Files
metro-puzzle-jp/internal/game/scene_result.go
claude 3f56020777
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M5: minikarta med dimma, riktmärken och avgångslista
- sim.Fog: avslöjar tre gångsteg från spelaren plus gränsande väggar (ser
  längs gången, inte genom väggen); riktmärken (perronger, start, spärrar)
  syns alltid; Explored ger utforskad andel; nollställs per omgång
- game/minimap: 1–3 px per ruta i det hörn som varken täcker inforutan
  eller spelaren, perrong vit när tåget är inne, spelaren blinkar,
  följarna i sina toner, avgångslista per spår (● inne / ○ kommer);
  M döljer/visar
- resultatskärmen visar utforskad andel och antal försörjda; layout justerad
- docs/README/wiki uppdaterade

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-24 09:28:01 +02:00

92 lines
3.1 KiB
Go

package game
import (
"fmt"
"strings"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/vector"
"gitea.brasse-pc.eu/brasse/metro-puzzle-jp/internal/sim"
)
// ResultScene visas när banan är avgjord (rätt eller fel tåg).
type ResultScene struct {
from *LevelScene
}
// NewResultScene bygger resultatet för banan som just spelades.
func NewResultScene(from *LevelScene) *ResultScene { return &ResultScene{from: from} }
func (r *ResultScene) Update(g *Game) error {
switch {
case wordsJustPressed():
g.SetScene(NewWordsScene(g.Assets, r))
case inpututil_R():
s, err := NewLevelScene(g.Assets, r.from.id, g.Know, g.seed())
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
run := r.from.run
a := g.Assets
vector.DrawFilledRect(screen, 20, 36, ScreenW-40, 120, colPanel, false)
accent, headline := colBad, a.T("level.wrong_train")
if run.Outcome == sim.Won {
accent, headline = colGood, a.T("level.cleared")
}
vector.DrawFilledRect(screen, 20, 36, ScreenW-40, 3, accent, false)
a.DrawBig(screen, headline, 28, 44, accent)
if run.Outcome == sim.Won {
stars := strings.Repeat("★", run.Stars) + strings.Repeat("☆", 3-run.Stars)
a.DrawBig(screen, stars, ScreenW-28-a.Width(stars)-8, 44, colWarn)
}
y := 62
if tr := run.Boarded; tr != nil {
a.Draw(screen, fmt.Sprintf("%s%s %s %s%s", tr.Track, a.T("hud.track_suffix_ja"), tr.Line.Get("ja"),
tr.Destination.Get("ja"), a.T("hud.for_ja")), 28, y, colKnown)
y += LineH
a.Draw(screen, fmt.Sprintf("%s %s %s → %s", a.T("hud.track"), tr.Track, tr.Line.Get("romaji"), tr.Destination.Get("romaji")), 28, y, colDim)
y += LineH
if run.Outcome == sim.Lost {
for _, l := range a.wrapLine(plainLine(fmt.Sprintf(a.T("result.wrong_detail"), tr.Destination.Get("romaji"),
run.Level.Destination.Get("romaji")), colText), ScreenW-56) {
a.drawLines(screen, []line{l}, 28, y)
y += LineH
}
}
}
y += 4
a.Draw(screen, fmt.Sprintf("%s %.1fs (%s %.0fs) %s %d %s %.0f %%", a.T("hud.time"), run.Time, a.T("result.par"), run.ParSec(),
a.T("hud.steps"), run.Steps, a.T("result.explored"), 100*run.Fog.Explored(run.Level)), 28, y, colText)
y += LineH
a.Draw(screen, fmt.Sprintf("%s %d %s %d¥ %s %d", a.T("result.gates"), run.GatePasses, a.T("result.card"), run.Card.Balance,
a.T("result.served"), run.Served), 28, y, colText)
y += LineH
if run.Outcome == sim.Won {
msg := fmt.Sprintf("+%d %s", run.PointsEarned, a.T("words.points"))
if len(run.LearnedDest) > 0 {
msg += " " + a.T("hud.learned") + ": " + strings.Join(run.LearnedDest, " ") + " (" + a.T("result.destination") + ")"
}
a.Draw(screen, msg, 28, y, colKnown)
y += LineH
}
a.Draw(screen, fmt.Sprintf("%s Lv%d %d %s %s %d (%d %s)", a.T("hud.japanese"), run.Know.Level(), run.Know.Count(),
a.T("hud.words"), a.T("words.points"), run.Know.Points, run.Know.Helps, a.T("result.helps")), 28, y, colDim)
a.Draw(screen, a.T("result.hint"), 28, 141, colDim)
}