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use crate::prelude::*;
#[derive(Default)]
pub struct Hud;
impl Hud {
pub fn new() -> Self {
Default::default()
}
pub fn add_node() -> Handle<Self> {
scene::add_node(Self::new())
}
}
impl Node for Hud {
fn draw(_: RefMut<Self>) {
let game_state = scene::find_node_by_type::<GameState>().unwrap();
push_camera_state();
set_default_camera();
if game_state.in_debug_mode {
push_camera_state();
set_default_camera();
draw_text(
"DEBUG MODE",
vec2(get_screen_width() / 2.0, 50.0),
HorizontalAlignment::Center,
VerticalAlignment::Top,
TextParams {
color: color::RED,
font_size: 36,
..Default::default()
},
);
draw_text(
&format!("fps: {}", get_fps()),
vec2(get_screen_width() - 50.0, 50.0),
HorizontalAlignment::Right,
VerticalAlignment::Top,
Default::default(),
);
pop_camera_state();
}
if let Some(actor) = get_player_actor() {
let viewport = storage::get::<Viewport>();
push_camera_state();
set_default_camera();
let frustum = viewport.get_frustum();
let resources = storage::get::<Resources>();
let texture = resources.textures.get("mission_marker").unwrap();
for mission in &actor.active_missions {
if let Some(marker) = mission.marker.clone() {
if let Some(position) = marker.get_position() {
if frustum.contains(position) {
let position = viewport.to_screen_space(position);
let color = marker.get_color();
let rotation = 0.0;
// let screen_height = screen_height();
// let screen_width = screen_width();
// if position.x > screen_width - 16.0 {
// position.x = screen_width - 16.0;
// rotation = deg_to_rad(90.0);
// } else if position.x < 16.0 {
// position.x = 16.0;
// rotation = deg_to_rad(-90.0);
// } else {
// position.x -= 16.0;
// }
// if position.y > screen_height - 16.0 {
// position.y = screen_height - 16.0;
// } else if position.y < 16.0 {
// position.y = 16.0;
// rotation = deg_to_rad(180.0);
// }
draw_texture(
texture,
vec2(position.x - 16.0, position.y),
Some(color),
DrawTextureParams {
rotation,
..Default::default()
},
)
}
}
}
for (objective, is_completed) in mission.objectives.clone() {
if !is_completed {
if let Some(position) = objective.get_marker_position() {
if frustum.contains(position) {
let position = viewport.to_screen_space(position);
let color = objective.get_marker_color().unwrap_or(color::YELLOW);
let rotation = 0.0;
// let screen_height = screen_height();
// let screen_width = screen_width();
// if position.x > screen_width - 16.0 {
// position.x = screen_width - 16.0;
// rotation = deg_to_rad(90.0);
// } else if position.x < 16.0 {
// position.x = 16.0;
// rotation = deg_to_rad(-90.0);
// } else {
// position.x -= 16.0;
// }
// if position.y > screen_height - 16.0 {
// position.y = screen_height - 16.0;
// } else if position.y < 16.0 {
// position.y = 16.0;
// rotation = deg_to_rad(180.0);
// }
draw_texture(
texture,
vec2(position.x - 16.0, position.y),
Some(color),
DrawTextureParams {
rotation,
..Default::default()
},
)
}
}
}
}
}
let len = actor.active_missions.len();
if len > 0 {
draw_text(
"Active missions:",
vec2(get_screen_width() - 50.0, 250.0),
HorizontalAlignment::Right,
VerticalAlignment::Center,
Default::default(),
);
}
for i in 0..len {
let mission = actor.active_missions.get(i).unwrap();
draw_text(
&mission.title,
vec2(get_screen_width() - 50.0, (300.0) + i as f32 * (50.0)),
HorizontalAlignment::Right,
VerticalAlignment::Center,
Default::default(),
)
}
let len = actor.completed_missions.len();
if len > 0 {
draw_text(
"Completed missions:",
vec2(get_screen_width() - 50.0, 400.0),
HorizontalAlignment::Right,
VerticalAlignment::Center,
Default::default(),
);
}
for i in 0..len {
let mission = actor.completed_missions.get(i).unwrap();
draw_text(
&mission.title,
vec2(get_screen_width() - 50.0, 450.0 + i as f32 * (50.0)),
HorizontalAlignment::Right,
VerticalAlignment::Center,
Default::default(),
)
}
pop_camera_state();
let height = Actor::HEALTH_BAR_HEIGHT * viewport.scale;
let (position, offset_y, alignment, length, height, border) = (
vec2(10.0, 10.0),
height / 2.0,
HorizontalAlignment::Left,
(Actor::HEALTH_BAR_LENGTH * viewport.scale),
height,
viewport.scale,
);
draw_progress_bar(
actor.stats.current_health,
actor.stats.max_health,
position + vec2(0.0, offset_y),
length,
height,
color::RED,
color::GRAY,
border,
alignment,
None, // Some(&format!("{}/{}", self.stats.current_health.round(), self.stats.max_health.round())),
None,
);
draw_progress_bar(
actor.stats.current_stamina,
actor.stats.max_stamina,
position + vec2(0.0, offset_y + height),
length,
height,
color::YELLOW,
color::GRAY,
border,
alignment,
None, // Some(&format!("{}/{}", self.stats.current_stamina.round(), self.stats.max_stamina.round())),
None,
);
draw_progress_bar(
actor.stats.current_energy,
actor.stats.max_energy,
position + vec2(0.0, offset_y + height * 2.0),
length,
height,
color::BLUE,
color::GRAY,
border,
alignment,
None, // Some(&format!("{}/{}", self.stats.current_energy.round(), self.stats.max_energy.round())),
None,
);
}
pop_camera_state();
}
}