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