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>
This commit is contained in:
2026-10-23 19:16:53 +02:00
parent ae50d444a4
commit 4ae7dba291
34 changed files with 1730 additions and 124 deletions

View File

@@ -0,0 +1,83 @@
package game
import (
"fmt"
"image/color"
"path/filepath"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
"github.com/hajimehoshi/ebiten/v2/vector"
"gitea.brasse-pc.eu/brasse/metro-puzzle-jp/internal/buildinfo"
"gitea.brasse-pc.eu/brasse/metro-puzzle-jp/internal/level"
)
type menuEntry struct {
id string
name string
dest string
}
// MenuScene listar banorna och låter spelaren välja.
type MenuScene struct {
entries []menuEntry
sel int
err error
}
// NewMenuScene läser in banlistan.
func NewMenuScene(a *Assets) (*MenuScene, error) {
ids, err := level.List(a.LevelsDir)
if err != nil {
return nil, err
}
m := &MenuScene{}
for _, id := range ids {
l, err := level.LoadFile(filepath.Join(a.LevelsDir, id+".json"))
if err != nil {
m.err = err
continue
}
m.entries = append(m.entries, menuEntry{id: id, name: l.Name.Get("sv"), dest: l.Destination.Get("romaji")}) // TODO(M3): japanska när fonten finns
}
return m, nil
}
func (m *MenuScene) Update(g *Game) error {
if backJustPressed() {
return ebiten.Termination
}
if n := len(m.entries); n > 0 {
m.sel = (m.sel + menuMove() + n) % n
if confirmJustPressed() {
s, err := NewLevelScene(g.Assets, m.entries[m.sel].id)
if err != nil {
m.err = err
return nil
}
g.SetScene(s)
}
}
return nil
}
func (m *MenuScene) Draw(g *Game, screen *ebiten.Image) {
screen.Fill(color.RGBA{24, 20, 37, 255})
vector.DrawFilledRect(screen, 0, 0, ScreenW, 22, color.RGBA{38, 43, 68, 255}, false)
ebitenutil.DebugPrintAt(screen, g.Assets.T("game.title"), 8, 4)
ebitenutil.DebugPrintAt(screen, g.Assets.T("menu.choose_level"), 8, 30)
for i, e := range m.entries {
y := 46 + i*14
if i == m.sel {
vector.DrawFilledRect(screen, 6, float32(y-2), ScreenW-12, 13, color.RGBA{58, 68, 102, 255}, false)
}
ebitenutil.DebugPrintAt(screen, fmt.Sprintf("%s -> %s", e.name, e.dest), 12, y)
}
if m.err != nil {
ebitenutil.DebugPrintAt(screen, "FEL: "+m.err.Error(), 8, ScreenH-40)
}
ebitenutil.DebugPrintAt(screen, g.Assets.T("menu.hint"), 8, ScreenH-26)
ebitenutil.DebugPrintAt(screen, fmt.Sprintf("%s (%s)", buildinfo.Version, buildinfo.Mode), 8, ScreenH-13)
}