You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

139 lines
5.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Duality;
using Duality.Resources;
using Duality.Drawing;
namespace DualStickSpaceShooter
{
public class HeadUpDisplay : Component, ICmpRenderer
{
private ContentRef<Font> font = null;
[DontSerialize] private Player playerOne = null;
[DontSerialize] private Player playerTwo = null;
[DontSerialize] private CanvasBuffer buffer = null;
public ContentRef<Font> Font
{
get { return this.font; }
set { this.font = value; }
}
float ICmpRenderer.BoundRadius
{
get { return float.MaxValue; }
}
bool ICmpRenderer.IsVisible(IDrawDevice device)
{
// Only render when in screen overlay mode and the visibility mask is non-empty.
return
(device.VisibilityMask & VisibilityFlag.AllGroups) != VisibilityFlag.None &&
(device.VisibilityMask & VisibilityFlag.ScreenOverlay) != VisibilityFlag.None;
}
void ICmpRenderer.Draw(IDrawDevice device)
{
// Create a buffer to cache and re-use vertices. Not required, but will boost performance.
if (this.buffer == null) this.buffer = new CanvasBuffer();
// Create a Canvas to auto-generate vertices from high-level drawing commands.
Canvas canvas = new Canvas(device, this.buffer);
canvas.State.SetMaterial(new BatchInfo(DrawTechnique.Alpha, ColorRgba.White));
canvas.State.TextFont = this.font;
// Retrieve players
if (this.playerOne == null)
this.playerOne = Scene.Current.FindComponents<Player>().Where(p => p.Id == PlayerId.PlayerOne).FirstOrDefault();
if (this.playerTwo == null)
this.playerTwo = Scene.Current.FindComponents<Player>().Where(p => p.Id == PlayerId.PlayerTwo).FirstOrDefault();
// Is someone playing using mouse / keyboard? Display a mouse cursor then
if (Player.AlivePlayers.Any(p => p.InputMethod == InputMethod.MouseAndKeyboard))
{
canvas.FillCircle(DualityApp.Mouse.X, DualityApp.Mouse.Y, 2.0f);
}
// Is any player alive? Keep that value in mind, won't change here anyway.
bool isAnyPlayerAlive = Player.IsAnyPlayerAlive;
// Draw health and info of player one
if (this.IsPlayerActive(this.playerOne))
{
Ship playerShip = this.playerOne.ControlObject;
if (playerShip.Active)
{
// Draw a health bar when alive
float health = playerShip.Hitpoints;
canvas.State.ColorTint = ColorRgba.Black.WithAlpha(0.5f);
canvas.FillRect(12 - 1, device.TargetSize.Y - 10 - 198 - 1, 16 + 2, 196 + 2);
canvas.State.ColorTint = this.playerOne.Color;
canvas.DrawRect(10, device.TargetSize.Y - 10 - 200, 20, 200);
canvas.FillRect(12, device.TargetSize.Y - 10 - health * 198.0f, 16, health * 196.0f);
}
else if (isAnyPlayerAlive && !this.playerOne.HasReachedGoal)
{
// Draw a respawn timer when dead
float respawnPercentage = this.playerOne.RespawnTime / Player.RespawnDelay;
string respawnText = string.Format("Respawn in {0:F1}", (Player.RespawnDelay - this.playerOne.RespawnTime) / 1000.0f);
Vector2 textSize = canvas.MeasureText(string.Format("Respawn in {0:F1}", 0.0f));
canvas.State.ColorTint = ColorRgba.Black.WithAlpha(0.5f);
canvas.FillRect(10 - 1, device.TargetSize.Y - 10 - textSize.Y - 2, textSize.X + 5, textSize.Y + 8);
canvas.State.ColorTint = this.playerOne.Color;
canvas.DrawText(respawnText, 10, device.TargetSize.Y - 10, 0.0f, Alignment.BottomLeft);
canvas.FillRect(10, device.TargetSize.Y - 10 - textSize.Y, textSize.X * respawnPercentage, 3);
canvas.FillRect(10, device.TargetSize.Y - 10, textSize.X * respawnPercentage, 3);
}
}
// Draw health and info of player two
if (this.IsPlayerActive(this.playerTwo))
{
Ship playerShip = this.playerTwo.ControlObject;
if (playerShip.Active)
{
// Draw a health bar when alive
float health = playerShip.Hitpoints;
canvas.State.ColorTint = ColorRgba.Black.WithAlpha(0.5f);
canvas.FillRect(device.TargetSize.X - 12 - 16 - 1, device.TargetSize.Y - 10 - 198 - 1, 16 + 2, 196 + 2);
canvas.State.ColorTint = this.playerTwo.Color;
canvas.DrawRect(device.TargetSize.X - 10 - 20, device.TargetSize.Y - 10 - 200, 20, 200);
canvas.FillRect(device.TargetSize.X - 12 - 16, device.TargetSize.Y - 10 - health * 198.0f, 16, health * 196.0f);
}
else if (isAnyPlayerAlive && !this.playerTwo.HasReachedGoal)
{
// Draw a respawn timer when dead
float respawnPercentage = this.playerTwo.RespawnTime / Player.RespawnDelay;
string respawnText = string.Format("{0:F1} to Respawn", (Player.RespawnDelay - this.playerTwo.RespawnTime) / 1000.0f);
Vector2 textSize = canvas.MeasureText(string.Format("{0:F1} to Respawn", 0.0f));
canvas.State.ColorTint = ColorRgba.Black.WithAlpha(0.5f);
canvas.FillRect(device.TargetSize.X - 10 - textSize.X - 3, device.TargetSize.Y - 10 - textSize.Y - 2, textSize.X + 2, textSize.Y + 10);
canvas.State.ColorTint = this.playerTwo.Color;
canvas.DrawText(respawnText, device.TargetSize.X - 10, device.TargetSize.Y - 10, 0.0f, Alignment.BottomRight);
canvas.FillRect(device.TargetSize.X - 10 - textSize.X * respawnPercentage, device.TargetSize.Y - 10 - textSize.Y, textSize.X * respawnPercentage, 3);
canvas.FillRect(device.TargetSize.X - 10 - textSize.X * respawnPercentage, device.TargetSize.Y - 10, textSize.X * respawnPercentage, 3);
}
}
}
private bool IsPlayerActive(Player player)
{
return
player != null &&
player.Active &&
player.IsPlaying &&
player.ControlObject != null;
}
}
}