encumb bar extracted to separate function

This commit is contained in:
minjaesong
2024-01-29 14:29:03 +09:00
parent 60a1b8f76b
commit 9c2b2c6a13
4 changed files with 51 additions and 136 deletions

View File

@@ -5,7 +5,6 @@ import com.badlogic.gdx.graphics.OrthographicCamera
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import net.torvald.terrarum.*
import net.torvald.terrarum.App.*
import net.torvald.terrarum.ui.UIItemCatBar.Companion.CAT_ALL
import net.torvald.terrarum.gameactors.AVKey
import net.torvald.terrarum.gameitems.GameItem
import net.torvald.terrarum.gameitems.ItemID
@@ -20,8 +19,6 @@ import net.torvald.terrarum.ui.*
import net.torvald.terrarum.ui.UIItemCatBar.Companion.FILTER_CAT_ALL
import net.torvald.unicode.getKeycapPC
import kotlin.math.ceil
import kotlin.math.max
import kotlin.math.min
/**
* This UI has inventory, but it's just there to display all craftable items and should not be serialised.
@@ -461,47 +458,9 @@ class UICrafting(val full: UIInventoryFull?) : UICanvas(
if (full != null) {
//draw player encumb
// encumbrance meter
val encumbranceText = Lang["GAME_INVENTORY_ENCUMBRANCE"]
// encumbrance bar will go one row down if control help message is too long
val encumbBarXPos = thisXend - UIInventoryCells.weightBarWidth + 36
val encumbBarTextXPos = encumbBarXPos - 6 - App.fontGame.getWidth(encumbranceText)
val encumbBarYPos = UIInventoryFull.yEnd - 20 + 3f +
if (App.fontGame.getWidth(full.listControlHelp) + 2 + controlHintXPos >= encumbBarTextXPos)
App.fontGame.lineHeight
else 0f
App.fontGame.draw(batch, encumbranceText, encumbBarTextXPos, encumbBarYPos - 3f)
// encumbrance bar background
blendNormalStraightAlpha(batch)
val encumbCol = UIItemInventoryCellCommonRes.getHealthMeterColour(1f - encumbrancePerc, 0f, 1f)
val encumbBack = encumbCol mul UIItemInventoryCellCommonRes.meterBackDarkening
batch.color = encumbBack
Toolkit.fillArea(
batch,
encumbBarXPos, encumbBarYPos,
UIInventoryCells.weightBarWidth, UIInventoryFull.controlHelpHeight - 6f
)
// encumbrance bar
batch.color = encumbCol
Toolkit.fillArea(
batch,
encumbBarXPos, encumbBarYPos,
if (full.actor.inventory.capacityMode == FixtureInventory.CAPACITY_MODE_NO_ENCUMBER)
1f
else // make sure 1px is always be seen
min(UIInventoryCells.weightBarWidth, max(1f, UIInventoryCells.weightBarWidth * encumbrancePerc)),
UIInventoryFull.controlHelpHeight - 6f
)
// debug text
batch.color = Color.LIGHT_GRAY
if (App.IS_DEVELOPMENT_BUILD) {
App.fontSmallNumbers.draw(
batch,
"${full.actor.inventory.capacity}/${full.actor.inventory.maxCapacity}",
encumbBarTextXPos,
encumbBarYPos + UIInventoryFull.controlHelpHeight - 4f
)
}
val encumbBarYPos = UIInventoryFull.yEnd - 20 + 3f
UIInventoryCells.drawEncumbranceBar(batch, encumbBarXPos, encumbBarYPos, encumbrancePerc, full.actor.inventory)
}

View File

@@ -6,6 +6,7 @@ import com.badlogic.gdx.graphics.OrthographicCamera
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import net.torvald.terrarum.*
import net.torvald.terrarum.langpack.Lang
import net.torvald.terrarum.modulebasegame.gameactors.ActorHumanoid
import net.torvald.terrarum.modulebasegame.gameactors.DroppedItem
import net.torvald.terrarum.modulebasegame.gameactors.FixtureInventory
import net.torvald.terrarum.modulebasegame.ui.UIInventoryFull.Companion.CELLS_HOR
@@ -33,6 +34,49 @@ internal class UIInventoryCells(
companion object {
val weightBarWidth = UIItemInventoryElemSimple.height * 2f + UIItemInventoryItemGrid.listGap
// var encumbBarYPos = (App.scr.height + internalHeight).div(2) - 20 + 3f
fun drawEncumbranceBar(batch: SpriteBatch, encumbBarXPos: Float, encumbBarYPos: Float, encumbrancePerc: Float, actorInventory: FixtureInventory) {
//draw player encumb
// encumbrance meter
val encumbranceText = Lang["GAME_INVENTORY_ENCUMBRANCE"]
// encumbrance bar will go one row down if control help message is too long
val encumbBarTextXPos = encumbBarXPos - 6 - App.fontGame.getWidth(encumbranceText)
App.fontGame.draw(batch, encumbranceText, encumbBarTextXPos, encumbBarYPos - 3f)
// encumbrance bar fracme
batch.color = Toolkit.Theme.COL_INVENTORY_CELL_BORDER
Toolkit.drawBoxBorder(batch, encumbBarXPos, encumbBarYPos, UIInventoryCells.weightBarWidth, UIInventoryFull.controlHelpHeight - 6f)
// encumbrance bar background
blendNormalStraightAlpha(batch)
val encumbCol = UIItemInventoryCellCommonRes.getHealthMeterColour(1f - encumbrancePerc, 0f, 1f)
val encumbBack = encumbCol mul UIItemInventoryCellCommonRes.meterBackDarkening
batch.color = encumbBack
Toolkit.fillArea(
batch,
encumbBarXPos, encumbBarYPos,
UIInventoryCells.weightBarWidth, UIInventoryFull.controlHelpHeight - 6f
)
// encumbrance bar
batch.color = encumbCol
Toolkit.fillArea(
batch,
encumbBarXPos, encumbBarYPos,
if (actorInventory.capacityMode == FixtureInventory.CAPACITY_MODE_NO_ENCUMBER)
1f
else // make sure 1px is always be seen
min(UIInventoryCells.weightBarWidth, max(1f, UIInventoryCells.weightBarWidth * encumbrancePerc)),
UIInventoryFull.controlHelpHeight - 6f
)
// debug text
batch.color = Color.LIGHT_GRAY
if (App.IS_DEVELOPMENT_BUILD) {
App.fontSmallNumbers.draw(
batch,
"${actorInventory.capacity}/${actorInventory.maxCapacity}",
encumbBarTextXPos,
encumbBarYPos + UIInventoryFull.controlHelpHeight - 4f
)
}
}
}
internal var encumbrancePerc = 0f
@@ -122,46 +166,10 @@ internal class UIInventoryCells(
// encumbrance meter
val encumbranceText = Lang["GAME_INVENTORY_ENCUMBRANCE"]
// encumbrance bar will go one row down if control help message is too long
val encumbBarXPos = UIInventoryFull.xEnd - weightBarWidth
val encumbBarTextXPos = encumbBarXPos - 6 - App.fontGame.getWidth(encumbranceText)
val encumbBarYPos = UIInventoryFull.yEnd-20 + 3f +
if (App.fontGame.getWidth(full.listControlHelp) + 2 + controlHintXPos >= encumbBarTextXPos)
App.fontGame.lineHeight
else 0f
// Companion.encumbBarYPos = encumbBarYPos // q&d hack to share some numbers
val encumbBarYPos = UIInventoryFull.yEnd-20 + 3f
App.fontGame.draw(batch, encumbranceText, encumbBarTextXPos, encumbBarYPos - 3f)
// encumbrance bar background
blendNormalStraightAlpha(batch)
val encumbCol = UIItemInventoryCellCommonRes.getHealthMeterColour(1f - encumbrancePerc, 0f, 1f)
val encumbBack = encumbCol mul UIItemInventoryCellCommonRes.meterBackDarkening
batch.color = encumbBack
Toolkit.fillArea(batch,
encumbBarXPos, encumbBarYPos,
weightBarWidth, controlHelpHeight - 6f
)
// encumbrance bar
batch.color = encumbCol
Toolkit.fillArea(batch,
encumbBarXPos, encumbBarYPos,
if (full.actor.inventory.capacityMode == FixtureInventory.CAPACITY_MODE_NO_ENCUMBER)
1f
else // make sure 1px is always be seen
min(weightBarWidth, max(1f, weightBarWidth * encumbrancePerc)),
controlHelpHeight - 6f
)
// debug text
batch.color = Color.LIGHT_GRAY
if (App.IS_DEVELOPMENT_BUILD) {
App.fontSmallNumbers.draw(batch,
"enc: ${full.actor.inventory.encumberment}",
encumbBarTextXPos,
encumbBarYPos + controlHelpHeight - 4f
)
}
UIInventoryCells.drawEncumbranceBar(batch, encumbBarXPos, encumbBarYPos, encumbrancePerc, full.actor.inventory)
}
override fun show() {

View File

@@ -210,36 +210,13 @@ internal class UIStorageChest : UICanvas(
blendNormalStraightAlpha(batch)
// encumbrance meter
val encumbranceText = Lang["GAME_INVENTORY_ENCUMBRANCE"]
val chestName = chestNameFun()
val playerName = INGAME.actorNowPlaying!!.actorValue.getAsString(AVKey.NAME).orEmpty().let { it.ifBlank { Lang["GAME_INVENTORY"] } }
val encumbBarXPos = itemListPlayer.posX + itemListPlayer.width - UIInventoryCells.weightBarWidth + 36
val encumbBarTextXPos = encumbBarXPos - 6 - App.fontGame.getWidth(encumbranceText)
val yEnd = -UIInventoryFull.YPOS_CORRECTION + (App.scr.height + UIInventoryFull.internalHeight).div(2).toFloat() // directly copied from UIInventoryFull.yEnd
val encumbBarYPos = yEnd - 20 + 3 // dunno why but extra 3 px is needed
val encumbCol = UIItemInventoryCellCommonRes.getHealthMeterColour(1f - encumbrancePerc, 0f, 1f)
val encumbBack = encumbCol mul UIItemInventoryCellCommonRes.meterBackDarkening
// encumbrance bar background
batch.color = encumbBack
Toolkit.fillArea(
batch,
encumbBarXPos,
encumbBarYPos,
UIInventoryCells.weightBarWidth,
UIInventoryFull.controlHelpHeight - 6f
)
// encumbrance bar
batch.color = encumbCol
Toolkit.fillArea(
batch,
encumbBarXPos, encumbBarYPos,
if (getPlayerInventory().capacityMode == FixtureInventory.CAPACITY_MODE_NO_ENCUMBER)
1f
else // make sure 1px is always be seen
min(UIInventoryCells.weightBarWidth, max(1f, UIInventoryCells.weightBarWidth * encumbrancePerc)),
UIInventoryFull.controlHelpHeight - 6f
)
UIInventoryCells.drawEncumbranceBar(batch, encumbBarXPos, encumbBarYPos, encumbrancePerc, getPlayerInventory())
// chest name text
batch.color = Color.WHITE
@@ -249,9 +226,7 @@ internal class UIStorageChest : UICanvas(
// control hint
App.fontGame.draw(batch, controlHelp, thisOffsetX - 34f, encumbBarYPos - 3)
// encumb text
batch.color = Color.WHITE
App.fontGame.draw(batch, encumbranceText, encumbBarTextXPos, encumbBarYPos - 3f)
}
override fun doOpening(delta: Float) {

View File

@@ -213,36 +213,11 @@ class UIWorldPortalCargo(val full: UIWorldPortal) : UICanvas(), HasInventory {
blendNormalStraightAlpha(batch)
// encumbrance meter
val encumbranceText = Lang["GAME_INVENTORY_ENCUMBRANCE"]
val chestName = chestNameFun()
val playerName = INGAME.actorNowPlaying!!.actorValue.getAsString(AVKey.NAME).orEmpty().let { it.ifBlank { Lang["GAME_INVENTORY"] } }
val encumbBarXPos = itemListPlayer.posX + itemListPlayer.width - UIInventoryCells.weightBarWidth + 36
val encumbBarTextXPos = encumbBarXPos - 6 - App.fontGame.getWidth(encumbranceText)
val yEnd = -UIInventoryFull.YPOS_CORRECTION + (App.scr.height + UIInventoryFull.internalHeight).div(2).toFloat() // directly copied from UIInventoryFull.yEnd
val encumbBarYPos = yEnd - 20 + 3 // dunno why but extra 3 px is needed
val encumbCol = UIItemInventoryCellCommonRes.getHealthMeterColour(1f - encumbrancePerc, 0f, 1f)
val encumbBack = encumbCol mul UIItemInventoryCellCommonRes.meterBackDarkening
// encumbrance bar background
batch.color = encumbBack
Toolkit.fillArea(
batch,
encumbBarXPos,
encumbBarYPos,
UIInventoryCells.weightBarWidth,
UIInventoryFull.controlHelpHeight - 6f
)
// encumbrance bar
batch.color = encumbCol
Toolkit.fillArea(
batch,
encumbBarXPos, encumbBarYPos,
if (getPlayerInventory().capacityMode == FixtureInventory.CAPACITY_MODE_NO_ENCUMBER)
1f
else // make sure 1px is always be seen
min(UIInventoryCells.weightBarWidth, max(1f, UIInventoryCells.weightBarWidth * encumbrancePerc)),
UIInventoryFull.controlHelpHeight - 6f
)
// chest name text
batch.color = Color.WHITE
@@ -252,9 +227,7 @@ class UIWorldPortalCargo(val full: UIWorldPortal) : UICanvas(), HasInventory {
// control hint
App.fontGame.draw(batch, controlHelp, thisOffsetX - 34f, encumbBarYPos - 3)
// encumb text
batch.color = Color.WHITE
App.fontGame.draw(batch, encumbranceText, encumbBarTextXPos, encumbBarYPos - 3f)
UIInventoryCells.drawEncumbranceBar(batch, encumbBarXPos, encumbBarYPos, encumbrancePerc, getPlayerInventory())
}
override fun doOpening(delta: Float) {