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local Textbox = require("textbox")
local HUD = {}
HUD.__index = HUD
HUD.slots = {
{ enabled = false, object = "key", name = "Key" },
{ enabled = false, object = "dbljump", name = "Double Jump" },
{ enabled = false },
{ enabled = false },
}
local SLOT_SIZE = 16
local SLOT_SPACING = 8
local function createMissingTexture()
local size = SLOT_SIZE
local half = size / 2
local imgData = love.image.newImageData(size, size)
for y = 0, size - 1 do
for x = 0, size - 1 do
local inBlack = (x < half and y < half) or (x >= half and y >= half)
if inBlack then
imgData:setPixel(x, y, 0, 0, 0, 1)
else
imgData:setPixel(x, y, 1, 0, 1, 1)
end
end
end
local img = love.graphics.newImage(imgData)
img:setFilter("nearest", "nearest")
return img
end
function HUD:new()
local self = setmetatable({}, HUD)
self.missingTexture = createMissingTexture()
self.textbox = Textbox:new()
self.hoveredSlot = nil
self.slotRects = {}
self.screenW = 0
self.screenH = 0
self.drawScale = 1
self.player = nil
for _, slot in ipairs(HUD.slots) do
if slot.object == "key" then
slot.image = love.graphics.newImage("assets/misc/key.png")
slot.image:setFilter("nearest", "nearest")
elseif slot.object == "dbljump" then
slot.image = love.graphics.newImage("assets/misc/dbljump.png")
slot.image:setFilter("nearest", "nearest")
end
end
return self
end
function HUD:computeSlotRects(screenW, screenH, drawScale)
local slotW = SLOT_SIZE * drawScale
local slotH = SLOT_SIZE * drawScale
local spacing = SLOT_SPACING * drawScale
local totalW = 4 * slotW + 3 * spacing
local startX = math.floor((screenW - totalW) / 2)
local startY = math.floor(screenH / 2 - slotH / 2)
local rects = {}
for i = 1, 4 do
rects[i] = {
x = startX + (i - 1) * (slotW + spacing),
y = startY,
w = slotW,
h = slotH,
}
end
return rects
end
function HUD:update(dt, screenW, screenH, drawScale, player)
self.screenW = screenW
self.screenH = screenH
self.drawScale = drawScale
self.player = player
self.slotRects = self:computeSlotRects(screenW, screenH, drawScale)
if player and player.pickups then
for _, slot in ipairs(HUD.slots) do
if slot.object then
slot.enabled = (player.pickups[slot.object] or 0) > 0
end
end
end
local mx, my = love.mouse.getPosition()
local prevHovered = self.hoveredSlot
self.hoveredSlot = nil
for i, rect in ipairs(self.slotRects) do
if mx >= rect.x and mx < rect.x + rect.w
and my >= rect.y and my < rect.y + rect.h then
self.hoveredSlot = i
break
end
end
if self.hoveredSlot and self.hoveredSlot ~= prevHovered then
local slot = HUD.slots[self.hoveredSlot]
local text = "Planned feature that didn't make it into the game ;("
if slot.name then
local count = 0
if player and player.pickups and slot.object then
count = player.pickups[slot.object] or 0
end
text = slot.name .. " x" .. count
end
local rect = self.slotRects[self.hoveredSlot]
local centerX = screenW / 2
local topY = rect.y + rect.h + 8 * drawScale
self.textbox:show(text, { centerX, topY, "center" }, "show", {
fontSize = 16,
centeredText = true,
wrapToFit = true,
maxChars = 40,
})
self.textbox.y = topY + self.textbox.height / 2
elseif not self.hoveredSlot and prevHovered then
self.textbox:hide()
end
self.textbox:update(dt)
end
function HUD:mousepressed(mx, my, button)
if button ~= 1 then return end
for i, rect in ipairs(self.slotRects) do
if mx >= rect.x and mx < rect.x + rect.w
and my >= rect.y and my < rect.y + rect.h then
--HUD.slots[i].enabled = not HUD.slots[i].enabled
break
end
end
end
function HUD:draw()
local screenW = self.screenW
local screenH = self.screenH
local drawScale = self.drawScale
love.graphics.setColor(0, 0, 0, 0.4)
love.graphics.rectangle("fill", 0, 0, screenW, screenH)
for i, rect in ipairs(self.slotRects) do
local slot = HUD.slots[i]
local img = slot.image or self.missingTexture
if slot.enabled then
love.graphics.setColor(1, 1, 1, 1)
else
love.graphics.setColor(1, 1, 1, 0.25)
end
love.graphics.draw(img, rect.x, rect.y, 0, drawScale, drawScale)
if slot.enabled then
love.graphics.setColor(0, 1, 0, 0.3)
love.graphics.rectangle("fill", rect.x, rect.y, rect.w, rect.h)
end
if self.hoveredSlot == i then
love.graphics.setColor(1, 1, 0, 1)
love.graphics.setLineWidth(2)
else
love.graphics.setColor(1, 1, 1, 0.5)
love.graphics.setLineWidth(1)
end
love.graphics.rectangle("line", rect.x, rect.y, rect.w, rect.h)
end
love.graphics.setLineWidth(1)
love.graphics.setColor(1, 1, 1, 1)
self.textbox:draw()
end
return HUD
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