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

@@ -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);