feat(achievements): implement achievements screen

This commit is contained in:
2026-01-20 19:18:12 +01:00
parent 29e26f7f4e
commit 8e5a38a5c1
13 changed files with 394 additions and 12 deletions

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<script setup lang="ts">
const { onRender, onClick } = useScreen();
const store = useAchievementsScreen();
const achievementsStore = useAchievementsStore();
const { assets } = useAssets();
const QUIT_SIZE = assets.images.achievements.quit.rect.width;
const QUIT_X = Math.floor(LOGICAL_WIDTH / 2 - QUIT_SIZE / 2);
const QUIT_Y = 135;
useKeyDown((key) => {
if (store.isIntro || store.isOutro) return;
switch (key) {
case "NDS_B":
case "NDS_A":
case "NDS_START": {
store.animateOutro();
}
}
});
onClick((x, y) => {
if (store.isIntro || store.isOutro) return;
if (rectContains([QUIT_X, QUIT_Y, QUIT_SIZE, QUIT_SIZE], [x, y])) {
store.animateOutro();
}
});
onRender((ctx) => {
assets.images.home.bottomScreen.background.draw(ctx, 0, 0);
ctx.globalAlpha = store.isIntro
? store.intro.stage1Opacity
: store.isOutro
? store.outro.stage1Opacity
: 1;
ctx.fillStyle = "#000000";
ctx.fillRect(0, 0, LOGICAL_WIDTH, LOGICAL_HEIGHT);
// achievement list (reversed iteration because they appear in cascade)
ctx.globalAlpha = store.isIntro
? store.intro.stage2Opacity
: store.isOutro
? store.outro.stage2Opacity
: 1;
ctx.font = "7px NDS7";
ctx.textBaseline = "top";
for (
let i = ACHIEVEMENTS.length - 1;
i >= ACHIEVEMENTS_TOP_SCREEN_COUNT;
i--
) {
const achievement = ACHIEVEMENTS[i]!;
const isUnlocked = achievementsStore.isUnlocked(achievement);
const offset = store.getItemOffset(i);
if (offset === -ACHIEVEMENTS_LINE_HEIGHT) continue;
const baseY =
ACHIEVEMENTS_BOTTOM_START_Y +
(i - ACHIEVEMENTS_TOP_SCREEN_COUNT) * ACHIEVEMENTS_LINE_HEIGHT;
const y = baseY + offset;
// needed for the sliding animation
ctx.fillStyle = "#000000";
ctx.fillRect(0, y, LOGICAL_WIDTH, ACHIEVEMENTS_LINE_HEIGHT);
// TODO: draw ??? for secret ones
ctx.fillStyle = isUnlocked ? "#ffffff" : "#666666";
drawCheckbox(ctx, ACHIEVEMENTS_X, y, isUnlocked);
ctx.fillText(
$t(`achievements.${achievement}`).replace("\n", " "),
ACHIEVEMENTS_X + CHECKBOX_SIZE + CHECKBOX_TEXT_GAP,
y,
);
}
ctx.globalAlpha = store.isIntro
? store.intro.stage2Opacity
: store.isOutro
? store.outro.stage3Opacity
: 1;
assets.images.achievements.quit.draw(ctx, QUIT_X, QUIT_Y);
});
defineOptions({
render: () => null,
});
</script>

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<script setup lang="ts">
import gsap from "gsap";
import type { Achievement } from "~/stores/achievements";
const { onRender } = useScreen();
const achievements = useAchievementsStore();
const { assets } = useAssets();
const queue = ref<Achievement[]>([]);
const currentAchievement = ref<Achievement | null>(null);
const x = ref(LOGICAL_WIDTH);
const isAnimating = ref(false);
const PADDING = 4;
const LOGO_SIZE = assets.images.achievements.notificationLogo.rect.height;
const NOTIF_WIDTH = 120;
const NOTIF_HEIGHT = LOGO_SIZE + PADDING * 2;
const NOTIF_Y = 3;
const NOTIF_X_VISIBLE = LOGICAL_WIDTH - NOTIF_WIDTH;
const TEXT_X_OFFSET = LOGO_SIZE + PADDING * 2;
const LINE_HEIGHT = 8;
achievements.$onAction(({ name, args, after }) => {
if (name === "unlock") {
after((wasUnlocked) => {
if (wasUnlocked) {
queue.value.push(args[0]);
processQueue();
}
});
}
});
const processQueue = () => {
if (isAnimating.value || queue.value.length === 0) return;
const next = queue.value.shift();
if (!next) return;
currentAchievement.value = next;
isAnimating.value = true;
gsap
.timeline()
.to(x, {
value: NOTIF_X_VISIBLE,
duration: 0.3,
ease: "power2.out",
})
.to(
x,
{
value: LOGICAL_WIDTH,
duration: 0.3,
ease: "power2.in",
},
"+=2.5",
)
.call(() => {
currentAchievement.value = null;
isAnimating.value = false;
processQueue();
});
};
onRender((ctx) => {
if (!currentAchievement.value) return;
const logo = assets.images.achievements.notificationLogo;
// shadow
ctx.fillStyle = "rgba(0, 0, 0, 0.3)";
ctx.fillRect(x.value + 1, NOTIF_Y + 1, NOTIF_WIDTH, NOTIF_HEIGHT);
// border
ctx.fillStyle = "#282828";
ctx.fillRect(x.value, NOTIF_Y, NOTIF_WIDTH, 1); // Top
ctx.fillRect(x.value, NOTIF_Y, 1, NOTIF_HEIGHT); // Left
ctx.fillRect(x.value, NOTIF_Y + NOTIF_HEIGHT - 1, NOTIF_WIDTH, 1); // Bottom
// background
ctx.fillStyle = "#fafafa";
ctx.fillRect(x.value + 1, NOTIF_Y + 1, NOTIF_WIDTH - 1, NOTIF_HEIGHT - 2);
// logo
logo.draw(ctx, x.value + PADDING, NOTIF_Y + PADDING);
// text (1 or 2 lines)
ctx.font = "7px NDS7";
ctx.textBaseline = "top";
ctx.fillStyle = "#282828";
const lines = $t(`achievements.${currentAchievement.value}`).split("\n");
const textY =
lines.length === 1 ? NOTIF_Y + PADDING + 4 : NOTIF_Y + PADDING + 1;
for (let i = 0; i < lines.length; i++) {
ctx.fillText(lines[i]!, x.value + TEXT_X_OFFSET, textY + i * LINE_HEIGHT);
}
}, 200);
defineOptions({ render: () => null });
</script>

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<script setup lang="ts">
const { onRender } = useScreen();
const store = useAchievementsScreen();
const achievementsStore = useAchievementsStore();
const { assets } = useAssets();
const PROGRESS_BAR_WIDTH = 140;
const PROGRESS_BAR_HEIGHT = 10;
const PROGRESS_BAR_X = (LOGICAL_WIDTH - PROGRESS_BAR_WIDTH) / 2;
const PROGRESS_BAR_Y = ACHIEVEMENTS_HEADER_Y + 27;
onMounted(() => {
store.$reset();
store.animateIntro();
});
onRender((ctx) => {
assets.images.home.topScreen.background.draw(ctx, 0, 0);
ctx.globalAlpha = store.isIntro
? store.intro.stage1Opacity
: store.isOutro
? store.outro.stage1Opacity
: 1;
ctx.fillStyle = "#000000";
ctx.fillRect(0, 0, LOGICAL_WIDTH, LOGICAL_HEIGHT);
// header
ctx.globalAlpha = store.isIntro
? store.intro.stage2Opacity
: store.isOutro
? store.outro.stage3Opacity
: 1;
ctx.fillStyle = "#ffffff";
ctx.textBaseline = "top";
// title
ctx.font = "10px NDS10";
fillTextHCentered(
ctx,
$t("achievementsScreen.title"),
0,
ACHIEVEMENTS_HEADER_Y,
LOGICAL_WIDTH,
);
// progress text
const unlockedCount = achievementsStore.achievements.length;
const totalCount = ACHIEVEMENTS.length;
ctx.font = "7px NDS7";
fillTextHCentered(
ctx,
`${unlockedCount}/${totalCount}`,
0,
ACHIEVEMENTS_HEADER_Y + 13,
LOGICAL_WIDTH,
);
// progress bar
ctx.fillStyle = "#ffffff";
ctx.fillRect(PROGRESS_BAR_X, PROGRESS_BAR_Y, PROGRESS_BAR_WIDTH, 1);
ctx.fillRect(
PROGRESS_BAR_X,
PROGRESS_BAR_Y + PROGRESS_BAR_HEIGHT - 1,
PROGRESS_BAR_WIDTH,
1,
);
ctx.fillRect(
PROGRESS_BAR_X + PROGRESS_BAR_WIDTH - 1,
PROGRESS_BAR_Y,
1,
PROGRESS_BAR_HEIGHT,
);
ctx.fillRect(PROGRESS_BAR_X, PROGRESS_BAR_Y, 1, PROGRESS_BAR_HEIGHT);
ctx.fillStyle = "#ffffff";
const fill =
(unlockedCount / totalCount) *
(store.isIntro ? store.intro.progressBar : 1);
ctx.fillRect(
PROGRESS_BAR_X + 2,
PROGRESS_BAR_Y + 2,
Math.ceil((PROGRESS_BAR_WIDTH - 4) * fill),
PROGRESS_BAR_HEIGHT - 4,
);
// achievement list (reversed iteration because they appear in cascade)
ctx.globalAlpha = store.isIntro
? store.intro.stage2Opacity
: store.isOutro
? store.outro.stage2Opacity
: 1;
ctx.font = "7px NDS7";
for (let i = ACHIEVEMENTS_TOP_SCREEN_COUNT - 1; i >= 0; i--) {
const achievement = ACHIEVEMENTS[i]!;
const isUnlocked = achievementsStore.isUnlocked(achievement);
const offset = store.getItemOffset(i);
if (offset === -ACHIEVEMENTS_LINE_HEIGHT) continue;
const baseY = ACHIEVEMENTS_LIST_START_Y + i * ACHIEVEMENTS_LINE_HEIGHT;
const y = baseY + offset;
// needed for the sliding animation
ctx.fillStyle = "#000000";
ctx.fillRect(0, y, LOGICAL_WIDTH, ACHIEVEMENTS_LINE_HEIGHT);
// TODO: draw ??? for secret ones
ctx.fillStyle = isUnlocked ? "#ffffff" : "#666666";
drawCheckbox(ctx, ACHIEVEMENTS_X, y, isUnlocked);
ctx.fillText(
$t(`achievements.${achievement}`).replace("\n", " "),
ACHIEVEMENTS_X + CHECKBOX_SIZE + CHECKBOX_TEXT_GAP,
y,
);
}
});
defineOptions({
render: () => null,
});
</script>