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- internal/progress: katalog (skills.json 12 noder, items.json 25 items) med validering; XP/nivåer (150·n(n+1)/2) och skillpoäng; skillträd med krav och kostnad; items per plats med buffar, genvägar (JR Pass, kartor, powerbank) och färgton; banresultat och upplåsning (huvudbanor i ordning, sidospår efter föräldern); 33 %-regeln som test - internal/save: versionerad JSON med kunskap, plånbok, debuffar, progression och pågående bana + seed; atomisk skrivning; migrering; ~/.config/metro-puzzle-jp/save.json resp. %AppData% - sim: RunOptions får Extra/FogRadius/Landmarks/FreeGates/RevealAll/ InfiniteBattery; luck påverkar trängselzonen; Fog.RevealAll och extra landmärken - game: bankarta i spelbrädesstil ersätter menyn (⟳ återupptar med sparad seed), skillträd (T), garderob (I), butik i kiosken (B), XP/nivå/items/ upplåsningar på resultatet, spelaren tonas av skins; autospar vid banstart, efter banan och vid köp; flaggor -save/-nosave - level: kind/order/parent/rewards/shop; ny sidobana 002b Kabukicho som belönar skinnet Kimono; 001 belönar Salaryman-skinnet; butikssortiment på 002/003 - tools/shots: demo-sparfil (build/, aldrig den riktiga), bilder av karta, skills, garderob och butik; alla körningar med -nosave - docs/README/wiki uppdaterade Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
160 lines
5.9 KiB
Go
160 lines
5.9 KiB
Go
package game
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import (
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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"gitea.brasse-pc.eu/brasse/metro-puzzle-jp/internal/sim"
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)
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const stickDeadzone = 0.5
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// dirInput returnerar hållen riktning från tangentbord (pilar/WASD) eller
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// gamepad (d-pad / vänster spak). None om inget hålls.
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func dirInput() sim.Dir {
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if virtual.held != sim.None {
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return virtual.held
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}
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switch {
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case ebiten.IsKeyPressed(ebiten.KeyArrowUp) || ebiten.IsKeyPressed(ebiten.KeyW):
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return sim.Up
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case ebiten.IsKeyPressed(ebiten.KeyArrowDown) || ebiten.IsKeyPressed(ebiten.KeyS):
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return sim.Down
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case ebiten.IsKeyPressed(ebiten.KeyArrowLeft) || ebiten.IsKeyPressed(ebiten.KeyA):
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return sim.Left
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case ebiten.IsKeyPressed(ebiten.KeyArrowRight) || ebiten.IsKeyPressed(ebiten.KeyD):
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return sim.Right
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}
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for _, id := range ebiten.AppendGamepadIDs(nil) {
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if !ebiten.IsStandardGamepadLayoutAvailable(id) {
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continue
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}
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switch {
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case ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonLeftTop):
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return sim.Up
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case ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonLeftBottom):
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return sim.Down
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case ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonLeftLeft):
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return sim.Left
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case ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonLeftRight):
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return sim.Right
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}
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x := ebiten.StandardGamepadAxisValue(id, ebiten.StandardGamepadAxisLeftStickHorizontal)
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y := ebiten.StandardGamepadAxisValue(id, ebiten.StandardGamepadAxisLeftStickVertical)
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switch {
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case y < -stickDeadzone:
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return sim.Up
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case y > stickDeadzone:
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return sim.Down
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case x < -stickDeadzone:
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return sim.Left
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case x > stickDeadzone:
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return sim.Right
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}
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}
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return sim.None
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}
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// confirmJustPressed: Enter/mellanslag eller gamepadens nedre knapp (A/kryss).
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func confirmJustPressed() bool {
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if virtual.pressed["enter"] {
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return true
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}
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if inpututil.IsKeyJustPressed(ebiten.KeyEnter) || inpututil.IsKeyJustPressed(ebiten.KeySpace) {
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return true
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}
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return gamepadJustPressed(ebiten.StandardGamepadButtonRightBottom)
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}
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// backJustPressed: Escape eller gamepadens högra knapp (B/cirkel).
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func backJustPressed() bool {
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return virtual.pressed["esc"] || inpututil.IsKeyJustPressed(ebiten.KeyEscape) || gamepadJustPressed(ebiten.StandardGamepadButtonRightRight)
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}
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// helpJustPressed: H eller gamepadens övre knapp (Y/triangel) = fråga om hjälp.
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func helpJustPressed() bool {
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return virtual.pressed["h"] || inpututil.IsKeyJustPressed(ebiten.KeyH) || gamepadJustPressed(ebiten.StandardGamepadButtonRightTop)
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}
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// wordsJustPressed: L = ordlistan/språkträdet.
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func wordsJustPressed() bool {
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return virtual.pressed["l"] || inpututil.IsKeyJustPressed(ebiten.KeyL) || gamepadJustPressed(ebiten.StandardGamepadButtonLeftRight)
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}
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// miniMoveXY: just-tryck på pil/WASD/d-pad som (x, y) i -1/0/+1.
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func miniMoveXY() (x, y int) {
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switch {
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case virtual.pressed["left"] || inpututil.IsKeyJustPressed(ebiten.KeyArrowLeft) || inpututil.IsKeyJustPressed(ebiten.KeyA) || gamepadJustPressed(ebiten.StandardGamepadButtonLeftLeft):
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x = -1
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case virtual.pressed["right"] || inpututil.IsKeyJustPressed(ebiten.KeyArrowRight) || inpututil.IsKeyJustPressed(ebiten.KeyD) || gamepadJustPressed(ebiten.StandardGamepadButtonLeftRight):
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x = 1
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}
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switch {
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case virtual.pressed["up"] || inpututil.IsKeyJustPressed(ebiten.KeyArrowUp) || inpututil.IsKeyJustPressed(ebiten.KeyW) || gamepadJustPressed(ebiten.StandardGamepadButtonLeftTop):
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y = -1
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case virtual.pressed["down"] || inpututil.IsKeyJustPressed(ebiten.KeyArrowDown) || inpututil.IsKeyJustPressed(ebiten.KeyS) || gamepadJustPressed(ebiten.StandardGamepadButtonLeftBottom):
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y = 1
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}
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return x, y
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}
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// confirmHeld: Enter/mellanslag eller A hålls nere (sedelinmatning).
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func confirmHeld() bool {
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if virtual.pressed["enter"] || virtual.holdEnter {
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return true
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}
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if ebiten.IsKeyPressed(ebiten.KeyEnter) || ebiten.IsKeyPressed(ebiten.KeySpace) {
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return true
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}
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for _, id := range ebiten.AppendGamepadIDs(nil) {
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if ebiten.IsStandardGamepadLayoutAvailable(id) && ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonRightBottom) {
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return true
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}
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}
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return false
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}
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// skillsJustPressed: T = skillträdet.
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func skillsJustPressed() bool { return virtual.pressed["t"] || inpututil.IsKeyJustPressed(ebiten.KeyT) }
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// itemsJustPressed: I = garderoben/items.
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func itemsJustPressed() bool { return virtual.pressed["i"] || inpututil.IsKeyJustPressed(ebiten.KeyI) }
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// shopJustPressed: B = butiken i kiosken.
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func shopJustPressed() bool { return virtual.pressed["b"] || inpututil.IsKeyJustPressed(ebiten.KeyB) }
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// phoneJustPressed: P = kortet i telefonen av/på (meny).
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func phoneJustPressed() bool { return virtual.pressed["p"] || inpututil.IsKeyJustPressed(ebiten.KeyP) }
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// mapJustPressed: M eller gamepadens vänstra mittknapp (Back/Select) = minikartan av/på.
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func mapJustPressed() bool {
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return virtual.pressed["m"] || inpututil.IsKeyJustPressed(ebiten.KeyM) || gamepadJustPressed(ebiten.StandardGamepadButtonCenterLeft)
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}
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// menuMove returnerar -1/+1 när användaren just tryckte upp/ner i en meny.
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func menuMove() int {
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switch {
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case virtual.pressed["up"]:
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return -1
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case virtual.pressed["down"]:
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return 1
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case inpututil.IsKeyJustPressed(ebiten.KeyArrowUp) || inpututil.IsKeyJustPressed(ebiten.KeyW) || gamepadJustPressed(ebiten.StandardGamepadButtonLeftTop):
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return -1
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case inpututil.IsKeyJustPressed(ebiten.KeyArrowDown) || inpututil.IsKeyJustPressed(ebiten.KeyS) || gamepadJustPressed(ebiten.StandardGamepadButtonLeftBottom):
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return 1
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}
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return 0
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}
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func gamepadJustPressed(b ebiten.StandardGamepadButton) bool {
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for _, id := range ebiten.AppendGamepadIDs(nil) {
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if ebiten.IsStandardGamepadLayoutAvailable(id) && inpututil.IsStandardGamepadButtonJustPressed(id, b) {
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return true
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}
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}
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return false
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}
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// inpututil_R: R = spela om banan.
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func inpututil_R() bool { return virtual.pressed["r"] || inpututil.IsKeyJustPressed(ebiten.KeyR) }
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