Files
simvx/examples/ports/clear_code_zelda/nodes/ui.py
T

91 lines
3.7 KiB
Python

"""Player HUD: health bar, energy bar, EXP counter, weapon/magic boxes.
Drawn from the root via ``on_draw`` on a CanvasLayer so it stays in screen
space regardless of the camera offset.
"""
from __future__ import annotations
from settings import (
BAR_HEIGHT,
ENERGY_BAR_WIDTH,
ENERGY_COLOUR,
HEALTH_BAR_WIDTH,
HEALTH_COLOUR,
ITEM_BOX_SIZE,
TEXT_COLOUR,
UI_BG_COLOUR,
UI_BORDER_COLOUR,
UI_BORDER_COLOUR_ACTIVE,
)
from simvx.core import Node2D
#: Height of the equipped-weapon / equipped-spell chips. Their width follows the
#: label, with ``ITEM_BOX_SIZE`` as the minimum.
ITEM_BOX_HEIGHT = 34
class HUD(Node2D):
"""Static-position HUD drawn directly via on_draw.
Lives outside the world camera offset (added under a CanvasLayer-style
parent) so positions are screen-space. Everything it draws comes from the
player rather than from its own Properties, hence ``dynamic``.
"""
dynamic = True
def __init__(self, player, **kwargs):
super().__init__(name="HUD", **kwargs)
self.player = player
self.z_index = 1000
def on_draw(self, renderer):
p = self.player
if p is None:
return
sw, sh = self.tree.screen_size if self.tree else (1280.0, 720.0)
# Status column, top-left: bars, kills, then the weapon and spell boxes.
# The bottom half of the screen belongs to the on-screen controls.
self._bar(renderer, 10, 10, HEALTH_BAR_WIDTH, BAR_HEIGHT, p.hp, p.max_hp, HEALTH_COLOUR)
self._bar(renderer, 10, 34, ENERGY_BAR_WIDTH, BAR_HEIGHT, p.energy, p.max_energy, ENERGY_COLOUR)
renderer.draw_text(f"Kills {p.kills}", (10, 60), colour=TEXT_COLOUR, scale=1.6)
self._item_box(renderer, 10, 88, p.weapon, p.weapon_switching)
self._item_box(renderer, 10 + ITEM_BOX_SIZE + 8, 88, p.magic, p.magic_switching)
# EXP, top-right.
exp_text = f"XP {int(p.exp)}"
renderer.draw_rect((sw - 140, 10), (130, 36), colour=UI_BG_COLOUR, filled=True)
renderer.draw_rect((sw - 140, 10), (130, 36), colour=UI_BORDER_COLOUR, filled=False)
renderer.draw_text(exp_text, (sw - 130, 18), colour=TEXT_COLOUR, scale=2)
# Help strip along the very bottom. Strip height + scale chosen so glyph
# bounding boxes (incl. descenders) stay inside the strip.
help_text = "WASD move SPACE attack CTRL magic Q/E swap M upgrade"
strip_h = 28
text_scale = 1.4
text_y = sh - strip_h + (strip_h - 14 * text_scale) / 2
renderer.draw_rect((0, sh - strip_h), (sw, strip_h), colour=(0.86, 0.86, 0.86, 1.0), filled=True)
renderer.draw_text(help_text, (10, text_y), colour=(0.10, 0.10, 0.12, 1.0), scale=text_scale)
def _bar(self, renderer, x, y, w, h, current, mx, colour):
# background
renderer.draw_rect((x, y), (w, h), colour=UI_BG_COLOUR, filled=True)
# filled
ratio = max(0.0, min(1.0, current / max(1.0, mx)))
renderer.draw_rect((x, y), (w * ratio, h), colour=colour, filled=True)
# border
renderer.draw_rect((x, y), (w, h), colour=UI_BORDER_COLOUR, filled=False)
def _item_box(self, renderer, x, y, label: str, active: bool):
"""Labelled chip for the equipped weapon / spell, sized to fit its text."""
scale = 1.4
width = max(ITEM_BOX_SIZE, renderer.text_width(label, scale) + 20)
renderer.draw_rect((x, y), (width, ITEM_BOX_HEIGHT), colour=UI_BG_COLOUR, filled=True)
border = UI_BORDER_COLOUR_ACTIVE if active else UI_BORDER_COLOUR
renderer.draw_rect((x, y), (width, ITEM_BOX_HEIGHT), colour=border, filled=False)
renderer.draw_text(label, (x + 10, y + 8), colour=TEXT_COLOUR, scale=scale)