Better commenting throughout
This commit is contained in:
@@ -17,6 +17,7 @@ import (
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"github.com/atridad/LilGuy/internal/world"
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)
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// Screen and hero defaults
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var (
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backgroundColor = color.NRGBA{R: 135, G: 206, B: 235, A: 255}
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saveNotificationColor = color.NRGBA{R: 50, G: 200, B: 50, A: 255}
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@@ -38,13 +39,12 @@ var (
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heroColor = color.NRGBA{R: 210, G: 220, B: 255, A: 255}
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)
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// HUD settings.
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// HUD positioning and colors
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const (
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hudX = 960 - 220 // ScreenWidth - 220
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hudX = 960 - 220
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hudY = 20
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)
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// HUD colors.
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var (
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staminaNormalColor = color.NRGBA{R: 0, G: 255, B: 180, A: 255}
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staminaLowColor = color.NRGBA{R: 255, G: 60, B: 60, A: 255}
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@@ -53,6 +53,7 @@ var (
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fpsPoorColor = color.NRGBA{R: 255, G: 120, B: 120, A: 255}
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)
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// FPS monitoring thresholds
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const (
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staminaLowThreshold = 0.2
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fpsWarnThreshold = 0.85
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@@ -61,7 +62,6 @@ const (
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targetTPS = 60
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)
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// Player input for the gameplay screen.
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type GameplayInput struct {
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Left bool
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Right bool
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@@ -70,8 +70,6 @@ type GameplayInput struct {
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Shoot bool
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}
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// Manages the main gameplay state including the hero, HUD, and game world.
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// This is where the actual game logic and rendering happens during active play.
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type GameplayScreen struct {
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hero *hero.Hero
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hud hud.Overlay
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@@ -90,7 +88,6 @@ type GameplayScreen struct {
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showSaveNotification bool
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}
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// Creates a new gameplay screen instance.
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func NewGameplayScreen(screenWidth, screenHeight int, fpsEnabled *bool) *GameplayScreen {
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w := world.NewWorld()
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@@ -133,7 +130,6 @@ func NewGameplayScreen(screenWidth, screenHeight int, fpsEnabled *bool) *Gamepla
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}
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}
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// Processes gameplay logic with the given input and delta time.
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func (g *GameplayScreen) Update(input GameplayInput, delta time.Duration) {
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dt := delta.Seconds()
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@@ -166,7 +162,7 @@ func (g *GameplayScreen) Update(input GameplayInput, delta time.Duration) {
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}
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}
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// Calculates the current FPS if FPS monitoring is enabled.
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// FPS tracking
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func (g *GameplayScreen) trackFPS(delta time.Duration) {
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if g.fpsEnabled == nil || !*g.fpsEnabled {
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return
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@@ -182,7 +178,7 @@ func (g *GameplayScreen) trackFPS(delta time.Duration) {
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}
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}
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// Renders the gameplay screen.
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// Rendering
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func (g *GameplayScreen) Draw(screen *ebiten.Image) {
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screen.Fill(backgroundColor)
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@@ -205,7 +201,6 @@ func (g *GameplayScreen) Draw(screen *ebiten.Image) {
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meters := []status.Meter{staminaMeter}
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if g.fpsEnabled != nil && *g.fpsEnabled {
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// Color based on target FPS (60).
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ratio := g.fpsValue / float64(targetTPS)
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fpsColor := fpsGoodColor
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switch {
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@@ -217,7 +212,7 @@ func (g *GameplayScreen) Draw(screen *ebiten.Image) {
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fpsMeter := status.Meter{
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Label: fmt.Sprintf("Framerate: %3.0f FPS", g.fpsValue),
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Base: -1, // Negative base means text-only display.
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Base: -1,
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Level: 0,
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Color: fpsColor,
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}
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@@ -266,7 +261,7 @@ func (g *GameplayScreen) ShowSaveNotification() {
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g.saveNotificationTimer = saveNotificationDuration
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}
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// Resets the gameplay screen to its initial state.
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// State management
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func (g *GameplayScreen) Reset() {
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screenWidth := int(g.bounds.Width)
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screenHeight := int(g.bounds.Height)
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@@ -307,7 +302,6 @@ func (g *GameplayScreen) Reset() {
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g.fpsValue = 0
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}
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// SaveState converts the current gameplay state to a saveable format.
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func (g *GameplayScreen) SaveState() *save.GameState {
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return &save.GameState{
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HeroX: g.hero.X,
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@@ -317,7 +311,6 @@ func (g *GameplayScreen) SaveState() *save.GameState {
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}
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}
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// LoadState restores gameplay state from saved data.
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func (g *GameplayScreen) LoadState(state *save.GameState) {
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screenWidth := int(g.bounds.Width)
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screenHeight := int(g.bounds.Height)
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@@ -8,39 +8,32 @@ import (
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"github.com/hajimehoshi/ebiten/v2/text/v2"
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)
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// An interface for managing FPS cap settings.
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// Settings interface
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type FPSCapSetting interface {
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String() string
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Cycle()
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}
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// Displays and manages game settings like FPS monitor and FPS cap.
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// This screen can be accessed from both the title screen and pause menu.
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type SettingsScreen struct {
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selectedIndex int
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fpsMonitorValue *bool
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fpsCapValue FPSCapSetting
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}
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// Creates a new settings screen instance.
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func NewSettingsScreen() *SettingsScreen {
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return &SettingsScreen{
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selectedIndex: 0,
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}
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}
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// Sets the FPS monitor toggle reference.
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func (s *SettingsScreen) SetFPSMonitor(enabled *bool) {
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s.fpsMonitorValue = enabled
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}
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// Sets the FPS cap setting reference.
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func (s *SettingsScreen) SetFPSCap(cap FPSCapSetting) {
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s.fpsCapValue = cap
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}
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// Processes settings screen input.
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// Returns true if the user wants to go back.
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func (s *SettingsScreen) Update() bool {
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if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
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return true
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@@ -71,20 +64,19 @@ func (s *SettingsScreen) Update() bool {
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return false
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}
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// Renders the settings screen.
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// Rendering
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func (s *SettingsScreen) Draw(screen *ebiten.Image, screenWidth, screenHeight int, title string) {
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// Draw background
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screen.Fill(color.RGBA{R: 20, G: 20, B: 30, A: 255})
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// Draw title
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titleX := (screenWidth / 2) - (len(title) * 7 / 2)
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titleY := screenHeight/3 - 50
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s.drawText(screen, title, color.White, titleX, titleY)
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// Draw settings options
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startY := screenHeight/2 - 20
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leftMargin := screenWidth/2 - 120
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// FPS monitor toggle
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fpsMonitorText := "FPS Monitor: "
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if s.fpsMonitorValue != nil && *s.fpsMonitorValue {
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fpsMonitorText += "ON"
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@@ -100,6 +92,7 @@ func (s *SettingsScreen) Draw(screen *ebiten.Image, screenWidth, screenHeight in
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s.drawText(screen, fpsMonitorText, color.RGBA{R: 180, G: 180, B: 200, A: 255}, leftMargin, startY)
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}
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// FPS cap setting
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fpsCapText := "FPS Cap: "
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if s.fpsCapValue != nil {
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fpsCapText += s.fpsCapValue.String()
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@@ -116,7 +109,7 @@ func (s *SettingsScreen) Draw(screen *ebiten.Image, screenWidth, screenHeight in
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s.drawText(screen, fpsCapText, color.RGBA{R: 180, G: 180, B: 200, A: 255}, leftMargin, capY)
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}
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// Draw hint text
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// Instructions
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hintText := "Enter/Space to toggle, ESC to go back"
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hintX := (screenWidth / 2) - (len(hintText) * 7 / 2)
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hintY := screenHeight - 50
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@@ -130,7 +123,6 @@ func (s *SettingsScreen) drawText(screen *ebiten.Image, txt string, clr color.Co
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text.Draw(screen, txt, basicFace, op)
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}
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// Resets the settings screen to its initial state.
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func (s *SettingsScreen) Reset() {
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s.selectedIndex = 0
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}
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@@ -15,14 +15,14 @@ var (
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basicFaceAscent = basicFace.Metrics().HAscent
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)
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// Timing
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const (
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splashDuration = 2 * time.Second
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fadeInDuration = 500 * time.Millisecond
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fadeOutDuration = 500 * time.Millisecond
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)
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// Displays the game title with fade in/out effects.
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// This is typically the first screen shown when the game starts.
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type SplashScreen struct {
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startTime time.Time
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fadeInEnd time.Time
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@@ -30,7 +30,6 @@ type SplashScreen struct {
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endTime time.Time
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}
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// Creates a new splash screen instance.
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func NewSplashScreen() *SplashScreen {
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now := time.Now()
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return &SplashScreen{
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@@ -41,15 +40,11 @@ func NewSplashScreen() *SplashScreen {
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}
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}
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// Processes splash screen logic.
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// Returns true when the splash screen should end and transition to the next screen.
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func (s *SplashScreen) Update() bool {
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// Return true if splash is complete
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if time.Now().After(s.endTime) {
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return true
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}
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// Allow skipping with any key
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if inpututil.IsKeyJustPressed(ebiten.KeySpace) ||
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inpututil.IsKeyJustPressed(ebiten.KeyEnter) ||
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inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
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@@ -59,14 +54,14 @@ func (s *SplashScreen) Update() bool {
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return false
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}
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// Renders the splash screen.
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// Rendering
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func (s *SplashScreen) Draw(screen *ebiten.Image, screenWidth, screenHeight int) {
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screen.Fill(color.RGBA{R: 0, G: 0, B: 0, A: 255})
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now := time.Now()
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alpha := 1.0
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// Calculate fade in/out
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if now.Before(s.fadeInEnd) {
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elapsed := now.Sub(s.startTime)
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alpha = float64(elapsed) / float64(fadeInDuration)
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@@ -81,10 +76,9 @@ func (s *SplashScreen) Draw(screen *ebiten.Image, screenWidth, screenHeight int)
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alpha = 1
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}
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// Draw large game title
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// Draw title
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titleText := "LIL GUY"
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// Calculate size for large text (scale up the basic font)
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scale := 4.0
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charWidth := 7.0 * scale
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textWidth := float64(len(titleText)) * charWidth
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@@ -9,7 +9,7 @@ import (
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"github.com/hajimehoshi/ebiten/v2/vector"
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)
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// Represents the options available on the title screen.
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// Menu options
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type TitleMenuOption int
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const (
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@@ -20,6 +20,7 @@ const (
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titleOptionCount
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)
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// Screen modes
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type titleScreenMode int
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const (
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@@ -27,8 +28,6 @@ const (
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titleModeSettings
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)
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// Displays the main menu with Continue, New Game, Settings, and Quit options.
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// This is shown after the splash screen and when returning from the pause menu.
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type TitleScreen struct {
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selectedIndex int
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currentMode titleScreenMode
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@@ -36,7 +35,6 @@ type TitleScreen struct {
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hasSaveGame bool
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}
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// Creates a new title screen instance.
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func NewTitleScreen() *TitleScreen {
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return &TitleScreen{
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selectedIndex: 0,
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@@ -46,28 +44,22 @@ func NewTitleScreen() *TitleScreen {
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}
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}
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// Sets the FPS monitor toggle reference for settings.
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func (t *TitleScreen) SetFPSMonitor(enabled *bool) {
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t.settingsScreen.SetFPSMonitor(enabled)
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}
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// Sets the FPS cap setting reference for settings.
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func (t *TitleScreen) SetFPSCap(cap FPSCapSetting) {
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t.settingsScreen.SetFPSCap(cap)
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}
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// Sets whether a saved game exists.
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func (t *TitleScreen) SetHasSaveGame(hasSave bool) {
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t.hasSaveGame = hasSave
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// If no save game, skip Continue option
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if !hasSave && t.selectedIndex == 0 {
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t.selectedIndex = 1 // Move to New Game
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t.selectedIndex = 1
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}
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}
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// Processes title screen input and returns the selected option if any.
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func (t *TitleScreen) Update() *TitleMenuOption {
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// Handle settings screen
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if t.currentMode == titleModeSettings {
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if t.settingsScreen.Update() {
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t.currentMode = titleModeMain
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@@ -76,13 +68,11 @@ func (t *TitleScreen) Update() *TitleMenuOption {
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return nil
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}
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// Handle main menu
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if inpututil.IsKeyJustPressed(ebiten.KeyArrowUp) || inpututil.IsKeyJustPressed(ebiten.KeyW) {
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t.selectedIndex--
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if t.selectedIndex < 0 {
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t.selectedIndex = int(titleOptionCount) - 1
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}
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// Skip Continue if no save exists
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if t.selectedIndex == int(TitleOptionContinue) && !t.hasSaveGame {
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t.selectedIndex--
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if t.selectedIndex < 0 {
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@@ -96,7 +86,6 @@ func (t *TitleScreen) Update() *TitleMenuOption {
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if t.selectedIndex >= int(titleOptionCount) {
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t.selectedIndex = 0
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}
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// Skip Continue if no save exists
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if t.selectedIndex == int(TitleOptionContinue) && !t.hasSaveGame {
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t.selectedIndex++
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if t.selectedIndex >= int(titleOptionCount) {
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@@ -118,18 +107,15 @@ func (t *TitleScreen) Update() *TitleMenuOption {
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return nil
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}
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// Renders the title screen.
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// Rendering
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func (t *TitleScreen) Draw(screen *ebiten.Image, screenWidth, screenHeight int) {
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// If in settings mode, draw settings screen
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if t.currentMode == titleModeSettings {
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t.settingsScreen.Draw(screen, screenWidth, screenHeight, "SETTINGS")
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return
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}
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// Draw main menu
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screen.Fill(color.RGBA{R: 20, G: 20, B: 30, A: 255})
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// Draw game title
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titleText := "LIL GUY"
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scale := 3.0
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charWidth := 7.0 * scale
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@@ -144,12 +130,11 @@ func (t *TitleScreen) Draw(screen *ebiten.Image, screenWidth, screenHeight int)
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op.ColorScale.ScaleWithColor(color.RGBA{R: 210, G: 220, B: 255, A: 255})
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text.Draw(screen, titleText, basicFace, op)
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// Draw menu options
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// Draw menu
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options := []string{"Continue", "New Game", "Settings", "Quit"}
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startY := screenHeight/2 + 10
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for i, option := range options {
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// Skip Continue option if no save exists
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if i == int(TitleOptionContinue) && !t.hasSaveGame {
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continue
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}
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@@ -163,12 +148,10 @@ func (t *TitleScreen) Draw(screen *ebiten.Image, screenWidth, screenHeight int)
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}
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if i == t.selectedIndex {
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// Draw selection indicator
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indicatorX := optionX - 20
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t.drawText(screen, ">", color.RGBA{R: 255, G: 200, B: 0, A: 255}, indicatorX, optionY)
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t.drawText(screen, option, color.RGBA{R: 255, G: 255, B: 100, A: 255}, optionX, optionY)
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// Draw selection box
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boxPadding := float32(10.0)
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boxWidth := float32(len(option)*7) + boxPadding*2
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boxHeight := float32(20)
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@@ -182,7 +165,7 @@ func (t *TitleScreen) Draw(screen *ebiten.Image, screenWidth, screenHeight int)
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}
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}
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// Draw hint text
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// Instructions
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hintText := "Use Arrow Keys/WASD to navigate, Enter/Space to select"
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hintX := (screenWidth / 2) - (len(hintText) * 7 / 2)
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hintY := screenHeight - 50
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@@ -196,9 +179,7 @@ func (t *TitleScreen) drawText(screen *ebiten.Image, txt string, clr color.Color
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text.Draw(screen, txt, basicFace, op)
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}
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// Resets the title screen to its initial state.
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func (t *TitleScreen) Reset() {
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// Start at Continue if available, otherwise New Game
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if t.hasSaveGame {
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t.selectedIndex = 0
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} else {
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