Multiplayer: - Add WaitingScreen between class select and game start; previously selecting a class immediately started the game and locked the room, preventing other players from joining - Add periodic lobby room list refresh (2s interval) - Add LeaveRoom method for backing out of waiting room Combat & mechanics: - Mark invalid attack targets with TargetIdx=-1 to suppress misleading "0 dmg" combat log entries - Make Freeze effect actually skip frozen player's action (was purely cosmetic before - expired during tick before action processing) - Implement Life Siphon relic heal-on-damage effect (was defined but never applied in combat) - Fix combo matching to track used actions and prevent reuse Game modes: - Wire up weekly mutations to GameSession via ApplyWeeklyMutation() - Implement 3 mutation runtime effects: no_shop, glass_cannon, elite_flood - Pass HardMode toggle from lobby UI through Context to GameSession - Apply HardMode difficulty multipliers (1.5x monsters, 2x shop, 0.5x heal) Polish: - Set starting room (index 0) to always be Empty (safe start) - Distinguish shop purchase errors: "Not enough gold" vs "Inventory full" - Record random events in codex for discovery tracking Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
90 lines
2.4 KiB
Go
90 lines
2.4 KiB
Go
package ui
|
|
|
|
import (
|
|
"fmt"
|
|
"log/slog"
|
|
"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 != "" {
|
|
if err := ctx.Store.SaveProfile(ctx.Fingerprint, ctx.PlayerName); err != nil {
|
|
slog.Error("failed to save profile", "error", err)
|
|
}
|
|
}
|
|
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, ls.pollLobby()
|
|
} 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 ──")
|
|
|
|
display := input
|
|
if display == "" {
|
|
display = strings.Repeat("_", 12)
|
|
} else {
|
|
display = input + "_"
|
|
}
|
|
|
|
inputBox := lipgloss.NewStyle().
|
|
Border(lipgloss.RoundedBorder()).
|
|
BorderForeground(colorCyan).
|
|
Padding(0, 2).
|
|
Render(stylePlayer.Render(display))
|
|
|
|
hint := styleSystem.Render(fmt.Sprintf("(%d/12 characters)", len(input)))
|
|
footer := styleAction.Render("[Enter] Confirm [Esc] Cancel")
|
|
|
|
return lipgloss.Place(width, height, lipgloss.Center, lipgloss.Center,
|
|
lipgloss.JoinVertical(lipgloss.Center, title, "", inputBox, hint, "", footer))
|
|
}
|