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:
ZacharyZhang-NY committed 2026-10-12 01:53:20 -04:00
1 parent 596c62e026
commit f48075230f
42 files changed
+3260 -26

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+4 -4
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@@ -38,12 +38,12 @@ func Inventory(c *ui.Context, text string, items []Item, selected *int, o Invent
panic(fmt.Sprintf("data: Inventory slot %d of %d", *selected, len(items)))
}
old := *selected
shell, base, st, _ := pixel.Pad(c, text, cols, len(items), slotSize, slotSize, selected, o.Disabled)
shell, base, st, _ := pixel.Pad(c, text, cols, len(items), SlotSize, SlotSize, selected, o.Disabled)
b := ui.Local(base, bagKey{}, func() bag { return bag{} })
res := InventoryResult{Element: shell, Changed: *selected != old}
px, py, _ := base.PointerPosition()
at := func() int {
col, row := int(px/k.Dot())/slotSize, int(py/k.Dot())/slotSize
col, row := int(px/k.Dot())/SlotSize, int(py/k.Dot())/SlotSize
if px < 0 || py < 0 || col >= cols || row*cols+col >= len(items) {
return -1
}
@@ -67,7 +67,7 @@ func Inventory(c *ui.Context, text string, items []Item, selected *int, o Invent
default:
b.dead = false
}
base.Description(itemName(items[*selected]))
base.Description(items[*selected].String())
drag := -1
if b.held && b.over != b.from {
drag = b.from
@@ -79,7 +79,7 @@ func Inventory(c *ui.Context, text string, items []Item, selected *int, o Invent
if i == drag {
it = Item{}
}
slot(g, i%cols*slotSize, i/cols*slotSize, it, 0, i == *selected)
DrawSlot(g, i%cols*SlotSize, i/cols*SlotSize, it, ItemSlotOptions{Selected: i == *selected})
}
// The dragged item rides with the pointer.
if drag >= 0 && shown[drag].Sprite != nil {