healthbars, sortof

This commit is contained in:
Chris Forbes
2009-10-19 20:21:56 +13:00
parent 9a6d730e7c
commit 670df0f7e1
3 changed files with 36 additions and 18 deletions

View File

@@ -23,7 +23,7 @@ namespace OpenRa.Game
public readonly WorldRenderer worldRenderer; public readonly WorldRenderer worldRenderer;
public readonly Controller controller; public readonly Controller controller;
int localPlayerIndex = 2; int localPlayerIndex = 0;
public readonly Dictionary<int, Player> players = new Dictionary<int, Player>(); public readonly Dictionary<int, Player> players = new Dictionary<int, Player>();

View File

@@ -60,24 +60,21 @@ namespace OpenRa.Game.Graphics
public void Draw() public void Draw()
{ {
for( int y = 0 ; y < 128 ; y++ ) for( int y = 0 ; y < 128 ; y++ )
{ for (int x = 0; x < 128; x++)
for( int x = 0 ; x < 128 ; x++ )
{ {
if( map.MapTiles[ x, y ].overlay < overlaySprites.Length ) var o = map.MapTiles[x, y].overlay;
if (o < overlaySprites.Length)
{ {
var location = new int2( x, y ); var location = new int2(x, y);
var sprites = overlaySprites[ map.MapTiles[ x, y ].overlay ]; var sprites = overlaySprites[o];
var spriteIndex = 0; var spriteIndex = 0;
if( overlayIsFence[ map.MapTiles[ x, y ].overlay ] ) if (overlayIsFence[o]) spriteIndex = NearbyFences(x, y);
spriteIndex = NearbyFences( x, y ); else if (overlayIsOre[o]) spriteIndex = 11;
else if( overlayIsOre[ map.MapTiles[ x, y ].overlay ] ) else if (overlayIsGems[o]) spriteIndex = 2;
spriteIndex = 11; spriteRenderer.DrawSprite(sprites[spriteIndex],
else if( overlayIsGems[ map.MapTiles[ x, y ].overlay ] ) Game.CellSize * (float2)(location - map.Offset), 0);
spriteIndex = 2;
spriteRenderer.DrawSprite( sprites[ spriteIndex ], Game.CellSize * (float2)( location - map.Offset ), 0 );
} }
} }
}
spriteRenderer.Flush(); spriteRenderer.Flush();
} }

View File

@@ -76,18 +76,21 @@ namespace OpenRa.Game.Graphics
lineRenderer.DrawLine(a, a + c, Color.White, Color.White); lineRenderer.DrawLine(a, a + c, Color.White, Color.White);
foreach (var u in game.FindUnits(selbox.Value.First, selbox.Value.Second)) foreach (var u in game.FindUnits(selbox.Value.First, selbox.Value.Second))
DrawSelectionBox(u, Color.Yellow); DrawSelectionBox(u, Color.Yellow, false);
} }
var selection = game.controller.orderGenerator as UnitOrderGenerator; var selection = game.controller.orderGenerator as UnitOrderGenerator;
if (selection != null) if (selection != null)
foreach( var a in game.world.Actors.Intersect(selection.selection) ) /* make sure we don't grab actors that are dead */ foreach( var a in game.world.Actors.Intersect(selection.selection) ) /* make sure we don't grab actors that are dead */
DrawSelectionBox(a, Color.White); DrawSelectionBox(a, Color.White, true);
lineRenderer.Flush(); lineRenderer.Flush();
} }
void DrawSelectionBox(Actor selectedUnit, Color c) const float conditionYellow = 0.5f; /* todo: get these from gamerules */
const float conditionRed = 0.25f;
void DrawSelectionBox(Actor selectedUnit, Color c, bool drawHealthBar)
{ {
var center = selectedUnit.CenterLocation; var center = selectedUnit.CenterLocation;
var size = selectedUnit.SelectedSize; var size = selectedUnit.SelectedSize;
@@ -105,7 +108,25 @@ namespace OpenRa.Game.Graphics
lineRenderer.DrawLine(xY, xY + new float2(4, 0), c, c); lineRenderer.DrawLine(xY, xY + new float2(4, 0), c, c);
lineRenderer.DrawLine(xY, xY + new float2(0, -4), c, c); lineRenderer.DrawLine(xY, xY + new float2(0, -4), c, c);
lineRenderer.DrawLine(XY, XY + new float2(-4, 0), c, c); lineRenderer.DrawLine(XY, XY + new float2(-4, 0), c, c);
lineRenderer.DrawLine(XY, XY + new float2(0, -4), c, c); lineRenderer.DrawLine(XY, XY + new float2(0, -4), c, c);
if (drawHealthBar)
{
c = Color.Gray;
lineRenderer.DrawLine(xy + new float2(0, -4), Xy + new float2(0,-4), c, c);
lineRenderer.DrawLine(xy + new float2(0, -2), Xy + new float2(0, -2), c, c);
lineRenderer.DrawLine(xy + new float2(0, -2), xy + new float2(0, -4), c, c);
lineRenderer.DrawLine(Xy + new float2(0, -2), Xy + new float2(0, -4), c, c);
var healthAmount = 0.6f;
var healthColor = (healthAmount < conditionRed) ? Color.Red
: (healthAmount < conditionYellow) ? Color.Yellow
: Color.LimeGreen;
lineRenderer.DrawLine(xy + new float2(0, -3),
float2.Lerp(xy, Xy, healthAmount) + new float2(0, -3),
healthColor, healthColor);
}
} }
} }
} }