diff --git a/assets-cg/hud.png b/assets-cg/hud.png index 60abba1..e8958d4 100644 Binary files a/assets-cg/hud.png and b/assets-cg/hud.png differ diff --git a/src/render.c b/src/render.c index 501f6bf..f7b8fa8 100644 --- a/src/render.c +++ b/src/render.c @@ -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); }