Add game components 246-268; data.DrawSlot, Canvas.TextVeil
Health, mana and experience bars, quarter hearts, lives, a spinning coin counter, score board, stage timer, minimap with fog, compass, hotbar, paper-doll equipment, skill tree, skill buttons with cooldown wipes, status effects, a boss bar, damage numbers, quest log and tracker, party frames, character sheet, level-up screen and shop. data exports DrawSlot so every slot looks alike; pixel adds TextVeil for dissolving text. Messages the font cannot draw are fixed and TestMessagesHaveGlyphs holds every message to the font.
This commit is contained in:
42 files changed
+3260
-26
No files matched your search
@@ -69,7 +69,8 @@ Imports point down only. Same-tier imports are forbidden. `internal/archtest` en
|
||||
- Clip only boxes that sit on whole dots; split widths with whole-dot shares, not equal `Grow`. `Grow` starts from zero size, so never use it on a content-sized child.
|
||||
- `List` row builders run during layout: wrap them in `pixel.Lazy(c, row)`. A click met there lands after the build; keep it in `Local` state, invalidate, and report it next frame.
|
||||
- Single-key shortcuts only while `pixel.Typing(c)` is false; MyGo routes shortcuts before a focused field.
|
||||
- Copy shown by a component comes from `k.Msg`; business copy comes from the caller.
|
||||
- Copy shown by a component comes from `k.Msg`; business copy comes from the caller. Ark Pixel 12px lacks some hanzi: `TestMessagesHaveGlyphs` holds every message to the font.
|
||||
- Item slots look alike everywhere: draw them with `data.DrawSlot` or `data.ItemSlot`.
|
||||
- Fail fast: panic on programmer errors such as bad options. Never swallow an error.
|
||||
- Composites log state changes: `slog.Debug("8bit: <component> <event>", …)`. Never log secrets.
|
||||
- No cross-frame `*ui.Element` caching. No goroutines touching elements.
|
||||
|
||||
Reference in new issue
Block a user