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