sonic-radiance/sonic-radiance.love/scenes/battlesystem/gui/hudelements/statutbar.lua
Kazhnuz 2932a7d85a improvement: port the cbs menus and gui
Make them handled by a single screen, removing a lot of dispersed
drawing code in the turns handler
2021-09-16 22:26:59 +02:00

69 lines
2 KiB
Lua

local GuiElement = require "birb.modules.gui.elements.parent"
local StatusBar = GuiElement:extend()
local TweenManager = require "birb.classes.time"
local Emblem = require "game.modules.gui.emblem"
local ComplexHPBar = require "game.modules.gui.complexhpbar"
local DIST_STATUSBAR = 106
local Y = 200
local STATUSBAR_W = 90
function StatusBar:new(fighter, i)
self:initAbstract(fighter)
StatusBar.super.new(self, self.abstract.name .. "StatutBar", (i-0.5)*DIST_STATUSBAR-(STATUSBAR_W/2), Y, STATUSBAR_W, 64)
self:createParts(self.scene)
end
function StatusBar:initAbstract(fighter)
self.abstract = fighter.abstract
self.hp = self.abstract.hp
self.pp = self.abstract.pp
self.stats = self.abstract:getStats()
end
function StatusBar:createParts(scene)
self.emblem = Emblem(self.abstract, scene)
self.hpbar = ComplexHPBar(58)
self.ppbar = ComplexHPBar(58)
self.hpbar:setColorForeground(248 / 255, 160 / 255, 0, 1)
self.hpbar:setColorBackground(112 / 255, 0, 0)
self.ppbar:setColorForeground(0, 248 / 255, 248 / 255, 1)
self.ppbar:setColorBackground(0, 54 / 255, 229 / 255)
end
function StatusBar:updateHP()
self.tweens:newTween(0, 0.3, {hp = self.abstract.hp}, "linear")
end
function StatusBar:updatePP()
self.tweens:newTween(0, 0.3, {pp = self.abstract.pp}, "linear")
end
function StatusBar:draw()
self.emblem:drawBackground(self.x, self.y)
self:drawStatusArea(self.x + 10, self.y - 8)
self.emblem:drawForeground(self.x, self.y)
end
function StatusBar:drawStatusArea(x, y)
self.assets.images["statusbar"]:draw(x, y)
local hpmax = self.stats:get(self.stats.HPMAX)
local ppmax = self.stats:get(self.stats.PPMAX)
self.assets.fonts["hudnbrs_small"]:set()
self.hpbar:drawWithLabels(x + 6, y + 9, self.hp, hpmax)
self.ppbar:drawWithLabels(x + 18, y + 21, self.pp, ppmax)
local lvl = self.abstract.level
if lvl < 100 then
lvl = "0" .. lvl
end
love.graphics.print(lvl, x + 42, y + 1)
end
return StatusBar