}
|
||||
} else if isKey(key, "q") {
|
||||
if m.lobby != nil {
|
||||
m.lobby.PlayerOffline(m.fingerprint)
|
||||
}
|
||||
m.screen = screenTitle
|
||||
}
|
||||
}
|
||||
return m, nil
|
||||
}
|
||||
|
||||
func (m Model) updateClassSelect(msg tea.Msg) (tea.Model, tea.Cmd) {
|
||||
if key, ok := msg.(tea.KeyMsg); ok {
|
||||
if isUp(key) {
|
||||
if m.classState.cursor > 0 {
|
||||
m.classState.cursor--
|
||||
}
|
||||
} else if isDown(key) {
|
||||
if m.classState.cursor < len(classOptions)-1 {
|
||||
m.classState.cursor++
|
||||
}
|
||||
} else if isEnter(key) {
|
||||
if m.lobby != nil {
|
||||
selectedClass := classOptions[m.classState.cursor].class
|
||||
m.lobby.SetPlayerClass(m.roomCode, m.fingerprint, selectedClass.String())
|
||||
room := m.lobby.GetRoom(m.roomCode)
|
||||
if room != nil {
|
||||
if room.Session == nil {
|
||||
room.Session = game.NewGameSession(m.lobby.Cfg())
|
||||
}
|
||||
m.session = room.Session
|
||||
player := entity.NewPlayer(m.playerName, selectedClass)
|
||||
player.Fingerprint = m.fingerprint
|
||||
m.session.AddPlayer(player)
|
||||
if m.lobby != nil {
|
||||
m.lobby.RegisterSession(m.fingerprint, m.roomCode)
|
||||
}
|
||||
m.session.StartGame()
|
||||
m.lobby.StartRoom(m.roomCode)
|
||||
m.gameState = m.session.GetState()
|
||||
m.screen = screenGame
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return m, nil
|
||||
}
|
||||
|
||||
// pollState returns a Cmd that waits briefly then refreshes game state
|
||||
func (m Model) pollState() tea.Cmd {
|
||||
return tea.Tick(time.Millisecond*200, func(t time.Time) tea.Msg {
|
||||
return tickMsg{}
|
||||
})
|
||||
}
|
||||
|
||||
type tickMsg struct{}
|
||||
|
||||
func (m Model) updateGame(msg tea.Msg) (tea.Model, tea.Cmd) {
|
||||
if m.session != nil && m.fingerprint != "" {
|
||||
m.session.TouchActivity(m.fingerprint)
|
||||
}
|
||||
// Refresh state on every update
|
||||
if m.session != nil {
|
||||
m.gameState = m.session.GetState()
|
||||
// Clamp target cursor to valid range after monsters die
|
||||
if len(m.gameState.Monsters) > 0 {
|
||||
if m.targetCursor >= len(m.gameState.Monsters) {
|
||||
m.targetCursor = len(m.gameState.Monsters) - 1
|
||||
}
|
||||
} else {
|
||||
m.targetCursor = 0
|
||||
}
|
||||
}
|
||||
|
||||
if m.gameState.GameOver {
|
||||
if m.store != nil && !m.rankingSaved {
|
||||
score := 0
|
||||
for _, p := range m.gameState.Players {
|
||||
score += p.Gold
|
||||
}
|
||||
// Find the current player's class
|
||||
playerClass := ""
|
||||
for _, p := range m.gameState.Players {
|
||||
if p.Fingerprint == m.fingerprint {
|
||||
playerClass = p.Class.String()
|
||||
break
|
||||
}
|
||||
}
|
||||
m.store.SaveRun(m.playerName, m.gameState.FloorNum, score, playerClass)
|
||||
// Check achievements
|
||||
if m.gameState.FloorNum >= 5 {
|
||||
m.store.UnlockAchievement(m.playerName, "first_clear")
|
||||
}
|
||||
if m.gameState.FloorNum >= 10 {
|
||||
m.store.UnlockAchievement(m.playerName, "floor10")
|
||||
}
|
||||
if m.gameState.Victory {
|
||||
m.store.UnlockAchievement(m.playerName, "floor20")
|
||||
}
|
||||
if m.gameState.SoloMode && m.gameState.FloorNum >= 5 {
|
||||
m.store.UnlockAchievement(m.playerName, "solo_clear")
|
||||
}
|
||||
if m.gameState.BossKilled {
|
||||
m.store.UnlockAchievement(m.playerName, "boss_slayer")
|
||||
}
|
||||
if m.gameState.FleeSucceeded {
|
||||
m.store.UnlockAchievement(m.playerName, "flee_master")
|
||||
}
|
||||
for _, p := range m.gameState.Players {
|
||||
if p.Gold >= 200 {
|
||||
m.store.UnlockAchievement(p.Name, "gold_hoarder")
|
||||
}
|
||||
if len(p.Relics) >= 3 {
|
||||
m.store.UnlockAchievement(p.Name, "relic_collector")
|
||||
}
|
||||
}
|
||||
if len(m.gameState.Players) >= 4 {
|
||||
m.store.UnlockAchievement(m.playerName, "full_party")
|
||||
}
|
||||
m.rankingSaved = true
|
||||
}
|
||||
m.screen = screenResult
|
||||
return m, nil
|
||||
}
|
||||
if m.gameState.Phase == game.PhaseShop {
|
||||
m.screen = screenShop
|
||||
return m, nil
|
||||
}
|
||||
|
||||
switch msg.(type) {
|
||||
case tickMsg:
|
||||
if m.session != nil {
|
||||
m.session.RevealNextLog()
|
||||
}
|
||||
// Keep polling during combat or while there are pending logs to reveal
|
||||
if m.gameState.Phase == game.PhaseCombat {
|
||||
return m, m.pollState()
|
||||
}
|
||||
if len(m.gameState.PendingLogs) > 0 {
|
||||
return m, m.pollState()
|
||||
}
|
||||
return m, nil
|
||||
}
|
||||
|
||||
if key, ok := msg.(tea.KeyMsg); ok {
|
||||
// Chat mode
|
||||
if m.chatting {
|
||||
if isEnter(key) && len(m.chatInput) > 0 {
|
||||
if m.session != nil {
|
||||
m.session.SendChat(m.playerName, m.chatInput)
|
||||
m.gameState = m.session.GetState()
|
||||
}
|
||||
m.chatting = false
|
||||
m.chatInput = ""
|
||||
} else if isKey(key, "esc") || key.Type == tea.KeyEsc {
|
||||
m.chatting = false
|
||||
m.chatInput = ""
|
||||
} else if key.Type == tea.KeyBackspace && len(m.chatInput) > 0 {
|
||||
m.chatInput = m.chatInput[:len(m.chatInput)-1]
|
||||
} else if len(key.Runes) == 1 && len(m.chatInput) < 40 {
|
||||
m.chatInput += string(key.Runes)
|
||||
}
|
||||
if m.gameState.Phase == game.PhaseCombat {
|
||||
return m, m.pollState()
|
||||
}
|
||||
return m, nil
|
||||
}
|
||||
|
||||
if isKey(key, "/") {
|
||||
m.chatting = true
|
||||
m.chatInput = ""
|
||||
if m.gameState.Phase == game.PhaseCombat {
|
||||
return m, m.pollState()
|
||||
}
|
||||
return m, nil
|
||||
}
|
||||
|
||||
switch m.gameState.Phase {
|
||||
case game.PhaseExploring:
|
||||
// Dead players can only observe, not move
|
||||
for _, p := range m.gameState.Players {
|
||||
if p.Fingerprint == m.fingerprint && p.IsDead() {
|
||||
if isQuit(key) {
|
||||
return m, tea.Quit
|
||||
}
|
||||
return m, nil
|
||||
}
|
||||
}
|
||||
neighbors := m.getNeighbors()
|
||||
if isUp(key) {
|
||||
if m.moveCursor > 0 {
|
||||
m.moveCursor--
|
||||
}
|
||||
} else if isDown(key) {
|
||||
if m.moveCursor < len(neighbors)-1 {
|
||||
m.moveCursor++
|
||||
}
|
||||
} else if isEnter(key) {
|
||||
if m.session != nil && len(neighbors) > 0 {
|
||||
roomIdx := neighbors[m.moveCursor]
|
||||
m.session.EnterRoom(roomIdx)
|
||||
m.gameState = m.session.GetState()
|
||||
m.moveCursor = 0
|
||||
if m.gameState.Phase == game.PhaseCombat {
|
||||
return m, m.pollState()
|
||||
}
|
||||
}
|
||||
} else if isQuit(key) {
|
||||
return m, tea.Quit
|
||||
}
|
||||
case game.PhaseCombat:
|
||||
isPlayerDead := false
|
||||
for _, p := range m.gameState.Players {
|
||||
if p.Fingerprint == m.fingerprint && p.IsDead() {
|
||||
isPlayerDead = true
|
||||
break
|
||||
}
|
||||
}
|
||||
if isPlayerDead {
|
||||
return m, m.pollState()
|
||||
}
|
||||
if isKey(key, "tab") || key.Type == tea.KeyTab {
|
||||
if len(m.gameState.Monsters) > 0 {
|
||||
m.targetCursor = (m.targetCursor + 1) % len(m.gameState.Monsters)
|
||||
}
|
||||
return m, m.pollState()
|
||||
}
|
||||
if m.session != nil {
|
||||
switch key.String() {
|
||||
case "1":
|
||||
m.session.SubmitAction(m.fingerprint, game.PlayerAction{Type: game.ActionAttack, TargetIdx: m.targetCursor})
|
||||
case "2":
|
||||
m.session.SubmitAction(m.fingerprint, game.PlayerAction{Type: game.ActionSkill, TargetIdx: m.targetCursor})
|
||||
case "3":
|
||||
m.session.SubmitAction(m.fingerprint, game.PlayerAction{Type: game.ActionItem})
|
||||
case "4":
|
||||
m.session.SubmitAction(m.fingerprint, game.PlayerAction{Type: game.ActionFlee})
|
||||
case "5":
|
||||
m.session.SubmitAction(m.fingerprint, game.PlayerAction{Type: game.ActionWait})
|
||||
}
|
||||
// After submitting, poll for turn resolution
|
||||
return m, m.pollState()
|
||||
}
|
||||
}
|
||||
}
|
||||
return m, nil
|
||||
}
|
||||
|
||||
func (m Model) getNeighbors() []int {
|
||||
if m.gameState.Floor == nil {
|
||||
return nil
|
||||
}
|
||||
cur := m.gameState.Floor.CurrentRoom
|
||||
if cur < 0 || cur >= len(m.gameState.Floor.Rooms) {
|
||||
return nil
|
||||
}
|
||||
return m.gameState.Floor.Rooms[cur].Neighbors
|
||||
}
|
||||
|
||||
func (m Model) updateShop(msg tea.Msg) (tea.Model, tea.Cmd) {
|
||||
if key, ok := msg.(tea.KeyMsg); ok {
|
||||
switch key.String() {
|
||||
case "1", "2", "3":
|
||||
if m.session != nil {
|
||||
idx := int(key.String()[0] - '1')
|
||||
if m.session.BuyItem(m.fingerprint, idx) {
|
||||
m.shopMsg = "Purchased!"
|
||||
} else {
|
||||
m.shopMsg = "Not enough gold!"
|
||||
}
|
||||
m.gameState = m.session.GetState()
|
||||
}
|
||||
case "q":
|
||||
if m.session != nil {
|
||||
m.session.LeaveShop()
|
||||
m.gameState = m.session.GetState()
|
||||
m.screen = screenGame
|
||||
}
|
||||
}
|
||||
}
|
||||
return m, nil
|
||||
}
|
||||
|
||||
func (m Model) updateResult(msg tea.Msg) (tea.Model, tea.Cmd) {
|
||||
if key, ok := msg.(tea.KeyMsg); ok {
|
||||
if isEnter(key) {
|
||||
if m.lobby != nil && m.fingerprint != "" {
|
||||
m.lobby.UnregisterSession(m.fingerprint)
|
||||
}
|
||||
if m.session != nil {
|
||||
m.session.Stop()
|
||||
m.session = nil
|
||||
}
|
||||
if m.lobby != nil && m.roomCode != "" {
|
||||
m.lobby.RemoveRoom(m.roomCode)
|
||||
}
|
||||
m.roomCode = ""
|
||||
m.rankingSaved = false
|
||||
m.screen = screenLobby
|
||||
m = m.withRefreshedLobby()
|
||||
} else if isQuit(key) {
|
||||
return m, tea.Quit
|
||||
}
|
||||
}
|
||||
return m, nil
|
||||
}
|
||||
|
||||
func (m Model) withRefreshedLobby() Model {
|
||||
if m.lobby == nil {
|
||||
return m
|
||||
}
|
||||
rooms := m.lobby.ListRooms()
|
||||
m.lobbyState.rooms = make([]roomInfo, len(rooms))
|
||||
for i, r := range rooms {
|
||||
status := "Waiting"
|
||||
if r.Status == game.RoomPlaying {
|
||||
status = "Playing"
|
||||
}
|
||||
players := make([]playerInfo, len(r.Players))
|
||||
for j, p := range r.Players {
|
||||
players[j] = playerInfo{Name: p.Name, Class: p.Class, Ready: p.Ready}
|
||||
}
|
||||
m.lobbyState.rooms[i] = roomInfo{
|
||||
Code: r.Code,
|
||||
Name: r.Name,
|
||||
Players: players,
|
||||
Status: status,
|
||||
}
|
||||
}
|
||||
m.lobbyState.online = len(m.lobby.ListOnline())
|
||||
m.lobbyState.cursor = 0
|
||||
return m
|
||||
}
|
||||
|
||||
@@ -25,16 +25,16 @@ func TestTitleToLobby(t *testing.T) {
|
||||
|
||||
m := NewModel(80, 24, "testfp", lobby, db)
|
||||
|
||||
if m.screen != screenTitle {
|
||||
t.Fatalf("initial screen: got %d, want screenTitle(0)", m.screen)
|
||||
if m.screenType() != screenTitle {
|
||||
t.Fatalf("initial screen: got %d, want screenTitle(0)", m.screenType())
|
||||
}
|
||||
|
||||
// First-time player: Enter goes to nickname screen
|
||||
result, _ := m.Update(tea.KeyMsg{Type: tea.KeyEnter})
|
||||
m2 := result.(Model)
|
||||
|
||||
if m2.screen != screenNickname {
|
||||
t.Errorf("after Enter (first time): screen=%d, want screenNickname(%d)", m2.screen, screenNickname)
|
||||
if m2.screenType() != screenNickname {
|
||||
t.Errorf("after Enter (first time): screen=%d, want screenNickname(%d)", m2.screenType(), screenNickname)
|
||||
}
|
||||
|
||||
// Type a name
|
||||
@@ -47,10 +47,10 @@ func TestTitleToLobby(t *testing.T) {
|
||||
result, _ = m2.Update(tea.KeyMsg{Type: tea.KeyEnter})
|
||||
m3 := result.(Model)
|
||||
|
||||
if m3.screen != screenLobby {
|
||||
t.Errorf("after nickname Enter: screen=%d, want screenLobby(1)", m3.screen)
|
||||
if m3.screenType() != screenLobby {
|
||||
t.Errorf("after nickname Enter: screen=%d, want screenLobby(1)", m3.screenType())
|
||||
}
|
||||
if m3.playerName == "" {
|
||||
if m3.playerName() == "" {
|
||||
t.Error("playerName should be set")
|
||||
}
|
||||
}
|
||||
@@ -78,10 +78,10 @@ func TestLobbyCreateRoom(t *testing.T) {
|
||||
result, _ = m2.Update(tea.KeyMsg{Type: tea.KeyRunes, Runes: []rune{'c'}})
|
||||
m3 := result.(Model)
|
||||
|
||||
if m3.screen != screenClassSelect {
|
||||
t.Errorf("after 'c': screen=%d, want screenClassSelect(2)", m3.screen)
|
||||
if m3.screenType() != screenClassSelect {
|
||||
t.Errorf("after 'c': screen=%d, want screenClassSelect(2)", m3.screenType())
|
||||
}
|
||||
if m3.roomCode == "" {
|
||||
if m3.roomCode() == "" {
|
||||
t.Error("roomCode should be set")
|
||||
}
|
||||
}
|
||||
@@ -107,18 +107,18 @@ func TestClassSelectToGame(t *testing.T) {
|
||||
result, _ = m2.Update(tea.KeyMsg{Type: tea.KeyRunes, Runes: []rune{'c'}})
|
||||
m3 := result.(Model)
|
||||
|
||||
if m3.screen != screenClassSelect {
|
||||
t.Fatalf("should be at class select, got %d", m3.screen)
|
||||
if m3.screenType() != screenClassSelect {
|
||||
t.Fatalf("should be at class select, got %d", m3.screenType())
|
||||
}
|
||||
|
||||
// Press Enter to select Warrior (default cursor=0)
|
||||
result, _ = m3.Update(tea.KeyMsg{Type: tea.KeyEnter})
|
||||
m4 := result.(Model)
|
||||
|
||||
if m4.screen != screenGame {
|
||||
t.Errorf("after class select Enter: screen=%d, want screenGame(3)", m4.screen)
|
||||
if m4.screenType() != screenGame {
|
||||
t.Errorf("after class select Enter: screen=%d, want screenGame(3)", m4.screenType())
|
||||
}
|
||||
if m4.session == nil {
|
||||
if m4.session() == nil {
|
||||
t.Error("session should be set")
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,9 +4,64 @@ import (
|
||||
"fmt"
|
||||
"strings"
|
||||
|
||||
tea "github.com/charmbracelet/bubbletea"
|
||||
"github.com/charmbracelet/lipgloss"
|
||||
)
|
||||
|
||||
// NicknameScreen handles first-time player name input.
|
||||
type NicknameScreen struct {
|
||||
input string
|
||||
}
|
||||
|
||||
func NewNicknameScreen() *NicknameScreen {
|
||||
return &NicknameScreen{}
|
||||
}
|
||||
|
||||
func (s *NicknameScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
|
||||
if key, ok := msg.(tea.KeyMsg); ok {
|
||||
if isEnter(key) && len(s.input) > 0 {
|
||||
ctx.PlayerName = s.input
|
||||
if ctx.Store != nil && ctx.Fingerprint != "" {
|
||||
ctx.Store.SaveProfile(ctx.Fingerprint, ctx.PlayerName)
|
||||
}
|
||||
if ctx.Lobby != nil {
|
||||
ctx.Lobby.PlayerOnline(ctx.Fingerprint, ctx.PlayerName)
|
||||
}
|
||||
// Check for active session to reconnect
|
||||
if ctx.Lobby != nil {
|
||||
code, session := ctx.Lobby.GetActiveSession(ctx.Fingerprint)
|
||||
if session != nil {
|
||||
ctx.RoomCode = code
|
||||
ctx.Session = session
|
||||
gs := NewGameScreen()
|
||||
gs.gameState = ctx.Session.GetState()
|
||||
ctx.Session.TouchActivity(ctx.Fingerprint)
|
||||
ctx.Session.SendChat("System", ctx.PlayerName+" reconnected!")
|
||||
return gs, gs.pollState()
|
||||
}
|
||||
}
|
||||
ls := NewLobbyScreen()
|
||||
ls.refreshLobby(ctx)
|
||||
return ls, nil
|
||||
} else if isKey(key, "esc") || key.Type == tea.KeyEsc {
|
||||
s.input = ""
|
||||
return NewTitleScreen(), nil
|
||||
} else if key.Type == tea.KeyBackspace && len(s.input) > 0 {
|
||||
s.input = s.input[:len(s.input)-1]
|
||||
} else if len(key.Runes) == 1 && len(s.input) < 12 {
|
||||
ch := string(key.Runes)
|
||||
if len(ch) == 1 && ch[0] >= 32 && ch[0] < 127 {
|
||||
s.input += ch
|
||||
}
|
||||
}
|
||||
}
|
||||
return s, nil
|
||||
}
|
||||
|
||||
func (s *NicknameScreen) View(ctx *Context) string {
|
||||
return renderNickname(s.input, ctx.Width, ctx.Height)
|
||||
}
|
||||
|
||||
func renderNickname(input string, width, height int) string {
|
||||
title := styleHeader.Render("── Enter Your Name ──")
|
||||
|
||||
|
||||
@@ -4,10 +4,53 @@ import (
|
||||
"fmt"
|
||||
"strings"
|
||||
|
||||
tea "github.com/charmbracelet/bubbletea"
|
||||
"github.com/tolelom/catacombs/game"
|
||||
"github.com/tolelom/catacombs/store"
|
||||
)
|
||||
|
||||
// ResultScreen shows the end-of-run summary and rankings.
|
||||
type ResultScreen struct {
|
||||
gameState game.GameState
|
||||
rankingSaved bool
|
||||
}
|
||||
|
||||
func NewResultScreen(state game.GameState, rankingSaved bool) *ResultScreen {
|
||||
return &ResultScreen{gameState: state, rankingSaved: rankingSaved}
|
||||
}
|
||||
|
||||
func (s *ResultScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
|
||||
if key, ok := msg.(tea.KeyMsg); ok {
|
||||
if isEnter(key) {
|
||||
if ctx.Lobby != nil && ctx.Fingerprint != "" {
|
||||
ctx.Lobby.UnregisterSession(ctx.Fingerprint)
|
||||
}
|
||||
if ctx.Session != nil {
|
||||
ctx.Session.Stop()
|
||||
ctx.Session = nil
|
||||
}
|
||||
if ctx.Lobby != nil && ctx.RoomCode != "" {
|
||||
ctx.Lobby.RemoveRoom(ctx.RoomCode)
|
||||
}
|
||||
ctx.RoomCode = ""
|
||||
ls := NewLobbyScreen()
|
||||
ls.refreshLobby(ctx)
|
||||
return ls, nil
|
||||
} else if isQuit(key) {
|
||||
return s, tea.Quit
|
||||
}
|
||||
}
|
||||
return s, nil
|
||||
}
|
||||
|
||||
func (s *ResultScreen) View(ctx *Context) string {
|
||||
var rankings []store.RunRecord
|
||||
if ctx.Store != nil {
|
||||
rankings, _ = ctx.Store.TopRuns(10)
|
||||
}
|
||||
return renderResult(s.gameState, rankings)
|
||||
}
|
||||
|
||||
func renderResult(state game.GameState, rankings []store.RunRecord) string {
|
||||
var sb strings.Builder
|
||||
|
||||
|
||||
@@ -3,11 +3,51 @@ package ui
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
tea "github.com/charmbracelet/bubbletea"
|
||||
"github.com/charmbracelet/lipgloss"
|
||||
"github.com/tolelom/catacombs/entity"
|
||||
"github.com/tolelom/catacombs/game"
|
||||
)
|
||||
|
||||
// ShopScreen handles the shop between floors.
|
||||
type ShopScreen struct {
|
||||
gameState game.GameState
|
||||
shopMsg string
|
||||
}
|
||||
|
||||
func NewShopScreen(state game.GameState) *ShopScreen {
|
||||
return &ShopScreen{gameState: state}
|
||||
}
|
||||
|
||||
func (s *ShopScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
|
||||
if key, ok := msg.(tea.KeyMsg); ok {
|
||||
switch key.String() {
|
||||
case "1", "2", "3":
|
||||
if ctx.Session != nil {
|
||||
idx := int(key.String()[0] - '1')
|
||||
if ctx.Session.BuyItem(ctx.Fingerprint, idx) {
|
||||
s.shopMsg = "Purchased!"
|
||||
} else {
|
||||
s.shopMsg = "Not enough gold!"
|
||||
}
|
||||
s.gameState = ctx.Session.GetState()
|
||||
}
|
||||
case "q":
|
||||
if ctx.Session != nil {
|
||||
ctx.Session.LeaveShop()
|
||||
gs := NewGameScreen()
|
||||
gs.gameState = ctx.Session.GetState()
|
||||
return gs, nil
|
||||
}
|
||||
}
|
||||
}
|
||||
return s, nil
|
||||
}
|
||||
|
||||
func (s *ShopScreen) View(ctx *Context) string {
|
||||
return renderShop(s.gameState, ctx.Width, ctx.Height, s.shopMsg)
|
||||
}
|
||||
|
||||
func itemTypeLabel(item entity.Item) string {
|
||||
switch item.Type {
|
||||
case entity.ItemWeapon:
|
||||
|
||||
@@ -3,10 +3,35 @@ package ui
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
tea "github.com/charmbracelet/bubbletea"
|
||||
"github.com/charmbracelet/lipgloss"
|
||||
"github.com/tolelom/catacombs/store"
|
||||
)
|
||||
|
||||
// StatsScreen shows player statistics.
|
||||
type StatsScreen struct{}
|
||||
|
||||
func NewStatsScreen() *StatsScreen {
|
||||
return &StatsScreen{}
|
||||
}
|
||||
|
||||
func (s *StatsScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
|
||||
if key, ok := msg.(tea.KeyMsg); ok {
|
||||
if isKey(key, "s") || isEnter(key) || isQuit(key) {
|
||||
return NewTitleScreen(), nil
|
||||
}
|
||||
}
|
||||
return s, nil
|
||||
}
|
||||
|
||||
func (s *StatsScreen) View(ctx *Context) string {
|
||||
var stats store.PlayerStats
|
||||
if ctx.Store != nil {
|
||||
stats, _ = ctx.Store.GetStats(ctx.PlayerName)
|
||||
}
|
||||
return renderStats(ctx.PlayerName, stats, ctx.Width, ctx.Height)
|
||||
}
|
||||
|
||||
func renderStats(playerName string, stats store.PlayerStats, width, height int) string {
|
||||
title := styleHeader.Render("── Player Statistics ──")
|
||||
|
||||
|
||||
64
ui/title.go
64
ui/title.go
@@ -1,11 +1,75 @@
|
||||
package ui
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"strings"
|
||||
"time"
|
||||
|
||||
tea "github.com/charmbracelet/bubbletea"
|
||||
"github.com/charmbracelet/lipgloss"
|
||||
)
|
||||
|
||||
// TitleScreen is the main menu screen.
|
||||
type TitleScreen struct{}
|
||||
|
||||
func NewTitleScreen() *TitleScreen {
|
||||
return &TitleScreen{}
|
||||
}
|
||||
|
||||
func (s *TitleScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
|
||||
if key, ok := msg.(tea.KeyMsg); ok {
|
||||
if isEnter(key) {
|
||||
if ctx.Fingerprint == "" {
|
||||
ctx.Fingerprint = fmt.Sprintf("anon-%d", time.Now().UnixNano())
|
||||
}
|
||||
if ctx.Store != nil {
|
||||
name, err := ctx.Store.GetProfile(ctx.Fingerprint)
|
||||
if err != nil {
|
||||
// First time player — show nickname input
|
||||
return NewNicknameScreen(), nil
|
||||
}
|
||||
ctx.PlayerName = name
|
||||
} else {
|
||||
ctx.PlayerName = "Adventurer"
|
||||
}
|
||||
if ctx.Lobby != nil {
|
||||
ctx.Lobby.PlayerOnline(ctx.Fingerprint, ctx.PlayerName)
|
||||
}
|
||||
// Check for active session to reconnect
|
||||
if ctx.Lobby != nil {
|
||||
code, session := ctx.Lobby.GetActiveSession(ctx.Fingerprint)
|
||||
if session != nil {
|
||||
ctx.RoomCode = code
|
||||
ctx.Session = session
|
||||
gs := NewGameScreen()
|
||||
gs.gameState = ctx.Session.GetState()
|
||||
ctx.Session.TouchActivity(ctx.Fingerprint)
|
||||
ctx.Session.SendChat("System", ctx.PlayerName+" reconnected!")
|
||||
return gs, gs.pollState()
|
||||
}
|
||||
}
|
||||
ls := NewLobbyScreen()
|
||||
ls.refreshLobby(ctx)
|
||||
return ls, nil
|
||||
} else if isKey(key, "h") {
|
||||
return NewHelpScreen(), nil
|
||||
} else if isKey(key, "s") {
|
||||
return NewStatsScreen(), nil
|
||||
} else if isKey(key, "a") {
|
||||
return NewAchievementsScreen(), nil
|
||||
} else if isKey(key, "l") {
|
||||
return NewLeaderboardScreen(), nil
|
||||
} else if isQuit(key) {
|
||||
return s, tea.Quit
|
||||
}
|
||||
}
|
||||
return s, nil
|
||||
}
|
||||
|
||||
func (s *TitleScreen) View(ctx *Context) string {
|
||||
return renderTitle(ctx.Width, ctx.Height)
|
||||
}
|
||||
|
||||
var titleLines = []string{
|
||||
` ██████╗ █████╗ ████████╗ █████╗ ██████╗ ██████╗ ███╗ ███╗██████╗ ███████╗`,
|
||||
`██╔════╝██╔══██╗╚══██╔══╝██╔══██╗██╔════╝██╔═══██╗████╗ ████║██╔══██╗██╔════╝`,
|
||||
|
||||
Reference in New Issue
Block a user