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https://github.com/ZDoom/gzdoom-gles.git
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b4d3715345
Made ZScript implementation of chain wiggling in Heretic status bar as close as possible to C++ SBARINFO one https://forum.zdoom.org/viewtopic.php?t=59840
219 lines
6.4 KiB
Text
219 lines
6.4 KiB
Text
class HereticStatusBar : BaseStatusBar
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{
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DynamicValueInterpolator mHealthInterpolator;
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HUDFont mHUDFont;
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HUDFont mIndexFont;
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HUDFont mBigFont;
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InventoryBarState diparms;
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InventoryBarState diparms_sbar;
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private int wiggle;
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override void Init()
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{
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Super.Init();
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SetSize(42, 320, 200);
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// Create the font used for the fullscreen HUD
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Font fnt = "HUDFONT_RAVEN";
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mHUDFont = HUDFont.Create(fnt, fnt.GetCharWidth("0") + 1, true, 1, 1);
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fnt = "INDEXFONT_RAVEN";
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mIndexFont = HUDFont.Create(fnt, fnt.GetCharWidth("0"), true);
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fnt = "BIGFONT";
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mBigFont = HUDFont.Create(fnt, fnt.GetCharWidth("0"), true, 2, 2);
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diparms = InventoryBarState.Create(mIndexFont);
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diparms_sbar = InventoryBarState.CreateNoBox(mIndexFont, boxsize:(31, 31), arrowoffs:(0,-10));
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mHealthInterpolator = DynamicValueInterpolator.Create(0, 0.25, 1, 8);
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}
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override int GetProtrusion(double scaleratio) const
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{
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return scaleratio > 0.7? 8 : 0;
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}
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override void NewGame ()
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{
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Super.NewGame();
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mHealthInterpolator.Reset (0);
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}
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override void Tick()
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{
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Super.Tick();
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mHealthInterpolator.Update(CPlayer.health);
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// wiggle the chain if it moves
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if (level.time & 1)
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{
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wiggle = (mHealthInterpolator.GetValue() != CPlayer.health) && Random[ChainWiggle](0, 1);
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}
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}
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override void Draw (int state, double TicFrac)
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{
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Super.Draw (state, TicFrac);
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if (state == HUD_StatusBar)
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{
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BeginStatusBar();
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DrawMainBar (TicFrac);
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}
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else if (state == HUD_Fullscreen)
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{
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BeginHUD();
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DrawFullScreenStuff ();
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}
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}
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protected void DrawMainBar (double TicFrac)
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{
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DrawImage("BARBACK", (0, 158), DI_ITEM_OFFSETS);
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DrawImage("LTFCTOP", (0, 148), DI_ITEM_OFFSETS);
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DrawImage("RTFCTOP", (290, 148), DI_ITEM_OFFSETS);
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if (isInvulnerable())
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{
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//god mode
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DrawImage("GOD1", (16, 167), DI_ITEM_OFFSETS);
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DrawImage("GOD2", (287, 167), DI_ITEM_OFFSETS);
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}
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//health
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DrawImage("CHAINCAC", (0, 190), DI_ITEM_OFFSETS);
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// wiggle the chain if it moves
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int inthealth = mHealthInterpolator.GetValue();
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DrawGem("CHAIN", "LIFEGEM2",inthealth, CPlayer.mo.GetMaxHealth(true), (2, 191 + wiggle), 15, 25, 16, (multiplayer? DI_TRANSLATABLE : 0) | DI_ITEM_LEFT_TOP);
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DrawImage("LTFACE", (0, 190), DI_ITEM_OFFSETS);
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DrawImage("RTFACE", (276, 190), DI_ITEM_OFFSETS);
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DrawShader(SHADER_HORZ, (19, 190), (16, 10));
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DrawShader(SHADER_HORZ|SHADER_REVERSE, (278, 190), (16, 10));
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if (!isInventoryBarVisible())
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{
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//statbar
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if (!deathmatch)
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{
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DrawImage("LIFEBAR", (34, 160), DI_ITEM_OFFSETS);
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DrawImage("ARMCLEAR", (57, 171), DI_ITEM_OFFSETS);
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DrawString(mHUDFont, FormatNumber(mHealthInterpolator.GetValue(), 3), (88, 170), DI_TEXT_ALIGN_RIGHT);
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}
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else
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{
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DrawImage("STATBAR", (34, 160), DI_ITEM_OFFSETS);
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DrawImage("ARMCLEAR", (57, 171), DI_ITEM_OFFSETS);
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DrawString(mHUDFont, FormatNumber(CPlayer.FragCount, 3), (88, 170), DI_TEXT_ALIGN_RIGHT);
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}
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DrawString(mHUDFont, FormatNumber(GetArmorAmount(), 3), (255, 170), DI_TEXT_ALIGN_RIGHT);
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//ammo
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Ammo ammo1, ammo2;
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[ammo1, ammo2] = GetCurrentAmmo();
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if (ammo1 != null && ammo2 == null)
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{
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DrawString(mHUDFont, FormatNumber(ammo1.Amount, 3), (136, 162), DI_TEXT_ALIGN_RIGHT);
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DrawTexture(ammo1.icon, (123, 180), DI_ITEM_CENTER);
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}
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else if (ammo2 != null)
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{
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DrawString(mIndexFont, FormatNumber(ammo1.Amount, 3), (137, 165), DI_TEXT_ALIGN_RIGHT);
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DrawString(mIndexFont, FormatNumber(ammo2.Amount, 3), (137, 177), DI_TEXT_ALIGN_RIGHT);
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DrawTexture(ammo1.icon, (115, 169), DI_ITEM_CENTER);
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DrawTexture(ammo2.icon, (115, 180), DI_ITEM_CENTER);
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}
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//keys
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if (CPlayer.mo.CheckKeys(3, false, true)) DrawImage("YKEYICON", (153, 164), DI_ITEM_OFFSETS);
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if (CPlayer.mo.CheckKeys(1, false, true)) DrawImage("GKEYICON", (153, 172), DI_ITEM_OFFSETS);
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if (CPlayer.mo.CheckKeys(2, false, true)) DrawImage("BKEYICON", (153, 180), DI_ITEM_OFFSETS);
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//inventory box
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if (CPlayer.mo.InvSel != null)
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{
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DrawInventoryIcon(CPlayer.mo.InvSel, (194, 175), DI_ARTIFLASH|DI_ITEM_CENTER, boxsize:(28, 28));
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if (CPlayer.mo.InvSel.Amount > 1)
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{
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DrawString(mIndexFont, FormatNumber(CPlayer.mo.InvSel.Amount, 3), (209, 182), DI_TEXT_ALIGN_RIGHT);
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}
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}
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}
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else
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{
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DrawImage("INVBAR", (34, 160), DI_ITEM_OFFSETS);
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DrawInventoryBar(diparms_sbar, (49, 160), 7, DI_ITEM_LEFT_TOP, HX_SHADOW);
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}
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}
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protected void DrawFullScreenStuff ()
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{
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//health
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DrawImage("PTN1A0", (51, -3));
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DrawString(mBigFont, FormatNumber(mHealthInterpolator.GetValue()), (41, -21), DI_TEXT_ALIGN_RIGHT);
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//armor
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let armor = CPlayer.mo.FindInventory("BasicArmor");
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if (armor != null && armor.Amount > 0)
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{
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DrawInventoryIcon(armor, (58, -24));
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DrawString(mBigFont, FormatNumber(armor.Amount, 3), (41, -43), DI_TEXT_ALIGN_RIGHT);
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}
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//frags/keys
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if (deathmatch)
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{
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DrawString(mHUDFont, FormatNumber(CPlayer.FragCount, 3), (70, -16));
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}
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else
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{
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Vector2 keypos = (60, -1);
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int rowc = 0;
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double roww = 0;
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for(let i = CPlayer.mo.Inv; i != null; i = i.Inv)
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{
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if (i is "Key" && i.Icon.IsValid())
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{
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DrawTexture(i.Icon, keypos, DI_ITEM_LEFT_BOTTOM);
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Vector2 size = TexMan.GetScaledSize(i.Icon);
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keypos.Y -= size.Y + 2;
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roww = max(roww, size.X);
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if (++rowc == 3)
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{
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keypos.Y = -1;
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keypos.X += roww + 2;
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roww = 0;
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rowc = 0;
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}
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}
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}
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}
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//ammo
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Ammo ammo1, ammo2;
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[ammo1, ammo2] = GetCurrentAmmo();
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int y = -22;
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if (ammo1 != null)
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{
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DrawTexture(ammo1.Icon, (-17, y));
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DrawString(mHUDFont, FormatNumber(ammo1.Amount, 3), (-3, y+7), DI_TEXT_ALIGN_RIGHT);
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y -= 40;
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}
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if (ammo2 != null)
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{
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DrawTexture(ammo2.Icon, (-14, y));
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DrawString(mHUDFont, FormatNumber(ammo2.Amount, 3), (-3, y+7), DI_TEXT_ALIGN_RIGHT);
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y -= 40;
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}
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if (!isInventoryBarVisible() && !level.NoInventoryBar && CPlayer.mo.InvSel != null)
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{
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// This code was changed to always fit the item into the box, regardless of alignment or sprite size.
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// Heretic's ARTIBOX is 30x30 pixels.
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DrawImage("ARTIBOX", (-46, -1), 0, HX_SHADOW);
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DrawInventoryIcon(CPlayer.mo.InvSel, (-46, -15), DI_ARTIFLASH|DI_ITEM_CENTER, boxsize:(28, 28));
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if (CPlayer.mo.InvSel.Amount > 1)
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{
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DrawString(mIndexFont, FormatNumber(CPlayer.mo.InvSel.Amount, 3), (-32, -2 - mIndexFont.mFont.GetHeight()), DI_TEXT_ALIGN_RIGHT);
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}
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}
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if (isInventoryBarVisible())
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{
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DrawInventoryBar(diparms, (0, 0), 7, DI_SCREEN_CENTER_BOTTOM, HX_SHADOW);
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}
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}
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}
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