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make the health indicator blink if low (#267)
* make the health indicator blink if low
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parent
1df0ab7c17
commit
481a705c39
@ -17,6 +17,7 @@ constexpr size_t ui_ammoSize = 14;
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constexpr size_t ui_ammoHeight = 16;
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constexpr size_t ui_armourOffset = ui_textSize * 3;
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constexpr size_t ui_maxWantedLevel = 6;
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constexpr size_t ui_lowHealth = 9;
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const glm::u8vec3 ui_timeColour(196, 165, 119);
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const glm::u8vec3 ui_moneyColour(89, 113, 147);
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const glm::u8vec3 ui_healthColour(187, 102, 47);
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@ -102,19 +103,20 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world,
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infoTextY += ui_textHeight;
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{
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if (player->getCharacter()->getCurrentState().health > ui_lowHealth
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|| fmod(world->getGameTime(), 0.5) >= .25) { // UI: Blinking health indicator if health is low
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std::stringstream ss;
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ss << std::setw(3) << std::setfill('0')
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<< (int)player->getCharacter()->getCurrentState().health;
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ti.text = GameSymbols::Heart + GameStringUtil::fromString(ss.str());
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}
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ti.baseColour = ui_shadowColour;
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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_shadowColour;
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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_healthColour;
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ti.screenPosition = glm::vec2(infoTextX, infoTextY);
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render->text.renderText(ti);
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ti.baseColour = ui_healthColour;
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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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if (player->getCharacter()->getCurrentState().armour > 0) {
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std::stringstream ss;
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