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 +1,65 @@
package game
import (
"fmt"
"image/color"
"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/level"
)
// ResultScene visas när spelaren nått en perrong.
type ResultScene struct {
from *LevelScene
train *level.Train
}
// NewResultScene bygger resultatet för banan som just spelades.
func NewResultScene(from *LevelScene, train *level.Train) *ResultScene {
return &ResultScene{from: from, train: train}
}
func (r *ResultScene) correct() bool { return r.train != nil && r.train.Correct }
func (r *ResultScene) Update(g *Game) error {
switch {
case inpututil_R():
s, err := NewLevelScene(g.Assets, r.from.id)
if err != nil {
return err
}
g.SetScene(s)
case confirmJustPressed() || backJustPressed():
m, err := NewMenuScene(g.Assets)
if err != nil {
return err
}
g.SetScene(m)
}
return nil
}
func (r *ResultScene) Draw(g *Game, screen *ebiten.Image) {
r.from.Draw(g, screen) // banan i bakgrunden
bg := color.RGBA{24, 20, 37, 230}
vector.DrawFilledRect(screen, 20, 40, ScreenW-40, 100, bg, false)
accent := color.RGBA{228, 59, 68, 255}
headline := g.Assets.T("level.wrong_train")
if r.correct() {
accent = color.RGBA{99, 199, 77, 255}
headline = g.Assets.T("level.cleared")
}
vector.DrawFilledRect(screen, 20, 40, ScreenW-40, 3, accent, false)
ebitenutil.DebugPrintAt(screen, headline, 28, 50)
if r.train != nil {
ebitenutil.DebugPrintAt(screen, fmt.Sprintf("%s -> %s", r.train.Line.Get("romaji"),
r.train.Destination.Get("romaji")), 28, 66) // TODO(M3): japanska när fonten finns
}
ebitenutil.DebugPrintAt(screen, fmt.Sprintf("%s %.1fs %s %d", g.Assets.T("hud.time"), r.from.elapsed,
g.Assets.T("hud.steps"), r.from.steps), 28, 86)
ebitenutil.DebugPrintAt(screen, g.Assets.T("result.hint"), 28, 118)
}