last_light/game/ui/ui_health_bar.go

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package ui
import (
"fmt"
"math"
"mvvasilev/last_light/engine"
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"mvvasilev/last_light/game/model"
"mvvasilev/last_light/game/systems"
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"github.com/gdamore/tcell/v2"
"github.com/gdamore/tcell/v2/views"
"github.com/google/uuid"
)
type UIHealthBar struct {
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id uuid.UUID
player *model.Player_V2
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window *UIWindow
style tcell.Style
}
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func CreateHealthBar(x, y, w, h int, player *model.Player_V2, style tcell.Style) *UIHealthBar {
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return &UIHealthBar{
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window: CreateWindow(x, y, w, h, "HP", style),
player: player,
style: style,
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}
}
func (uihp *UIHealthBar) MoveTo(x int, y int) {
uihp.window.MoveTo(x, y)
}
func (uihp *UIHealthBar) Position() engine.Position {
return uihp.window.Position()
}
func (uihp *UIHealthBar) Size() engine.Size {
return uihp.window.Size()
}
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func (uihp *UIHealthBar) Input(inputAction systems.InputAction) {
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}
func (uihp *UIHealthBar) UniqueId() uuid.UUID {
return uihp.id
}
func (uihp *UIHealthBar) Draw(v views.View) {
x, y, w, h := uihp.Position().X(), uihp.Position().Y(), uihp.Size().Width(), uihp.Size().Height()
uihp.window.Draw(v)
stages := []rune{'█', '▓', '▒', '░'} // 0 = 1.0, 1 = 0.75, 2 = 0.5, 3 = 0.25
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percentage := (float64(w) - 2.0) * (float64(uihp.player.HealthData().Health) / float64(uihp.player.HealthData().MaxHealth))
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whole := math.Trunc(percentage)
last := percentage - whole
hpStyle := tcell.StyleDefault.Foreground(tcell.ColorIndianRed)
for i := range int(whole) {
v.SetContent(x+1+i, y+1, stages[0], nil, hpStyle)
}
if last > 0.0 {
if last <= 0.25 {
v.SetContent(x+1+int(whole), y+1, stages[3], nil, hpStyle)
}
if last <= 0.50 {
v.SetContent(x+1+int(whole), y+1, stages[2], nil, hpStyle)
}
if last <= 0.75 {
v.SetContent(x+1+int(whole), y+1, stages[1], nil, hpStyle)
}
}
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hpText := fmt.Sprintf("%v/%v", uihp.player.HealthData().Health, uihp.player.HealthData().MaxHealth)
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engine.DrawText(
x+w/2-len(hpText)/2,
y+h-1,
hpText,
hpStyle,
v,
)
}