M1: rörelse, kollision, kamera, scener, tileset, skärmdumpar, CI
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- internal/sim: rutbaserad Mover (4 riktningar, riktningsbyte vid rutgräns, bildrute-exakt ankomst) och Camera (följer, klampar, centrerar små kartor), med tester - internal/game: scener meny -> bana -> resultat, tangentbord + gamepad, tileset och spelaranimation, HUD, skriptläge (-script) för deterministiska skärmdumpar och tester - tools/genart genererar placeholder-grafik (tiles.png, player.png); tools/shots tar doc/img/*.png som README och wiki visar - bana 002-shinjuku (33x21) för kamerascroll; level.List/LoadFile/TrainAt - .gitea/workflows/release.yaml: vet + test + linux/windows-zippar till rullande latest på brasse-linux01-runnern (linux-amd64) - docs: roadmap M1 klar, tester, plan, README med bilder och styrning Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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83
internal/game/scene_menu.go
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83
internal/game/scene_menu.go
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package game
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import (
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"fmt"
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"image/color"
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"path/filepath"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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"github.com/hajimehoshi/ebiten/v2/vector"
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"gitea.brasse-pc.eu/brasse/metro-puzzle-jp/internal/buildinfo"
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"gitea.brasse-pc.eu/brasse/metro-puzzle-jp/internal/level"
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)
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type menuEntry struct {
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id string
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name string
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dest string
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}
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// MenuScene listar banorna och låter spelaren välja.
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type MenuScene struct {
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entries []menuEntry
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sel int
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err error
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}
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// NewMenuScene läser in banlistan.
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func NewMenuScene(a *Assets) (*MenuScene, error) {
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ids, err := level.List(a.LevelsDir)
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if err != nil {
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return nil, err
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}
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m := &MenuScene{}
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for _, id := range ids {
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l, err := level.LoadFile(filepath.Join(a.LevelsDir, id+".json"))
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if err != nil {
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m.err = err
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continue
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}
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m.entries = append(m.entries, menuEntry{id: id, name: l.Name.Get("sv"), dest: l.Destination.Get("romaji")}) // TODO(M3): japanska när fonten finns
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}
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return m, nil
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}
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func (m *MenuScene) Update(g *Game) error {
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if backJustPressed() {
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return ebiten.Termination
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}
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if n := len(m.entries); n > 0 {
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m.sel = (m.sel + menuMove() + n) % n
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if confirmJustPressed() {
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s, err := NewLevelScene(g.Assets, m.entries[m.sel].id)
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if err != nil {
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m.err = err
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return nil
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}
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g.SetScene(s)
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}
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}
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return nil
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}
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func (m *MenuScene) Draw(g *Game, screen *ebiten.Image) {
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screen.Fill(color.RGBA{24, 20, 37, 255})
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vector.DrawFilledRect(screen, 0, 0, ScreenW, 22, color.RGBA{38, 43, 68, 255}, false)
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ebitenutil.DebugPrintAt(screen, g.Assets.T("game.title"), 8, 4)
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ebitenutil.DebugPrintAt(screen, g.Assets.T("menu.choose_level"), 8, 30)
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for i, e := range m.entries {
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y := 46 + i*14
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if i == m.sel {
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vector.DrawFilledRect(screen, 6, float32(y-2), ScreenW-12, 13, color.RGBA{58, 68, 102, 255}, false)
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}
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ebitenutil.DebugPrintAt(screen, fmt.Sprintf("%s -> %s", e.name, e.dest), 12, y)
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}
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if m.err != nil {
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ebitenutil.DebugPrintAt(screen, "FEL: "+m.err.Error(), 8, ScreenH-40)
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}
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ebitenutil.DebugPrintAt(screen, g.Assets.T("menu.hint"), 8, ScreenH-26)
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ebitenutil.DebugPrintAt(screen, fmt.Sprintf("%s (%s)", buildinfo.Version, buildinfo.Mode), 8, ScreenH-13)
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}
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