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:
2026-03-25 13:26:47 +09:00
parent 7cb9290798
commit ba01c11d36
13 changed files with 809 additions and 654 deletions

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@@ -3,10 +3,35 @@ package ui
import (
"fmt"
tea "github.com/charmbracelet/bubbletea"
"github.com/charmbracelet/lipgloss"
"github.com/tolelom/catacombs/store"
)
// AchievementsScreen shows the player's achievements.
type AchievementsScreen struct{}
func NewAchievementsScreen() *AchievementsScreen {
return &AchievementsScreen{}
}
func (s *AchievementsScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
if key, ok := msg.(tea.KeyMsg); ok {
if isKey(key, "a") || isEnter(key) || isQuit(key) {
return NewTitleScreen(), nil
}
}
return s, nil
}
func (s *AchievementsScreen) View(ctx *Context) string {
var achievements []store.Achievement
if ctx.Store != nil {
achievements, _ = ctx.Store.GetAchievements(ctx.PlayerName)
}
return renderAchievements(ctx.PlayerName, achievements, ctx.Width, ctx.Height)
}
func renderAchievements(playerName string, achievements []store.Achievement, width, height int) string {
title := styleHeader.Render("── Achievements ──")

View File

@@ -3,10 +3,64 @@ package ui
import (
"fmt"
tea "github.com/charmbracelet/bubbletea"
"github.com/charmbracelet/lipgloss"
"github.com/tolelom/catacombs/entity"
"github.com/tolelom/catacombs/game"
)
// ClassSelectScreen lets the player choose a class before entering the game.
type ClassSelectScreen struct {
cursor int
}
func NewClassSelectScreen() *ClassSelectScreen {
return &ClassSelectScreen{}
}
func (s *ClassSelectScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
if key, ok := msg.(tea.KeyMsg); ok {
if isUp(key) {
if s.cursor > 0 {
s.cursor--
}
} else if isDown(key) {
if s.cursor < len(classOptions)-1 {
s.cursor++
}
} else if isEnter(key) {
if ctx.Lobby != nil {
selectedClass := classOptions[s.cursor].class
ctx.Lobby.SetPlayerClass(ctx.RoomCode, ctx.Fingerprint, selectedClass.String())
room := ctx.Lobby.GetRoom(ctx.RoomCode)
if room != nil {
if room.Session == nil {
room.Session = game.NewGameSession(ctx.Lobby.Cfg())
}
ctx.Session = room.Session
player := entity.NewPlayer(ctx.PlayerName, selectedClass)
player.Fingerprint = ctx.Fingerprint
ctx.Session.AddPlayer(player)
if ctx.Lobby != nil {
ctx.Lobby.RegisterSession(ctx.Fingerprint, ctx.RoomCode)
}
ctx.Session.StartGame()
ctx.Lobby.StartRoom(ctx.RoomCode)
gs := NewGameScreen()
gs.gameState = ctx.Session.GetState()
return gs, nil
}
}
}
}
return s, nil
}
func (s *ClassSelectScreen) View(ctx *Context) string {
state := classSelectState{cursor: s.cursor}
return renderClassSelect(state, ctx.Width, ctx.Height)
}
type classSelectState struct {
cursor int
}

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@@ -5,12 +5,233 @@ import (
"strings"
"time"
tea "github.com/charmbracelet/bubbletea"
"github.com/charmbracelet/lipgloss"
"github.com/tolelom/catacombs/dungeon"
"github.com/tolelom/catacombs/entity"
"github.com/tolelom/catacombs/game"
)
// GameScreen handles the main gameplay: exploration, combat, and chat.
type GameScreen struct {
gameState game.GameState
targetCursor int
moveCursor int
chatting bool
chatInput string
rankingSaved bool
}
func NewGameScreen() *GameScreen {
return &GameScreen{}
}
func (s *GameScreen) pollState() tea.Cmd {
return tea.Tick(time.Millisecond*200, func(t time.Time) tea.Msg {
return tickMsg{}
})
}
func (s *GameScreen) getNeighbors() []int {
if s.gameState.Floor == nil {
return nil
}
cur := s.gameState.Floor.CurrentRoom
if cur < 0 || cur >= len(s.gameState.Floor.Rooms) {
return nil
}
return s.gameState.Floor.Rooms[cur].Neighbors
}
func (s *GameScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
if ctx.Session != nil && ctx.Fingerprint != "" {
ctx.Session.TouchActivity(ctx.Fingerprint)
}
// Refresh state on every update
if ctx.Session != nil {
s.gameState = ctx.Session.GetState()
// Clamp target cursor to valid range after monsters die
if len(s.gameState.Monsters) > 0 {
if s.targetCursor >= len(s.gameState.Monsters) {
s.targetCursor = len(s.gameState.Monsters) - 1
}
} else {
s.targetCursor = 0
}
}
if s.gameState.GameOver {
if ctx.Store != nil && !s.rankingSaved {
score := 0
for _, p := range s.gameState.Players {
score += p.Gold
}
playerClass := ""
for _, p := range s.gameState.Players {
if p.Fingerprint == ctx.Fingerprint {
playerClass = p.Class.String()
break
}
}
ctx.Store.SaveRun(ctx.PlayerName, s.gameState.FloorNum, score, playerClass)
// Check achievements
if s.gameState.FloorNum >= 5 {
ctx.Store.UnlockAchievement(ctx.PlayerName, "first_clear")
}
if s.gameState.FloorNum >= 10 {
ctx.Store.UnlockAchievement(ctx.PlayerName, "floor10")
}
if s.gameState.Victory {
ctx.Store.UnlockAchievement(ctx.PlayerName, "floor20")
}
if s.gameState.SoloMode && s.gameState.FloorNum >= 5 {
ctx.Store.UnlockAchievement(ctx.PlayerName, "solo_clear")
}
if s.gameState.BossKilled {
ctx.Store.UnlockAchievement(ctx.PlayerName, "boss_slayer")
}
if s.gameState.FleeSucceeded {
ctx.Store.UnlockAchievement(ctx.PlayerName, "flee_master")
}
for _, p := range s.gameState.Players {
if p.Gold >= 200 {
ctx.Store.UnlockAchievement(p.Name, "gold_hoarder")
}
if len(p.Relics) >= 3 {
ctx.Store.UnlockAchievement(p.Name, "relic_collector")
}
}
if len(s.gameState.Players) >= 4 {
ctx.Store.UnlockAchievement(ctx.PlayerName, "full_party")
}
s.rankingSaved = true
}
return NewResultScreen(s.gameState, s.rankingSaved), nil
}
if s.gameState.Phase == game.PhaseShop {
return NewShopScreen(s.gameState), nil
}
switch msg.(type) {
case tickMsg:
if ctx.Session != nil {
ctx.Session.RevealNextLog()
}
if s.gameState.Phase == game.PhaseCombat {
return s, s.pollState()
}
if len(s.gameState.PendingLogs) > 0 {
return s, s.pollState()
}
return s, nil
}
if key, ok := msg.(tea.KeyMsg); ok {
// Chat mode
if s.chatting {
if isEnter(key) && len(s.chatInput) > 0 {
if ctx.Session != nil {
ctx.Session.SendChat(ctx.PlayerName, s.chatInput)
s.gameState = ctx.Session.GetState()
}
s.chatting = false
s.chatInput = ""
} else if isKey(key, "esc") || key.Type == tea.KeyEsc {
s.chatting = false
s.chatInput = ""
} else if key.Type == tea.KeyBackspace && len(s.chatInput) > 0 {
s.chatInput = s.chatInput[:len(s.chatInput)-1]
} else if len(key.Runes) == 1 && len(s.chatInput) < 40 {
s.chatInput += string(key.Runes)
}
if s.gameState.Phase == game.PhaseCombat {
return s, s.pollState()
}
return s, nil
}
if isKey(key, "/") {
s.chatting = true
s.chatInput = ""
if s.gameState.Phase == game.PhaseCombat {
return s, s.pollState()
}
return s, nil
}
switch s.gameState.Phase {
case game.PhaseExploring:
for _, p := range s.gameState.Players {
if p.Fingerprint == ctx.Fingerprint && p.IsDead() {
if isQuit(key) {
return s, tea.Quit
}
return s, nil
}
}
neighbors := s.getNeighbors()
if isUp(key) {
if s.moveCursor > 0 {
s.moveCursor--
}
} else if isDown(key) {
if s.moveCursor < len(neighbors)-1 {
s.moveCursor++
}
} else if isEnter(key) {
if ctx.Session != nil && len(neighbors) > 0 {
roomIdx := neighbors[s.moveCursor]
ctx.Session.EnterRoom(roomIdx)
s.gameState = ctx.Session.GetState()
s.moveCursor = 0
if s.gameState.Phase == game.PhaseCombat {
return s, s.pollState()
}
}
} else if isQuit(key) {
return s, tea.Quit
}
case game.PhaseCombat:
isPlayerDead := false
for _, p := range s.gameState.Players {
if p.Fingerprint == ctx.Fingerprint && p.IsDead() {
isPlayerDead = true
break
}
}
if isPlayerDead {
return s, s.pollState()
}
if isKey(key, "tab") || key.Type == tea.KeyTab {
if len(s.gameState.Monsters) > 0 {
s.targetCursor = (s.targetCursor + 1) % len(s.gameState.Monsters)
}
return s, s.pollState()
}
if ctx.Session != nil {
switch key.String() {
case "1":
ctx.Session.SubmitAction(ctx.Fingerprint, game.PlayerAction{Type: game.ActionAttack, TargetIdx: s.targetCursor})
case "2":
ctx.Session.SubmitAction(ctx.Fingerprint, game.PlayerAction{Type: game.ActionSkill, TargetIdx: s.targetCursor})
case "3":
ctx.Session.SubmitAction(ctx.Fingerprint, game.PlayerAction{Type: game.ActionItem})
case "4":
ctx.Session.SubmitAction(ctx.Fingerprint, game.PlayerAction{Type: game.ActionFlee})
case "5":
ctx.Session.SubmitAction(ctx.Fingerprint, game.PlayerAction{Type: game.ActionWait})
}
return s, s.pollState()
}
}
}
return s, nil
}
func (s *GameScreen) View(ctx *Context) string {
return renderGame(s.gameState, ctx.Width, ctx.Height, s.targetCursor, s.moveCursor, s.chatting, s.chatInput)
}
func renderGame(state game.GameState, width, height int, targetCursor int, moveCursor int, chatting bool, chatInput string) string {
mapView := renderMap(state.Floor)
hudView := renderHUD(state, targetCursor, moveCursor)

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@@ -1,9 +1,30 @@
package ui
import (
tea "github.com/charmbracelet/bubbletea"
"github.com/charmbracelet/lipgloss"
)
// HelpScreen shows controls and tips.
type HelpScreen struct{}
func NewHelpScreen() *HelpScreen {
return &HelpScreen{}
}
func (s *HelpScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
if key, ok := msg.(tea.KeyMsg); ok {
if isKey(key, "h") || isEnter(key) || isQuit(key) {
return NewTitleScreen(), nil
}
}
return s, nil
}
func (s *HelpScreen) View(ctx *Context) string {
return renderHelp(ctx.Width, ctx.Height)
}
func renderHelp(width, height int) string {
title := styleHeader.Render("── Controls ──")

View File

@@ -3,10 +3,36 @@ package ui
import (
"fmt"
tea "github.com/charmbracelet/bubbletea"
"github.com/charmbracelet/lipgloss"
"github.com/tolelom/catacombs/store"
)
// LeaderboardScreen shows the top runs.
type LeaderboardScreen struct{}
func NewLeaderboardScreen() *LeaderboardScreen {
return &LeaderboardScreen{}
}
func (s *LeaderboardScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
if key, ok := msg.(tea.KeyMsg); ok {
if isKey(key, "l") || isEnter(key) || isQuit(key) {
return NewTitleScreen(), nil
}
}
return s, nil
}
func (s *LeaderboardScreen) View(ctx *Context) string {
var byFloor, byGold []store.RunRecord
if ctx.Store != nil {
byFloor, _ = ctx.Store.TopRuns(10)
byGold, _ = ctx.Store.TopRunsByGold(10)
}
return renderLeaderboard(byFloor, byGold, ctx.Width, ctx.Height)
}
func renderLeaderboard(byFloor, byGold []store.RunRecord, width, height int) string {
title := styleHeader.Render("── Leaderboard ──")

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@@ -4,20 +4,11 @@ import (
"fmt"
"strings"
tea "github.com/charmbracelet/bubbletea"
"github.com/charmbracelet/lipgloss"
"github.com/tolelom/catacombs/game"
)
type lobbyState struct {
rooms []roomInfo
input string
cursor int
creating bool
roomName string
joining bool
codeInput string
online int
}
type roomInfo struct {
Code string
Name string
@@ -31,6 +22,134 @@ type playerInfo struct {
Ready bool
}
// LobbyScreen shows available rooms and lets players create/join.
type LobbyScreen struct {
rooms []roomInfo
input string
cursor int
creating bool
roomName string
joining bool
codeInput string
online int
}
func NewLobbyScreen() *LobbyScreen {
return &LobbyScreen{}
}
func (s *LobbyScreen) refreshLobby(ctx *Context) {
if ctx.Lobby == nil {
return
}
rooms := ctx.Lobby.ListRooms()
s.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}
}
s.rooms[i] = roomInfo{
Code: r.Code,
Name: r.Name,
Players: players,
Status: status,
}
}
s.online = len(ctx.Lobby.ListOnline())
s.cursor = 0
}
func (s *LobbyScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
if key, ok := msg.(tea.KeyMsg); ok {
// Join-by-code input mode
if s.joining {
if isEnter(key) && len(s.codeInput) == 4 {
if ctx.Lobby != nil {
if err := ctx.Lobby.JoinRoom(s.codeInput, ctx.PlayerName, ctx.Fingerprint); err == nil {
ctx.RoomCode = s.codeInput
return NewClassSelectScreen(), nil
}
}
s.joining = false
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")).

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@@ -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())
// 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
}
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
}
}
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
}

View File

@@ -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")
}
}

View File

@@ -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 ──")

View File

@@ -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

View File

@@ -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:

View File

@@ -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 ──")

View File

@@ -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{
` ██████╗ █████╗ ████████╗ █████╗ ██████╗ ██████╗ ███╗ ███╗██████╗ ███████╗`,
`██╔════╝██╔══██╗╚══██╔══╝██╔══██╗██╔════╝██╔═══██╗████╗ ████║██╔══██╗██╔════╝`,