M6: plånbok, biljetter, kortet i telefonen och seedade minispel
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- sim.Wallet: IC-kort, kontanter, pappersbiljett, telefon med batteri,
  spenderat; följer med mellan banor (Game.Wallet)
- internal/minigame: gemensamt Game-gränssnitt (Update/Done/Success), all
  slump från del-seeds: TopUp (hitta チャージ, belopp, mata sedlar),
  Ticket (taxetavla med resmål på japanska), Crowd (tidsfönster, två
  försök), Ride (stationerna passerar, kliv av vid resmålet)
- sim.Run: spärren kräver biljett på biljettbanor annars användbart kort;
  telefonen ger ×1,1 fart men 15 % seedad omskanning (frysning 1,5 s),
  dött batteri gör kortet oanvändbart; automaten startar påfyllning eller
  biljettköp; tåget kontrollerar biljetten; fulla tåg kräver trängsel;
  resan avgör vinst/förlust (fel station, åkte förbi, fel tåg); StepMini
  låter klockan och sällskapet ticka medan rörelsen pausar
- level: ticketRequired, rideStops, Train.Crowded; 002 är biljettbana med
  fullt tåg och fyra stopp; ordboken har stationer (kind) + sju nya namn
- game: vyer för minispelen, plånbok i HUD, P i menyn = kort i telefonen,
  förlustorsaker och spenderat på resultatet, flaggor -phone/-card,
  skriptkommandon hold/waitstop; inforuta/minikarta döljs under minispel
- plan: M7b (Björn) – tågvind, ankomstindikator nära rälsen,
  in-/utkörningsanimation för tåg och bussar – i spelbeskrivning, roadmap,
  testplan
- docs/README/wiki med tre nya bilder (automat, biljettavla, tågresa)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
This commit is contained in:
2026-10-24 09:50:12 +02:00
parent 3f56020777
commit 9fc7e94074
45 changed files with 1779 additions and 166 deletions

View File

@@ -0,0 +1,156 @@
package game
import (
"fmt"
"image"
"image/color"
"strings"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/vector"
"gitea.brasse-pc.eu/brasse/metro-puzzle-jp/internal/lang"
"gitea.brasse-pc.eu/brasse/metro-puzzle-jp/internal/minigame"
)
// Minispelen ritas som en panel över banan. Logiken bor i internal/minigame.
func (s *LevelScene) drawMinigame(g *Game, screen *ebiten.Image) {
a := g.Assets
r := s.run
panel := image.Rect(12, 28, ScreenW-12, ScreenH-10)
vector.DrawFilledRect(screen, float32(panel.Min.X), float32(panel.Min.Y), float32(panel.Dx()), float32(panel.Dy()), colPanel, false)
vector.DrawFilledRect(screen, float32(panel.Min.X), float32(panel.Min.Y), float32(panel.Dx()), 3, colKnown, false)
switch m := r.Mini.(type) {
case *minigame.TopUp:
s.drawTopUp(a, screen, m, panel)
case *minigame.Ticket:
s.drawTicket(a, screen, m, panel)
case *minigame.Crowd:
s.drawCrowd(a, screen, m, panel)
case *minigame.Ride:
s.drawRide(a, screen, m, panel)
}
}
// jp ritar japansk text sedd genom spelarens kunskap (kända ord i gult).
func (s *LevelScene) jp(a *Assets, screen *ebiten.Image, text string, x, y int) {
rd := lang.Render(a.Dict, s.run.Know, text, UILang)
a.drawLines(screen, []line{shownLine(rd.Original, colText, false)}, x, y)
}
func (s *LevelScene) drawTopUp(a *Assets, screen *ebiten.Image, m *minigame.TopUp, p image.Rectangle) {
x, y := p.Min.X+8, p.Min.Y+8
a.DrawBig(screen, "チャージ", x, y, colKnown)
a.Draw(screen, a.T("mini.topup.title"), x+60, y+2, colText)
y += 20
switch m.Stage {
case minigame.TopUpPickButton:
a.Draw(screen, a.T("mini.topup.pick"), x, y, colDim)
y += LineH + 4
for i, b := range m.Buttons {
bx, by := x+(i%2)*140, y+(i/2)*26
col := colBar
if i == m.Cursor {
col = color.RGBA{90, 105, 136, 255}
}
vector.DrawFilledRect(screen, float32(bx), float32(by), 132, 22, col, false)
s.jp(a, screen, b, bx+6, by+5)
}
if m.Penalty > 0 {
a.Draw(screen, "ピッ! "+a.T("mini.topup.wrong"), x, y+56, colBad)
}
case minigame.TopUpPickAmount:
a.Draw(screen, a.T("mini.topup.amount"), x, y, colDim)
y += LineH + 4
for i, amt := range m.Amounts {
col := colText
if i == m.Cursor {
vector.DrawFilledRect(screen, float32(x-2), float32(y+i*LineH-1), 120, LineH, colBar, false)
col = colKnown
}
a.Draw(screen, fmt.Sprintf("%d円 (%d¥)", amt, amt), x, y+i*LineH, col)
}
case minigame.TopUpFeed:
a.Draw(screen, fmt.Sprintf(a.T("mini.topup.feed"), m.Amount), x, y, colText)
y += LineH + 8
vector.DrawFilledRect(screen, float32(x), float32(y), float32(p.Dx()-16), 8, colBar, false)
vector.DrawFilledRect(screen, float32(x), float32(y), float32(float64(p.Dx()-16)*m.Fill), 8, colGood, false)
}
a.Draw(screen, a.T("mini.cancel"), x, p.Max.Y-16, colDim)
}
func (s *LevelScene) drawTicket(a *Assets, screen *ebiten.Image, m *minigame.Ticket, p image.Rectangle) {
x, y := p.Min.X+8, p.Min.Y+8
a.DrawBig(screen, "きっぷ", x, y, colKnown)
a.Draw(screen, a.T("mini.ticket.title"), x+48, y+2, colText)
y += 20
a.Draw(screen, fmt.Sprintf(a.T("mini.ticket.hint"), s.run.Level.Destination.Get("romaji"), m.Cash), x, y, colDim)
y += LineH + 4
for i, o := range m.Options {
ry := y + i*LineH
col := colText
if i == m.Cursor {
vector.DrawFilledRect(screen, float32(x-2), float32(ry-1), float32(p.Dx()-12), LineH, colBar, false)
}
if o.Fare > m.Cash {
col = colDim
}
s.jp(a, screen, o.Dest, x, ry)
fare := fmt.Sprintf("%d円", o.Fare)
a.Draw(screen, fare, p.Max.X-10-a.Width(fare), ry, col)
}
a.Draw(screen, a.T("mini.cancel"), x, p.Max.Y-16, colDim)
}
func (s *LevelScene) drawCrowd(a *Assets, screen *ebiten.Image, m *minigame.Crowd, p image.Rectangle) {
x, y := p.Min.X+8, p.Min.Y+8
a.DrawBig(screen, "満員", x, y, colBad)
a.Draw(screen, a.T("mini.crowd.title"), x+36, y+2, colText)
y += 24
a.Draw(screen, fmt.Sprintf(a.T("mini.crowd.hint"), m.MaxTries-m.Attempts), x, y, colDim)
y += LineH + 10
w := float32(p.Dx() - 16)
vector.DrawFilledRect(screen, float32(x), float32(y), w, 14, colBar, false)
vector.DrawFilledRect(screen, float32(x)+w*float32(m.ZoneLo), float32(y), w*float32(m.ZoneHi-m.ZoneLo), 14, colGood, false)
vector.DrawFilledRect(screen, float32(x)+w*float32(m.Pos)-1, float32(y)-3, 3, 20, colText, false)
}
func (s *LevelScene) drawRide(a *Assets, screen *ebiten.Image, m *minigame.Ride, p image.Rectangle) {
x, y := p.Min.X+8, p.Min.Y+8
a.DrawBig(screen, "次は", x, y, colDim)
a.Draw(screen, a.T("mini.ride.title"), x+36, y+2, colText)
y += 22
cur := m.Current()
a.DrawBig(screen, cur, x, y, colText)
rd := lang.Render(a.Dict, s.run.Know, cur, UILang)
a.drawLines(screen, []line{shownLine(rd.Partial, colText, false)}, x+a.Width(cur)*12/10+12, y+2)
lvl := s.run.Level
if lang.ShowEnglish(lvl.ID, m.Index, 77, lvl.Difficulty) {
if e := a.Dict.Lookup(cur); e != nil {
a.Draw(screen, e.Romaji, x, y+16, colEnglish)
}
}
y += 34
// Linjen: en prick per station, den aktuella större.
for i := range m.Stops {
cx := x + 6 + i*22
col := colDim
if i == m.Index {
col = colText
}
if i < m.Index {
col = colBar
}
vector.DrawFilledRect(screen, float32(cx), float32(y+3), 14, 2, colBar, false)
vector.DrawFilledRect(screen, float32(cx-3), float32(y), 6, 8, col, false)
}
y += 14
vector.DrawFilledRect(screen, float32(x), float32(y), float32(p.Dx()-16), 3, colBar, false)
vector.DrawFilledRect(screen, float32(x), float32(y), float32(float64(p.Dx()-16)*(1-m.Timer/m.StopSec)), 3, colKnown, false)
hint := a.T("mini.ride.hint")
if dest := lvl.Destination.Get("romaji"); dest != "" {
hint = strings.Replace(hint, "%s", dest, 1)
}
a.Draw(screen, hint, x, p.Max.Y-16, colGood)
}