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.
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ZacharyZhang-NY committed 2026-10-12 01:53:20 -04:00
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commit f48075230f
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@@ -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.