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2 Commits

Author SHA1 Message Date
ad7c149baf Changed appearance of tooltips a bit.
- Bit smaller text, background half transparent.
2020-05-14 12:59:46 +02:00
7150d03d16 Enabled the mouse for dialing digits.
Changed intro/readme a bit (dig -> harvest).
2020-05-14 12:59:11 +02:00
5 changed files with 36 additions and 15 deletions

View File

@ -20,10 +20,10 @@
In Botanim you play the role of botanist and your goal is to cultivate flowers in an open landscape.
Flowers can only grow (well) in certain climates based on two properties: humidity and temperature. Watch out for existing vegetation to get an idea how humid the land is and check the appearance of the tile to see how hot it is. When well placed your planted flower will spread soon but an odd choice might kill your flower almost instantly. So choose carefully. When the flower spread significantly you can dig up flowers again to collect more money.
Flowers can only grow (well) in certain climates based on two properties: humidity and temperature. Watch out for existing vegetation to get an idea how humid the land is and check the appearance of the tile to see how hot it is. When well placed your planted flower will spread soon but an odd choice might kill your flower almost instantly. So choose carefully. When the flower spread significantly you can harvest flowers again to collect more money.
**Controls:**
- H: Selects shovel
- H: Selects harvest tool
- R: Selects research
- Spacebar: pauses game
- 1: runs game at normal speed

View File

@ -45,7 +45,7 @@ func (c *ControlBase) ActualFont(ctx *Context) *Font {
}
func (c *ControlBase) ActualFontName() string {
if len(c.FontName) == 0 {
if c.FontName == "" {
return "default"
}
return c.FontName

View File

@ -10,9 +10,9 @@ func (i *Intro) Init(ctx *Context) error {
i.welcome.Text =
"Welcome to Botanim!\n\n" +
"In Botanim you play the role of botanist and your goal is to cultivate flowers in an open landscape.\n\n" +
"Flowers can only grow (well) in certain climates based on two properties: humidity and temperature. Watch out for existing vegetation to get an idea how humid the land is and check the appearance of the tile to see how hot it is. When well placed your planted flower will spread soon but an odd choice might kill your flower almost instantly. So choose carefully. When the flower spread significantly you can dig up flowers again to collect more money.\n\n" +
"Flowers can only grow (well) in certain climates based on two properties: humidity and temperature. Watch out for existing vegetation to get an idea how humid the land is and check the appearance of the tile to see how hot it is. When well placed your planted flower will spread soon but an odd choice might kill your flower almost instantly. So choose carefully. When the flower spread significantly you can harvest flowers again to collect more money.\n\n" +
"Controls:\n" +
" - H: Selects shovel\n" +
" - H: Selects harvest tool\n" +
" - R: Selects research\n" +
" - Spacebar: pauses game\n" +
" - 1: runs game at normal speed\n" +

View File

@ -52,6 +52,10 @@ type Digit struct {
highlight int
}
func (d *Digit) Blink() {
d.highlight = 4
}
func (d *Digit) Render(ctx *Context) {
font := ctx.Fonts.Font("title")
color := White
@ -61,10 +65,6 @@ func (d *Digit) Render(ctx *Context) {
font.RenderCopyAlign(ctx.Renderer, d.Value, Pt(d.Bounds.X+d.Bounds.W/2, d.Bounds.Y+int32(font.Height())), color, TextAlignmentCenter)
}
func (d *Digit) Blink() {
d.highlight = 4
}
func (d *Digit) Tick() {
if d.highlight > 0 {
d.highlight--
@ -80,10 +80,15 @@ func (r *Research) Init(ctx *Context) error {
r.AddChild(&r.description)
r.AddChild(&r.specialists)
r.AddChild(&r.input)
r.description.Text = "Call a specialist to conduct research with."
r.digits = make([]Digit, 10)
for i := range r.digits {
j := i
r.digits[i].Value = strconv.Itoa(i)
r.digits[i].OnLeftMouseButtonClick = func(*Context) {
r.userTyped(j)
}
r.AddChild(&r.digits[i])
}
@ -135,6 +140,9 @@ func (r *Research) userTyped(i int) {
}
func (r *Research) Handle(ctx *Context, event sdl.Event) bool {
if r.Container.Handle(ctx, event) {
return true
}
switch e := event.(type) {
case *sdl.KeyboardEvent:
if e.Type == sdl.KEYDOWN {

View File

@ -9,15 +9,26 @@ type Tooltip struct {
}
const tooltipBorderThickness = 1
const tooltipHorizontalPadding = 4
const tooltipHorizontalPadding = 6
const tooltipVerticalPadding = 2
const tooltipMouseDistance = 12
func (t *Tooltip) ActualFontName() string {
if t.FontName == "" {
return "small"
}
return t.FontName
}
func (t *Tooltip) Handle(ctx *Context, event sdl.Event) bool {
if len(t.Text) == 0 {
return false
}
font := ctx.Fonts.Font(t.ActualFontName())
if font == nil {
font = ctx.Fonts.Font("default")
}
windowW, windowH, err := ctx.Renderer.GetOutputSize()
if err != nil {
return false
@ -30,7 +41,7 @@ func (t *Tooltip) Handle(ctx *Context, event sdl.Event) bool {
mouse := ctx.MousePosition
width := int32(labelW) + 2*tooltipBorderThickness + 2*tooltipHorizontalPadding
height := int32(labelH) + 2*tooltipBorderThickness
height := int32(labelH) + 2*tooltipBorderThickness + 2*tooltipVerticalPadding
left := mouse.X + tooltipMouseDistance
top := mouse.Y + tooltipMouseDistance
@ -46,14 +57,16 @@ func (t *Tooltip) Handle(ctx *Context, event sdl.Event) bool {
}
func (t *Tooltip) Render(ctx *Context) {
SetDrawColor(ctx.Renderer, Black)
almostBlack := MustHexColor("#0000007f")
SetDrawColor(ctx.Renderer, almostBlack)
ctx.Renderer.FillRect(t.Bounds.SDLPtr())
SetDrawColor(ctx.Renderer, White)
almostWhite := MustHexColor("ffffff7f")
SetDrawColor(ctx.Renderer, almostWhite)
ctx.Renderer.DrawRect(t.Bounds.SDLPtr())
font := t.ActualFont(ctx)
font := ctx.Fonts.Font(t.ActualFontName())
bottomLeft := Pt(t.Bounds.X+tooltipBorderThickness+tooltipHorizontalPadding, t.Bounds.Y+t.Bounds.H-tooltipBorderThickness)
bottomLeft := Pt(t.Bounds.X+tooltipBorderThickness+tooltipHorizontalPadding, t.Bounds.Y+t.Bounds.H-tooltipBorderThickness-tooltipVerticalPadding)
font.RenderCopy(ctx.Renderer, t.Text, bottomLeft, White)
}