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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package game
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import (
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"strings"
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"github.com/egoist/mygo/ui"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/icon"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
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)
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type QuestTrackerOptions struct{}
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// QuestTracker lists a quest's objectives with counts, met ones ticked.
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func QuestTracker(c *ui.Context, q Quest, o QuestTrackerOptions) *ui.Element {
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k := pixel.K(c)
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q.check()
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w := icon.Star.W + 2 + pixel.Measure(q.Title)
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parts := make([]string, len(q.Objectives))
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for i, ob := range q.Objectives {
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parts[i] = ob.Text + " " + ratio(ob.Have, ob.Need)
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w = max(w, 11+pixel.Measure(ob.Text)+6+pixel.MicroWidth(ratio(ob.Have, ob.Need)))
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}
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return ui.Box(c).Role(ui.RoleGroup).Label(q.Title).Description(strings.Join(parts, "; ")).Size(k.D(w), k.D((1+len(q.Objectives))*pixel.LineHeight)).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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g.Sprite(0, 2, icon.Star, 0, pixel.Warn, 1)
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g.Text(icon.Star.W+2, 0, q.Title, pixel.Warn, 1)
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for i, ob := range q.Objectives {
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y, met := (i+1)*pixel.LineHeight, ob.Have == ob.Need
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tick(g, 1, y+5, met)
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ink := pixel.Ink
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if met {
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ink = pixel.Faint
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}
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g.Text(11, y, ob.Text, ink, 1)
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if ob.Need > 1 {
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n := ratio(ob.Have, ob.Need)
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g.Micro(w-pixel.MicroWidth(n), y+6, n, ink, 1)
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}
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}
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})
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}
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