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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@@ -26,3 +26,15 @@ func TestMessagesCoverBothLocales(t *testing.T) {
}()
Kit{locale: En}.Msg("no_such_key")
}
func TestMessagesHaveGlyphs(t *testing.T) {
for loc, m := range messages {
for key, s := range m {
for _, r := range s {
if _, ok := font12.find(r); !ok && r != ' ' {
t.Errorf("locale %d message %q: the font has no %q", loc, key, r)
}
}
}
}
}