Noah Petherbridge
fb5a8a1ae8
* The "Giant Screenshot" feature takes a very long time, so it is made asynchronous. If you try and run a second one while the first is busy, you get an error flash. You can continue editing the level, even playtest it, or load a different level, and it will continue crunching on the Giant Screenshot and flash when it's finished. * Updated the player physics to use proper Velocity to jump off the ground rather than the hacky timer-based fixed speed approach. * FlashError() function to flash "error level" messages to the screen. They appear in orange text instead of the usual blue, and most error messages in the game use this now. The dev console "error <msg>" command can simulate an error message. * Flashed message fonts are updated. The blue font now uses softer stroke and shadow colors and the same algorithm applies to the orange error flashes. Some other changes to player physics: * Max velocity, acceleration speed, and gravity have been tweaked. * Fast turn-around if you are moving right and then need to go left. Your velocity resets to zero at the transition so you quickly get going the way you want to go. Some levels that need a bit of love for the new platforming physics: * Tutorial 3.level
217 lines
5.4 KiB
Go
217 lines
5.4 KiB
Go
package balance
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import (
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/ui"
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"git.kirsle.net/go/ui/style"
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)
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// Theme and appearance variables.
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var (
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// Title Screen Font
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TitleScreenFont = render.Text{
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Size: 46,
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Color: render.Pink,
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Stroke: render.SkyBlue,
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Shadow: render.Black,
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}
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TitleScreenSubtitleFont = render.Text{
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FontFilename: "DejaVuSans.ttf",
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Size: 18,
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Color: render.SkyBlue,
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Shadow: render.SkyBlue.Darken(128),
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// Color: render.RGBA(255, 153, 0, 255),
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// Shadow: render.RGBA(200, 80, 0, 255),
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}
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TitleScreenVersionFont = render.Text{
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Size: 14,
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Color: render.Grey,
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Shadow: render.Black,
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}
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// Loading Screen fonts.
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LoadScreenFont = render.Text{
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Size: 46,
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Color: render.Pink,
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Stroke: render.SkyBlue,
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Shadow: render.Black,
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}
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LoadScreenSecondaryFont = render.Text{
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FontFilename: "DejaVuSans.ttf",
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Size: 18,
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Color: render.SkyBlue,
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Shadow: render.SkyBlue.Darken(128),
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// Color: render.RGBA(255, 153, 0, 255),
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// Shadow: render.RGBA(200, 80, 0, 255),
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}
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// Play Mode Touch UI Hints Font
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TouchHintsFont = render.Text{
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FontFilename: "DejaVuSans.ttf",
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Size: 14,
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Color: render.SkyBlue,
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Shadow: render.SkyBlue.Darken(128),
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Padding: 8,
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PadY: 12,
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}
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// Window and panel styles.
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TitleConfig = ui.Config{
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Background: render.MustHexColor("#FF9900"),
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OutlineSize: 1,
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OutlineColor: render.Black,
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}
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TitleFont = render.Text{
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FontFilename: "DejaVuSans-Bold.ttf",
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Size: 9,
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Padding: 4,
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Color: render.White,
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Stroke: render.Red,
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}
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WindowBackground = render.MustHexColor("#cdb689")
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WindowBorder = render.Grey
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// Developer Shell and Flashed Messages styles.
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FlashStrokeDarken = 60
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FlashShadowDarken = 120
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FlashFont = func(text string) render.Text {
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return render.Text{
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Text: text,
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Size: 18,
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Color: render.SkyBlue,
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Stroke: render.SkyBlue.Darken(FlashStrokeDarken),
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Shadow: render.SkyBlue.Darken(FlashShadowDarken),
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}
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}
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FlashErrorColor = render.MustHexColor("#FF9900")
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// Menu bar styles.
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MenuBackground = render.Black
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MenuFont = render.Text{
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Size: 12,
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PadX: 4,
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}
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MenuFontBold = render.Text{
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FontFilename: "DejaVuSans-Bold.ttf",
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Size: 12,
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PadX: 4,
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}
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// TabFrame styles.
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TabFont = render.Text{
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Size: 12,
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PadX: 8,
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PadY: 4,
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}
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// Modal backdrop color.
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ModalBackdrop = render.RGBA(1, 1, 1, 42)
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// StatusFont is the font for the status bar.
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StatusFont = render.Text{
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Size: 12,
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Padding: 4,
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Color: render.Black,
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}
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// UIFont is the main font for UI labels.
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UIFont = render.Text{
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Size: 12,
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Padding: 4,
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Color: render.Black,
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}
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// LabelFont is the font for strong labels in UI.
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LabelFont = render.Text{
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Size: 12,
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FontFilename: "DejaVuSans-Bold.ttf",
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Padding: 4,
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Color: render.Black,
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}
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LargeLabelFont = render.Text{
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Size: 18,
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FontFilename: "DejaVuSans-Bold.ttf",
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Padding: 4,
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Color: render.Black,
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}
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// SmallMonoFont for cramped spaces like the +/- buttons on Toolbar.
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SmallMonoFont = render.Text{
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Size: 14,
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PadX: 3,
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FontFilename: "DejaVuSansMono.ttf",
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Color: render.Black,
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}
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// CodeLiteralFont for rendering <code>-like text.
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CodeLiteralFont = render.Text{
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Size: 11,
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PadX: 3,
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FontFilename: "DejaVuSansMono.ttf",
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Color: render.Magenta,
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}
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// Small font
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SmallFont = render.Text{
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Size: 10,
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Padding: 2,
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Color: render.Black,
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}
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// Color for draggable doodad.
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DragColor = render.MustHexColor("#0099FF")
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// Link lines drawn between connected doodads.
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LinkLineColor = render.Magenta
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LinkLighten = 128
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LinkAnimSpeed uint64 = 30 // ticks
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PlayButtonFont = render.Text{
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FontFilename: "DejaVuSans-Bold.ttf",
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Size: 16,
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Padding: 4,
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Color: render.RGBA(255, 255, 0, 255),
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Stroke: render.RGBA(100, 100, 0, 255),
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}
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// Doodad Dropper Window settings.
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DoodadButtonBackground = render.RGBA(255, 255, 200, 255)
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DoodadButtonSize = 64
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DoodadDropperCols = 6 // rows/columns of buttons
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DoodadDropperRows = 3
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// Button styles, customized in init().
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ButtonPrimary = style.DefaultButton
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ButtonDanger = style.DefaultButton
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ButtonBabyBlue = style.DefaultButton
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ButtonPink = style.DefaultButton
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ButtonLightRed = style.DefaultButton
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)
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// Customize the various button styles.
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func init() {
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// Primary: white on rich blue color
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ButtonPrimary.Background = render.RGBA(0, 60, 153, 255)
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ButtonPrimary.Foreground = render.RGBA(255, 255, 254, 255)
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ButtonPrimary.HoverBackground = render.RGBA(0, 153, 255, 255)
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ButtonPrimary.HoverForeground = ButtonPrimary.Foreground
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// Danger: white on red
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ButtonDanger.Background = render.RGBA(153, 30, 30, 255)
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ButtonDanger.Foreground = render.RGBA(255, 255, 254, 255)
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ButtonDanger.HoverBackground = render.RGBA(255, 30, 30, 255)
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ButtonDanger.HoverForeground = ButtonPrimary.Foreground
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ButtonBabyBlue.Background = render.RGBA(40, 200, 255, 255)
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ButtonBabyBlue.Foreground = render.Black
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ButtonBabyBlue.HoverBackground = render.RGBA(0, 220, 255, 255)
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ButtonBabyBlue.HoverForeground = render.Black
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ButtonPink.Background = render.RGBA(255, 153, 255, 255)
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ButtonPink.HoverBackground = render.RGBA(255, 220, 255, 255)
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ButtonLightRed.Background = render.RGBA(255, 90, 90, 255)
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ButtonLightRed.HoverBackground = render.RGBA(255, 128, 128, 255)
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}
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