Add 1e. UI Panels, Buttons, and HUD Assets
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1e.-UI-Panels%2C-Buttons%2C-and-HUD-Assets.md
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1e.-UI-Panels%2C-Buttons%2C-and-HUD-Assets.md
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# UI Panels, Buttons, and HUD Assets
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This page covers interface panels, buttons, tabs, prompts, chat elements, progress elements, frames, and other UI graphics.
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## Interface style
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NETFISHING UI should feel:
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- Warm
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- Rounded
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- Friendly
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- Compact
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- Readable
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- Slightly handmade
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- Consistent with the game’s low-resolution art
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The references use:
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- Cream outer panels
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- Tan inner surfaces
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- Dark brown text
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- Muted green tabs
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- Large rounded corners
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- Simple shadow offsets
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- Pill-shaped buttons
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- Minimal borders
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- Little or no gloss
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## Panel hierarchy
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Use clear visual hierarchy.
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Suggested roles:
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- Outer modal: pale cream
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- Inner content area: warm tan
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- Active tab: muted green
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- Inactive tab: deep green or muted neutral
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- Text: dark brown
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- Secondary text: caramel
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- Warning: coral or orange
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- Selection: green outline or stronger contrast
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Do not rely only on color to indicate selection.
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Selection may also use:
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- Border
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- Position
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- Icon
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- Underline
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- Shape change
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- Text weight
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## Rounded shapes
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Panels and buttons may use large rounded corners.
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Keep corner radii consistent among related controls.
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Avoid mixing:
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- Very sharp boxes
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- Extremely rounded pills
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- Random corner sizes
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unless the difference has a clear hierarchy purpose.
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## Nine-patch assets
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Resizable UI panels should generally be prepared for Godot `NinePatchRect` use.
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A nine-patch source should contain:
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- Stable corners
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- Stretchable center
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- Stretchable edge regions
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- No important detail crossing stretch boundaries
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The issue should specify:
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- Source dimensions
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- Patch margins
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- Intended minimum size
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- Whether the center should tile or stretch
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Test the panel at:
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- Minimum size
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- Typical size
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- Very wide size
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- Very tall size
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## Buttons
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Buttons should include required visual states.
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Possible states:
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- Normal
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- Hover
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- Pressed
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- Disabled
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- Focused
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- Selected
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Not every button needs a separate raster image for every state. Godot theme styles may provide color and border changes.
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Coordinate with the issue before drawing state sets.
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## Tabs
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Tabs should:
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- Remain readable at small heights
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- Use clear labels
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- Have consistent padding
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- Distinguish active and inactive states
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- Avoid overly decorative silhouettes
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## Prompts and tooltips
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Prompt panels should:
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- Use a compact rounded shape
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- Keep text readable over gameplay
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- Avoid covering large portions of the screen
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- Preserve enough padding around text
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- Support short headings and secondary guidance
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Do not bake prompt text into panel art unless explicitly requested.
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## Progress and rarity elements
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Progress bars should separate:
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- Background track
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- Current fill
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- Danger or chase fill
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- Barrier markers
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- Completion state
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Rarity indicators should follow the game’s agreed color language and remain visible on cream and tan backgrounds.
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## Chat and text panels
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Chat backgrounds should:
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- Support many lines of text
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- Keep contrast strong
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- Avoid heavy texture behind text
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- Allow local and global tab states
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- Preserve space for input guidance
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Do not rasterize chat text into the panel asset.
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## Typography
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Fonts are configured separately in Godot.
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Do not include text in reusable panel, button, or tab graphics unless the issue specifically requests a logo or fixed label.
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UI graphics should accommodate:
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- Different text lengths
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- Accessibility scaling
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- Localization
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- Controller prompts
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- Keyboard prompts
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## Pixel scaling
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UI raster graphics should use nearest-neighbor presentation when designed as pixel art.
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Test at intended window sizes.
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Avoid fractional scaling that produces uneven borders or corner pixels.
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## Godot theme integration
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Some UI appearance should be built with Godot theme resources rather than unique image assets.
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Prefer Godot styles for:
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- Solid background colors
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- Borders
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- Corner radii where they render appropriately
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- Padding
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- Text colors
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- Focus outlines
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Use raster assets when they provide:
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- Intentional pixel texture
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- Hand-drawn edge shapes
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- Decorative frames
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- Complex silhouettes
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- Art that cannot be reproduced cleanly with theme styles
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Do not create a raster image for every ordinary rectangle.
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## Deliverables
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Include:
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- Editable source
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- Exported PNG or SVG
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- Native dimensions
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- Patch margins for nine-patch assets
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- Required states
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- Palette
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- Small and large previews
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- Screenshot in Godot
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- Related issue number
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