local StatusArea = Object:extend() function StatusArea:new(character, type, hpmax) self.type = "e_" .. type; self.hpmax = hpmax; self.hp = hpmax; self.pp = 100; self.ppmax = 100; self.assets = character.assets self.weapon = 0 self.rings = 0 end function StatusArea:setWeapon(weapon) self.weapon = weapon end function StatusArea:setRings(rings) self.rings = rings end function StatusArea:setHp(hp) self.hp = hp end function StatusArea:setPp(pp) self.pp = pp end function StatusArea:draw(x, y) local x = x or 0 local y = y or 0 self.assets.images[self.type]:draw(x, y) if (self.weapon ~= 0) then self.assets.tileset["weapons"]:drawTile(self.weapon, x-2, y-2) end self.assets.images["statusbar"]:draw(x+8, y-2) local bar1 = math.floor((self.hp/self.hpmax)*107) local bar2 = math.floor((self.pp/100)*108) love.graphics.setColor(248/255, 160/255, 0, 1) game.gui.drawBar(x+25, y+9, bar1, 7) love.graphics.setColor(0, 248/255, 248/255, 1) game.gui.drawBar(x+13, y+21, bar2, 7) utils.graphics.resetColor() self.assets.fonts["smallnumbers"]:set() love.graphics.print(math.floor(self.hp) .. "/" .. self.hpmax, x+34, y+9) love.graphics.print(math.floor(self.pp) .. "%", x+34, y+21) self.assets.fonts["numbers"]:set() love.graphics.print(utils.math.numberToString(self.rings, 3), x+88, y-5) self.assets.images["hudring"]:draw(x+125, y-6) end return StatusArea