rearrange GUI for future combo counter

This commit is contained in:
Lephenixnoir 2022-12-23 21:51:17 +01:00
parent 4289ce3581
commit 27810b1ea0
Signed by: Lephenixnoir
GPG Key ID: 1BBA026E13FC0495
2 changed files with 6 additions and 6 deletions

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@ -591,9 +591,9 @@ void render_game(game_t const *g, bool show_hitboxes)
extern font_t font_hud;
player_data_t *player_data = player_f->player;
dfont(&font_hud);
dprint_opt(349, HUD_Y - 5, RGB24(0x15171a), C_NONE, DTEXT_CENTER,
dprint_opt(164, HUD_Y - 5, RGB24(0x15171a), C_NONE, DTEXT_CENTER,
DTEXT_TOP, "%d", player_data->xp_level);
dprint_opt(349, HUD_Y - 6, RGB24(0xabb1ba), C_NONE, DTEXT_CENTER,
dprint_opt(164, HUD_Y - 6, RGB24(0xabb1ba), C_NONE, DTEXT_CENTER,
DTEXT_TOP, "%d", player_data->xp_level);
dfont(&font_rogue);
@ -607,14 +607,14 @@ void render_game(game_t const *g, bool show_hitboxes)
/* Render XP bar. The following values indicate the geometry of the XP bar
so that we can show a partially-filled version of it */
if(anim_in(g->hud_xp_anim.frame, &anims_hud_xp_Explode, 0)) {
anim_frame_render(343, HUD_Y-32, g->hud_xp_anim.frame);
anim_frame_render(158, HUD_Y-32, g->hud_xp_anim.frame);
}
else {
static int const XP_FULL=22;
int xp_current = player_data->xp_current;
int xp_total = max(player_data->xp_to_next_level, 1);
int fill_height = XP_FULL * xp_current / xp_total;
anim_frame_subrender(343, HUD_Y-32, g->hud_xp_anim.frame,
anim_frame_subrender(158, HUD_Y-32, g->hud_xp_anim.frame,
0, XP_FULL - fill_height, -1, fill_height);
}
@ -627,7 +627,7 @@ void render_game(game_t const *g, bool show_hitboxes)
fixed_t cooldown_remaining = player_f->actions_cooldown[i+1];
int skill = player_f->skills[i+1];
int x = 31 + 48*i + 64*(i>=3);
int x = 23 + 44*i + 103*(i>=3);
int y = HUD_Y - 33;
int bg = (cooldown_remaining != 0) ? 2 : 1;
skill_render(x+2, y+2, skill, bg, C_WHITE);
@ -745,7 +745,7 @@ void render_game(game_t const *g, bool show_hitboxes)
for(int i = 0; i < 5; i++) {
int s1 = player_f->skills[i+1], s2 = switched_skills[i+1];
if(s1 == s2) continue;
int x = 31 + 48*i + 64*(i>=3);
int x = 23 + 44*i + 103*(i>=3);
int y = HUD_Y - 33;
skill_render(x+2, y+2, s2, 3, C_WHITE);
}