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