- changes to drowning/suffocation logic (oxygen-value drops/rises at a fixed rate depending on whether there's enough oxygen available, instead of effects "stacking")
167 lines
6.7 KiB
C#
167 lines
6.7 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace Barotrauma
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{
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class CharacterHUD
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{
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private static Sprite statusIcons;
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private static Sprite noiseOverlay, damageOverlay;
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private static GUIProgressBar drowningBar, healthBar;
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private static float damageOverlayTimer;
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public static void TakeDamage(float amount)
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{
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healthBar.Flash();
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damageOverlayTimer = MathHelper.Clamp(amount*0.1f, 0.2f, 5.0f);
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}
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public static void Update(float deltaTime, Character character)
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{
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if (drowningBar != null)
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{
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drowningBar.Update(deltaTime);
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if (character.Oxygen < 10.0f) drowningBar.Flash();
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}
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if (healthBar != null) healthBar.Update(deltaTime);
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if (damageOverlayTimer > 0.0f) damageOverlayTimer -= deltaTime;
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}
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public static void Draw(SpriteBatch spriteBatch, Character character, Camera cam)
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{
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if (statusIcons==null)
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{
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statusIcons = new Sprite("Content/UI/statusIcons.png", Vector2.Zero);
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}
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if (noiseOverlay==null)
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{
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noiseOverlay = new Sprite("Content/UI/noise.png", Vector2.Zero);
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}
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if (damageOverlay==null)
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{
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damageOverlay = new Sprite("Content/UI/damageOverlay.png", Vector2.Zero);
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}
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DrawStatusIcons(spriteBatch, character);
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if (character.Inventory != null && !character.LockHands) character.Inventory.DrawOwn(spriteBatch, Vector2.Zero);
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if (character.SelectedCharacter != null && character.SelectedCharacter.Inventory!=null)
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{
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character.SelectedCharacter.Inventory.DrawOwn(spriteBatch, new Vector2(320.0f, 0.0f));
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}
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if (character.ClosestCharacter != null && character.ClosestCharacter.CanBeSelected)
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{
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Vector2 startPos = character.DrawPosition + (character.ClosestCharacter.DrawPosition - character.DrawPosition) * 0.7f;
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startPos = cam.WorldToScreen(startPos);
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Vector2 textPos = startPos;
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textPos -= new Vector2(GUI.Font.MeasureString(character.ClosestCharacter.Info.Name).X / 2, 20);
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GUI.DrawString(spriteBatch, textPos, character.ClosestCharacter.Info.Name, Color.Orange, Color.Black, 2);
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}
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else if (character.SelectedCharacter == null && character.ClosestItem != null && character.SelectedConstruction == null)
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{
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Vector2 startPos = character.DrawPosition + (character.ClosestItem.DrawPosition - character.DrawPosition) * 0.7f;
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startPos = cam.WorldToScreen(startPos);
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Vector2 textPos = startPos;
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textPos -= new Vector2(GUI.Font.MeasureString(character.ClosestItem.Name).X / 2, 20);
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GUI.DrawString(spriteBatch, textPos, character.ClosestItem.Name, Color.Orange, Color.Black * 0.7f, 2);
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textPos.Y += 50.0f;
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foreach (ColoredText coloredText in character.ClosestItem.GetHUDTexts(character))
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{
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textPos.X = startPos.X - GUI.Font.MeasureString(coloredText.Text).X / 2;
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GUI.DrawString(spriteBatch, textPos, coloredText.Text, coloredText.Color, Color.Black*0.7f, 2);
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textPos.Y += 25;
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}
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}
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if (Screen.Selected == GameMain.EditMapScreen) return;
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if (character.Oxygen < 80.0f && !character.IsDead)
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{
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Vector2 offset = Rand.Vector(noiseOverlay.size.X);
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offset.X = Math.Abs(offset.X);
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offset.Y = Math.Abs(offset.Y);
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noiseOverlay.DrawTiled(spriteBatch, Vector2.Zero - offset, new Vector2(GameMain.GraphicsWidth, GameMain.GraphicsHeight) + offset,
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Vector2.Zero,
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Color.White * Math.Min((80.0f - character.Oxygen) / 50.0f, 0.8f));
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}
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if (damageOverlayTimer>0.0f)
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{
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damageOverlay.Draw(spriteBatch, Vector2.Zero, Color.White * damageOverlayTimer, Vector2.Zero, 0.0f,
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new Vector2(GameMain.GraphicsWidth / damageOverlay.size.X, GameMain.GraphicsHeight / damageOverlay.size.Y));
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}
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}
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private static void DrawStatusIcons(SpriteBatch spriteBatch, Character character)
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{
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if (drowningBar == null)
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{
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int width = 100, height = 20;
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drowningBar = new GUIProgressBar(new Rectangle(30, GameMain.GraphicsHeight - 200, width, height), Color.Blue, GUI.Style, 1.0f, Alignment.TopLeft);
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new GUIImage(new Rectangle(-27, -7, 20, 20), new Rectangle(17, 0, 20, 24), statusIcons, Alignment.TopLeft, drowningBar);
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healthBar = new GUIProgressBar(new Rectangle(30, GameMain.GraphicsHeight - 230, width, height), Color.Red, GUI.Style, 1.0f, Alignment.TopLeft);
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new GUIImage(new Rectangle(-26, -7, 20, 20), new Rectangle(0, 0, 13, 24), statusIcons, Alignment.TopLeft, healthBar);
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}
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drowningBar.BarSize = character.Oxygen / 100.0f;
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if (drowningBar.BarSize < 0.99f)
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{
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drowningBar.Draw(spriteBatch);
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}
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healthBar.BarSize = character.Health / character.MaxHealth;
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if (healthBar.BarSize < 1.0f)
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{
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healthBar.Draw(spriteBatch);
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}
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int bloodDropCount = (int)Math.Floor(character.Bleeding);
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bloodDropCount = MathHelper.Clamp(bloodDropCount, 0, 5);
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for (int i = 1; i < bloodDropCount; i++)
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{
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spriteBatch.Draw(statusIcons.Texture, new Vector2(5.0f + 20 * i, healthBar.Rect.Y - 20.0f), new Rectangle(39, 3, 15, 19), Color.White * 0.8f);
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}
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float pressureFactor = (character.AnimController.CurrentHull == null) ?
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100.0f : Math.Min(character.AnimController.CurrentHull.LethalPressure,100.0f);
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if (character.PressureProtection > 0.0f) pressureFactor = 0.0f;
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if (pressureFactor>0.0f)
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{
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float indicatorAlpha = ((float)Math.Sin(character.PressureTimer * 0.1f) + 1.0f) * 0.5f;
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indicatorAlpha = MathHelper.Clamp(indicatorAlpha, 0.1f, pressureFactor/100.0f);
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spriteBatch.Draw(statusIcons.Texture, new Vector2(10.0f, healthBar.Rect.Y - 60.0f), new Rectangle(0, 24, 24, 25), Color.White * indicatorAlpha);
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}
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}
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}
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}
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