GOingTunneling/hud.go

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2.0 KiB
Go
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package main
import "github.com/veandco/go-sdl2/sdl"
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var letterOffsets = []int32{
2,
10,
18,
}
var letterColors []uint32
// Map function to convert value from range [0, 6] to range [0, 88]
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func mapRange(x, minX, maxX, minY, maxY uint32) int32 {
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// Perform conversion to float64 to ensure proper division
return int32((float64(x-minX)/float64(maxX-minX))*float64(maxY-minY) + float64(minY))
}
var rects = [][]sdl.Rect{
// Define the rects with modified Y-values
{
{X: 5, Y: 0, W: 6, H: 1},
{X: 5, Y: 0, W: 1, H: 5},
{X: 5, Y: 2, W: 6, H: 1},
{X: 5, Y: 4, W: 6, H: 1},
},
{
{X: 6, Y: 0, W: 4, H: 1}, // Top bar of "A"
{X: 5, Y: 1, W: 1, H: 4}, // Left vertical line of "A"
{X: 10, Y: 1, W: 1, H: 4}, // Right vertical line of "A"
{X: 6, Y: 3, W: 4, H: 1}, // Middle bar of "A"
},
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{
{X: 5, Y: 0, W: 6, H: 1},
{X: 5, Y: 0, W: 1, H: 3},
{X: 5, Y: 2, W: 6, H: 1},
{X: 10, Y: 2, W: 1, H: 3},
{X: 5, Y: 4, W: 6, H: 1},
},
}
func initHud(surface *sdl.Surface) {
letterColors = []uint32{
sdl.MapRGBA(surface.Format, 243, 235, 28, 255),
sdl.MapRGBA(surface.Format, 255, 80, 40, 255),
sdl.MapRGBA(surface.Format, 40, 243, 243, 255),
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}
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HUDColor := sdl.MapRGBA(surface.Format, 101, 101, 101, 255)
surface.FillRect(nil, HUDColor)
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for letterIndex, letter := range rects {
for _, letterRect := range letter {
offsetRect := letterRect
offsetRect.Y += letterOffsets[letterIndex]
surface.FillRect(&offsetRect, letterColors[letterIndex])
}
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}
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}
func renderHud(player *Player, surface *sdl.Surface) {
for _, letterOffset := range letterOffsets {
surface.FillRect(&sdl.Rect{X: 16, Y: letterOffset - 1, W: 90, H: 7}, 0)
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}
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HUDValues := []int32{
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mapRange(player.energy, 0, serverConfig.MaxEnergy, 0, 88),
mapRange(player.ammunition, 0, serverConfig.MaxAmmunition, 0, 88),
mapRange(player.shields, 0, serverConfig.MaxShields, 0, 88),
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}
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for HUDValueIndex, HUDValue := range HUDValues {
surface.FillRect(
&sdl.Rect{
X: 17,
Y: letterOffsets[HUDValueIndex],
W: HUDValue,
H: 5},
letterColors[HUDValueIndex])
}
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}