Added HUD drawing logic.

This commit is contained in:
2025-12-21 23:22:53 -05:00
parent ecdc501752
commit 42608a16e3
11 changed files with 247 additions and 39 deletions

View File

@@ -779,7 +779,7 @@
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:Sprites/Laser_Large_png_processed.png
/build:Sprites/Laser_Large_png_processed.png;Sprites/Laser_Large.png
#begin Sprites/Laser_Medium_png_processed.png
/importer:TextureImporter
@@ -791,7 +791,7 @@
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:Sprites/Laser_Medium_png_processed.png
/build:Sprites/Laser_Medium_png_processed.png;Sprites/Laser_Medium.png
#begin Sprites/Laser_Small_png_processed.png
/importer:TextureImporter
@@ -803,7 +803,7 @@
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:Sprites/Laser_Small_png_processed.png
/build:Sprites/Laser_Small_png_processed.png;Sprites/Laser_Small.png
#begin Sprites/Minigun_Large_png_processed.png
/importer:TextureImporter
@@ -851,7 +851,7 @@
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:Sprites/Plasma_Large_png_processed.png
/build:Sprites/Plasma_Large_png_processed.png;Sprites/Plasma_Large.png
#begin Sprites/Plasma_Medium_png_processed.png
/importer:TextureImporter
@@ -863,7 +863,7 @@
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:Sprites/Plasma_Medium_png_processed.png
/build:Sprites/Plasma_Medium_png_processed.png;Sprites/Plasma_Medium.png
#begin Sprites/Plasma_Small_png_processed.png
/importer:TextureImporter
@@ -875,7 +875,7 @@
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:Sprites/Plasma_Small_png_processed.png
/build:Sprites/Plasma_Small_png_processed.png;Sprites/Plasma_Small.png
#begin Sprites/Platform_01_png_processed.png
/importer:TextureImporter
@@ -1235,7 +1235,7 @@
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:Sprites/Proton_Large_png_processed.png
/build:Sprites/Proton_Large_png_processed.png;Sprites/Proton_Large.png
#begin Sprites/Proton_Medium_png_processed.png
/importer:TextureImporter
@@ -1247,7 +1247,7 @@
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:Sprites/Proton_Medium_png_processed.png
/build:Sprites/Proton_Medium_png_processed.png;Sprites/Proton_Medium.png
#begin Sprites/Proton_Small_png_processed.png
/importer:TextureImporter
@@ -1259,7 +1259,7 @@
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:Sprites/Proton_Small_png_processed.png
/build:Sprites/Proton_Small_png_processed.png;Sprites/Proton_Small.png
#begin Sprites/Rotor_png_processed.png
/importer:TextureImporter

View File

@@ -19,13 +19,17 @@ internal class GameLoop : GameLoopBase
private Starfield _starfield;
private Texture2D _pixel;
private Player _player;
protected readonly List<Sprite> Sprites = [];
public GameLoop(AlienAttackGame game) : base(game)
{
InitializeStarField(game);
Sprites.Add(new Player(game.ViewTransform.ScreenWidth / 2 - 32, game.ViewTransform.ScreenHeight - 64));
_player = new Player(game.ViewTransform.ScreenWidth / 2 - 32, game.ViewTransform.ScreenHeight - 64);
Sprites.Add(_player);
}
private void InitializeStarField(AlienAttackGame game)
@@ -56,6 +60,7 @@ internal class GameLoop : GameLoopBase
{
_starfield.Draw(SpriteBatch, _pixel);
//DrawBackground();
DrawHud();
DrawSprites();
}
@@ -90,6 +95,84 @@ internal class GameLoop : GameLoopBase
}
}
private void DrawHud()
{
DrawSideBars(SpriteBatch, ViewTransform.ScreenWidth, ViewTransform.ScreenHeight, _player.Health, _player.Shield);
}
private void DrawSideBars(SpriteBatch sb, int screenW, int screenH, int health, int shield)
{
health = Math.Clamp(health, 0, 100);
shield = Math.Clamp(shield, 0, 100);
// Tweak these to taste to match “Raptor-ish” proportions
int marginTop = 8;
int marginBottom = 8;
int barWidth = 10; // thin like the screenshot
int gap = 4; // small gap between segments
int segments = 100;
int barHeight = screenH - marginTop - marginBottom;
// Compute segment height so 100 segments + gaps fit in the available height
// If your resolution is small, this could become 0; clamp to 1.
int segHeight = Math.Max(1, (barHeight - gap * (segments - 1)) / segments);
// Recompute barHeight actually used by segments (so we can bottom-align perfectly)
int usedHeight = segments * segHeight + (segments - 1) * gap;
// Position bars along left/right edges
int leftX = 6; // a few pixels from edge
int rightX = screenW - 6 - barWidth;
int bottomY = marginTop + usedHeight; // bottom of the bar area
// Colors
Color healthOn = new Color(255, 140, 0); // orange-ish
Color shieldOn = new Color(60, 140, 255); // blue-ish
Color off = new Color(30, 30, 30); // dark "empty" segment
DrawSegmentedBar(sb, leftX, bottomY, barWidth, segHeight, gap, health, healthOn, off, segments);
DrawSegmentedBar(sb, rightX, bottomY, barWidth, segHeight, gap, shield, shieldOn, off, segments);
}
private void DrawSegmentedBar(
SpriteBatch sb,
int x,
int bottomY,
int barWidth,
int segHeight,
int gap,
int value0To100,
Color onColor,
Color offColor,
int segments = 100)
{
float minBrightness = 0.55f;
float maxBrightness = 1.00f;
for (int i = 0; i < segments; i++)
{
int y = bottomY - (i + 1) * segHeight - i * gap;
// i = 0 bottom, i = segments-1 top
float t = i / (float)(segments - 1);
float brightness = MathHelper.Lerp(minBrightness, maxBrightness, t);
Color baseColor = (i < value0To100) ? onColor : offColor;
// Apply brightness scaling
Color finalColor = new Color(
(byte)(baseColor.R * brightness),
(byte)(baseColor.G * brightness),
(byte)(baseColor.B * brightness),
baseColor.A
);
sb.Draw(_pixel, new Rectangle(x, y, barWidth, segHeight), finalColor);
}
}
private void DrawSprites()
{
SpriteDrawArgs args = new(Game);

View File

@@ -0,0 +1,24 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
namespace AlienAttack.MonoGame.Things.Bullets;
internal class MinigunBulletLarge : Bullet
{
public MinigunBulletLarge(float x, float y, float xVel, float yVel, Sprite owner) : base(x, y, xVel, yVel, owner)
{
BoundBox = new(0, 0, 9, 27);
Damage = 3;
}
public override void Draw(SpriteDrawArgs args)
{
Texture2D texture = args.Content.Load<Texture2D>(@$"Sprites\Minigun_Large");
float rotation = MathF.Atan2(YVelocity, XVelocity) + MathF.PI / 2f;
Vector2 origin = new(texture.Width / 2f, texture.Height / 2f);
args.SpriteBatch.Draw(texture, Position, null, DrawColor, rotation, origin, 1f, SpriteEffects.None, 1);
}
}

View File

@@ -0,0 +1,24 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
namespace AlienAttack.MonoGame.Things.Bullets;
internal class MinigunBulletMedium : Bullet
{
public MinigunBulletMedium(float x, float y, float xVel, float yVel, Sprite owner) : base(x, y, xVel, yVel, owner)
{
BoundBox = new(0, 0, 11, 21);
Damage = 2;
}
public override void Draw(SpriteDrawArgs args)
{
Texture2D texture = args.Content.Load<Texture2D>(@$"Sprites\Minigun_Medium");
float rotation = MathF.Atan2(YVelocity, XVelocity) + MathF.PI / 2f;
Vector2 origin = new(texture.Width / 2f, texture.Height / 2f);
args.SpriteBatch.Draw(texture, Position, null, DrawColor, rotation, origin, 1f, SpriteEffects.None, 1);
}
}

View File

@@ -8,9 +8,7 @@ internal class MinigunBulletSmall : Bullet
{
public MinigunBulletSmall(float x, float y, float xVel, float yVel, Sprite owner) : base(x, y, xVel, yVel, owner)
{
XVelocity = xVel;
YVelocity = yVel;
Owner = owner;
BoundBox = new(0, 0, 7, 17);
Damage = 1;
}

View File

@@ -0,0 +1,6 @@
namespace AlienAttack.MonoGame.Things.Enemies;
public abstract class EnemyShip(int x, int y) : MoveableSprite(x, y)
{
public virtual int CrashDamage => 10;
}

View File

@@ -9,7 +9,7 @@ using System.Collections.Generic;
namespace AlienAttack.MonoGame.Things.Enemies;
internal class GreenEnemy : MoveableSprite
internal class GreenEnemy : EnemyShip
{
//Enemy01_Green_Frame_1_png_processed
@@ -113,5 +113,10 @@ internal class GreenEnemy : MoveableSprite
{
Health -= bullet.Damage;
}
if (context.Sprite is Player)
{
Health = 0;
}
}
}

View File

@@ -4,7 +4,7 @@ using Microsoft.Xna.Framework.Graphics;
namespace AlienAttack.MonoGame.Things.Enemies;
internal class RedEnemy : MoveableSprite
internal class RedEnemy : EnemyShip
{
protected int FireThreshold => 20;
protected int CurrentFireThreshold { get; set; } = 20;
@@ -92,5 +92,10 @@ internal class RedEnemy : MoveableSprite
{
Health -= bullet.Damage;
}
if (context.Sprite is Player)
{
Health = 0;
}
}
}

View File

@@ -4,7 +4,7 @@ using Microsoft.Xna.Framework.Graphics;
namespace AlienAttack.MonoGame.Things.Enemies;
internal class TealEnemy : MoveableSprite
internal class TealEnemy : EnemyShip
{
protected int FireThreshold => 20;
protected int CurrentFireThreshold { get; set; } = 20;
@@ -85,5 +85,10 @@ internal class TealEnemy : MoveableSprite
{
Health -= bullet.Damage;
}
if (context.Sprite is Player)
{
Health = 0;
}
}
}

View File

@@ -1,9 +1,14 @@
using AlienAttack.MonoGame.Things.Weapons;
using AlienAttack.MonoGame.Things.Bullets;
using AlienAttack.MonoGame.Things.Enemies;
using AlienAttack.MonoGame.Things.Items;
using AlienAttack.MonoGame.Things.Weapons;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
using System.Collections.Generic;
using System.IO;
using static System.Net.Mime.MediaTypeNames;
namespace AlienAttack.MonoGame.Things;
@@ -35,7 +40,6 @@ internal class Player : MoveableSprite
protected PlayerHorizontalMoveState MoveState = PlayerHorizontalMoveState.None;
protected MoveFlag MoveFlags;
protected ulong MoveThreshold = 0;
//protected ulong FireThreshold = 0;
protected ICollection<IWeapon> ActiveWeapons = [];
protected int CurrentExhaustFrame = 1;
@@ -44,11 +48,16 @@ internal class Player : MoveableSprite
protected int CurrentExhaustAnimationThreshold = 10;
protected int CurrentExhaustDirection = 1;
public int Health { get; protected set; }
public int Shield { get; protected set; }
public Player(int x, int y) : base(x, y)
{
BoundBox = new Rectangle(0, 0, 64, 64);
ActiveWeapons.Add(new Minigun());
ActiveWeapons.Add(new FastMinigun());
//ActiveWeapons.Add(new FastMinigun());
Health = 100;
Shield = 100;
}
//Texture2D texture = Game
@@ -244,12 +253,6 @@ internal class Player : MoveableSprite
private void CheckFire(SpriteUpdateContext context)
{
//if (FireThreshold > 0)
//{
// FireThreshold--;
// return;
//}
foreach (IWeapon weapon in ActiveWeapons)
{
weapon.UpdateFireThreshold();
@@ -262,14 +265,6 @@ internal class Player : MoveableSprite
{
weapon.TryFire(this, context);
}
//MinigunBulletSmall bullet1 = new((int)Position.X + 12, (int)Position.Y + 6, 0, -4, this);
//MinigunBulletSmall bullet2 = new((int)Position.X + BoundBox.Width - 20, (int)Position.Y + 6, 0, -4, this);
//context.SpawnSprite(bullet1);
//context.SpawnSprite(bullet2);
//FireThreshold = 15;
}
private static bool IsFireButtonPressed()
@@ -280,4 +275,68 @@ internal class Player : MoveableSprite
return keyState.IsKeyDown(Keys.Space) || mouseState.LeftButton == ButtonState.Pressed || gamePadState.Buttons.A == ButtonState.Pressed;
}
private void TakeDamage(int amount)
{
if (Shield >= amount)
{
TakeShieldDamage(amount);
return;
}
if (Shield > 0)
{
int remainder = amount - Shield;
TakeShieldDamage(Shield);
TakeHealthDamage(remainder);
return;
}
TakeHealthDamage(amount);
}
private void GiveShield(int amount)
{
Shield = Math.Clamp(Shield + amount, 0, 100);
}
private void TakeShieldDamage(int amount)
{
Shield = Math.Clamp(Shield - amount, 0, 100);
}
private void GiveHealth(int amount)
{
Health = Math.Clamp(Health + amount, 0, 100);
}
private void TakeHealthDamage(int amount)
{
Health = Math.Clamp(Health - amount, 0, 100);
}
public override void OnCollision(SpriteCollisionContext context)
{
if (context.Sprite is Bullet bullet && bullet.Owner is not Player)
{
TakeDamage(bullet.Damage);
}
if (context.Sprite is EnemyShip enemyShip)
{
TakeDamage(enemyShip.CrashDamage);
}
if (context.Sprite is Shields)
{
GiveShield(20);
}
if (context.Sprite is Health)
{
GiveHealth(10);
}
}
}

View File

@@ -1,5 +1,4 @@
using AlienAttack.MonoGame.Things.Bullets;
using Microsoft.Xna.Framework;
namespace AlienAttack.MonoGame.Things.Weapons;
@@ -10,13 +9,13 @@ public class Minigun : Weapon
public override void Fire(Sprite owner, SpriteUpdateContext context)
{
// Calculate bullet spawn positions relative to the player's bounding box
int x1 = (int)owner.XPosition + 12;
int x2 = (int)owner.XPosition + owner.BoundBox.Width - 20;
int y = (int)owner.YPosition + 6;
int x1 = (int)owner.XPosition + 14;
int x2 = (int)owner.XPosition + owner.BoundBox.Width - 16;
int y = (int)owner.YPosition + 10;
// Create bullets with velocity (0, -4)
MinigunBulletSmall bullet1 = new(x1, y, 0, -6, owner);
MinigunBulletSmall bullet2 = new(x2, y, 0, -6, owner);
MinigunBulletLarge bullet1 = new(x1, y, 0, -6, owner);
MinigunBulletLarge bullet2 = new(x2, y, 0, -6, owner);
// Queue the bullets for spawning
context.SpawnSprite(bullet1);