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