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Implement initial player info UI

This commit is contained in:
Daniel Evans 2016-04-10 05:53:49 +01:00
parent 5ef12d6a40
commit 38c5184639

View File

@ -3,7 +3,16 @@
#include <ai/PlayerController.hpp>
#include <objects/CharacterObject.hpp>
#include <engine/GameState.hpp>
#include <glm/glm.hpp>
#include <iomanip>
constexpr size_t ui_TextSize = 35;
constexpr size_t ui_TextHeight = 30;
constexpr size_t ui_outerMargin = 20;
constexpr size_t ui_infoMargin = 10;
constexpr size_t ui_weaponSize = 50;
const glm::vec3 ui_timeColour(196/255.f, 165/255.f, 119/255.f);
const glm::vec3 ui_moneyColour(89/255.f, 113/255.f, 147/255.f);
const glm::vec3 ui_healthColour(187/255.f, 102/255.f, 47/255.f);
void drawMap(PlayerController* player, GameWorld* world, GameRenderer* render)
{
@ -32,9 +41,47 @@ void drawMap(PlayerController* player, GameWorld* world, GameRenderer* render)
render->map.draw(world, map);
}
void drawPlayerInfo(PlayerController* player, GameWorld* world, GameRenderer* render)
{
float infoTextX = render->getRenderer()->getViewport().x -
(ui_outerMargin + ui_weaponSize + ui_infoMargin);
float infoTextY = 0.f + ui_outerMargin;
TextRenderer::TextInfo ti;
ti.font = 1;
ti.size = ui_TextSize;
ti.align = TextRenderer::TextInfo::Right;
std::stringstream ss;
ss << std::setw(2) << std::setfill('0') << world->getHour()
<< std::setw(0) << ":"
<< std::setw(2) << world->getMinute();
ti.text = ss.str();
ti.baseColour = glm::vec3(0.f, 0.f, 0.f);
ti.screenPosition = glm::vec2(infoTextX + 1.f, infoTextY+1.f);
render->text.renderText(ti);
ti.baseColour = ui_timeColour;
ti.screenPosition = glm::vec2(infoTextX, infoTextY);
render->text.renderText(ti);
infoTextY += ui_TextHeight;
ti.text = "$" + std::to_string(world->state->playerInfo.money);
ti.baseColour = glm::vec3(0.f, 0.f, 0.f);
ti.screenPosition = glm::vec2(infoTextX + 1.f, infoTextY+1.f);
render->text.renderText(ti);
ti.baseColour = ui_moneyColour;
ti.screenPosition = glm::vec2(infoTextX, infoTextY);
render->text.renderText(ti);
}
void drawHUD(PlayerController* player, GameWorld* world, GameRenderer* render)
{
drawMap(player, world, render);
drawPlayerInfo(player, world, render);
}
void drawOnScreenText(GameWorld* world, GameRenderer* renderer)