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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+24 -18
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@@ -28,43 +28,49 @@ type ItemSlotOptions struct {
// ItemSlot shows an item, count, rarity edge and cooldown.
func ItemSlot(c *ui.Context, it Item, o ItemSlotOptions) *ui.Element {
k := pixel.K(c)
if !(o.Cooldown >= 0 && o.Cooldown <= 1) {
panic(fmt.Sprintf("data: Cooldown %v outside 0–1", o.Cooldown))
}
return ui.Box(c).Role(ui.RoleImage).Label(itemName(it)).Size(k.D(slotSize), k.D(slotSize)).Draw(func(p *ui.Painter, r ui.Rect) {
slot(k.Canvas(p, r), 0, 0, it, o.Cooldown, o.Selected)
o.check()
return ui.Box(c).Role(ui.RoleImage).Label(it.String()).Size(k.D(SlotSize), k.D(SlotSize)).Draw(func(p *ui.Painter, r ui.Rect) {
DrawSlot(k.Canvas(p, r), 0, 0, it, o)
})
}
const slotSize = 22
func (o ItemSlotOptions) check() {
if !(o.Cooldown >= 0 && o.Cooldown <= 1) {
panic(fmt.Sprintf("data: Cooldown %v outside 0–1", o.Cooldown))
}
}
// itemName reads an item with its count.
func itemName(it Item) string {
// SlotSize is a slot's side in dots.
const SlotSize = 22
// String reads an item with its count: "Potion ×3".
func (it Item) String() string {
if it.Count > 1 {
return it.Name + " ×" + strconv.Itoa(it.Count)
}
return it.Name
}
// slot draws a slot with its top-left at x, y.
func slot(g pixel.Canvas, x, y int, it Item, cool float64, chosen bool) {
// DrawSlot paints a slot, top left at x, y.
func DrawSlot(g pixel.Canvas, x, y int, it Item, o ItemSlotOptions) {
o.check()
edge := pixel.Edge
if it.Sprite != nil {
edge = it.Rarity.Slot()
}
if chosen {
g.Rect(x, y, slotSize, slotSize, pixel.Accent)
if o.Selected {
g.Rect(x, y, SlotSize, SlotSize, pixel.Accent)
}
g.Rect(x+1, y+1, slotSize-2, slotSize-2, edge)
g.Rect(x+2, y+2, slotSize-4, slotSize-4, pixel.Well)
g.Rect(x+1, y+1, SlotSize-2, SlotSize-2, edge)
g.Rect(x+2, y+2, SlotSize-4, SlotSize-4, pixel.Well)
if sp := it.Sprite; sp != nil {
g.Sprite(x+2+(slotSize-4-sp.W)/2, y+2+(slotSize-4-sp.H)/2, sp, 0, pixel.Ink, 1)
g.Sprite(x+2+(SlotSize-4-sp.W)/2, y+2+(SlotSize-4-sp.H)/2, sp, 0, pixel.Ink, 1)
}
if h := int(cool * (slotSize - 4)); h > 0 {
g.Veil(x+2, y+2, slotSize-4, h, pixel.Shade, 10)
if h := int(o.Cooldown * (SlotSize - 4)); h > 0 {
g.Veil(x+2, y+2, SlotSize-4, h, pixel.Shade, 10)
}
if it.Count > 1 {
n := strconv.Itoa(it.Count)
g.Micro(x+slotSize-2-pixel.MicroWidth(n), y+slotSize-8, n, pixel.Ink, 1)
g.Micro(x+SlotSize-2-pixel.MicroWidth(n), y+SlotSize-8, n, pixel.Ink, 1)
}
}