crimsonland 0.1.0.dev1__py3-none-any.whl
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- crimson/__init__.py +24 -0
- crimson/assets_fetch.py +60 -0
- crimson/atlas.py +92 -0
- crimson/audio_router.py +153 -0
- crimson/bonuses.py +167 -0
- crimson/camera.py +75 -0
- crimson/cli.py +377 -0
- crimson/creatures/__init__.py +8 -0
- crimson/creatures/ai.py +186 -0
- crimson/creatures/anim.py +173 -0
- crimson/creatures/damage.py +103 -0
- crimson/creatures/runtime.py +1019 -0
- crimson/creatures/spawn.py +2871 -0
- crimson/debug.py +7 -0
- crimson/demo.py +1360 -0
- crimson/demo_trial.py +140 -0
- crimson/effects.py +1086 -0
- crimson/effects_atlas.py +73 -0
- crimson/frontend/__init__.py +1 -0
- crimson/frontend/assets.py +43 -0
- crimson/frontend/boot.py +424 -0
- crimson/frontend/menu.py +700 -0
- crimson/frontend/panels/__init__.py +1 -0
- crimson/frontend/panels/base.py +410 -0
- crimson/frontend/panels/controls.py +132 -0
- crimson/frontend/panels/mods.py +128 -0
- crimson/frontend/panels/options.py +409 -0
- crimson/frontend/panels/play_game.py +627 -0
- crimson/frontend/panels/stats.py +351 -0
- crimson/frontend/transitions.py +31 -0
- crimson/game.py +2533 -0
- crimson/game_modes.py +15 -0
- crimson/game_world.py +663 -0
- crimson/gameplay.py +2450 -0
- crimson/input_codes.py +176 -0
- crimson/modes/__init__.py +1 -0
- crimson/modes/base_gameplay_mode.py +219 -0
- crimson/modes/quest_mode.py +502 -0
- crimson/modes/rush_mode.py +300 -0
- crimson/modes/survival_mode.py +792 -0
- crimson/modes/tutorial_mode.py +648 -0
- crimson/modes/typo_mode.py +472 -0
- crimson/paths.py +23 -0
- crimson/perks.py +828 -0
- crimson/persistence/__init__.py +1 -0
- crimson/persistence/highscores.py +385 -0
- crimson/persistence/save_status.py +245 -0
- crimson/player_damage.py +77 -0
- crimson/projectiles.py +1039 -0
- crimson/quests/__init__.py +18 -0
- crimson/quests/helpers.py +147 -0
- crimson/quests/registry.py +49 -0
- crimson/quests/results.py +164 -0
- crimson/quests/runtime.py +91 -0
- crimson/quests/tier1.py +620 -0
- crimson/quests/tier2.py +652 -0
- crimson/quests/tier3.py +579 -0
- crimson/quests/tier4.py +721 -0
- crimson/quests/tier5.py +886 -0
- crimson/quests/timeline.py +115 -0
- crimson/quests/types.py +70 -0
- crimson/render/__init__.py +1 -0
- crimson/render/terrain_fx.py +88 -0
- crimson/render/world_renderer.py +1338 -0
- crimson/sim/__init__.py +1 -0
- crimson/sim/world_defs.py +56 -0
- crimson/sim/world_state.py +421 -0
- crimson/terrain_assets.py +19 -0
- crimson/tutorial/__init__.py +12 -0
- crimson/tutorial/timeline.py +291 -0
- crimson/typo/__init__.py +2 -0
- crimson/typo/names.py +233 -0
- crimson/typo/player.py +43 -0
- crimson/typo/spawns.py +73 -0
- crimson/typo/typing.py +52 -0
- crimson/ui/__init__.py +3 -0
- crimson/ui/cursor.py +95 -0
- crimson/ui/demo_trial_overlay.py +235 -0
- crimson/ui/game_over.py +660 -0
- crimson/ui/hud.py +601 -0
- crimson/ui/perk_menu.py +388 -0
- crimson/views/__init__.py +40 -0
- crimson/views/aim_debug.py +276 -0
- crimson/views/animations.py +274 -0
- crimson/views/arsenal_debug.py +414 -0
- crimson/views/bonuses.py +201 -0
- crimson/views/camera_debug.py +359 -0
- crimson/views/camera_shake.py +229 -0
- crimson/views/corpse_stamp_debug.py +324 -0
- crimson/views/decals_debug.py +739 -0
- crimson/views/empty.py +19 -0
- crimson/views/fonts.py +114 -0
- crimson/views/game_over.py +117 -0
- crimson/views/ground.py +259 -0
- crimson/views/lighting_debug.py +1166 -0
- crimson/views/particles.py +293 -0
- crimson/views/perk_menu_debug.py +430 -0
- crimson/views/perks.py +398 -0
- crimson/views/player.py +433 -0
- crimson/views/player_sprite_debug.py +314 -0
- crimson/views/projectile_fx.py +608 -0
- crimson/views/projectile_render_debug.py +407 -0
- crimson/views/projectiles.py +221 -0
- crimson/views/quest_title_overlay.py +108 -0
- crimson/views/registry.py +34 -0
- crimson/views/rush.py +16 -0
- crimson/views/small_font_debug.py +204 -0
- crimson/views/spawn_plan.py +363 -0
- crimson/views/sprites.py +214 -0
- crimson/views/survival.py +15 -0
- crimson/views/terrain.py +132 -0
- crimson/views/ui.py +123 -0
- crimson/views/wicons.py +166 -0
- crimson/weapon_sfx.py +63 -0
- crimson/weapons.py +860 -0
- crimsonland-0.1.0.dev1.dist-info/METADATA +9 -0
- crimsonland-0.1.0.dev1.dist-info/RECORD +138 -0
- crimsonland-0.1.0.dev1.dist-info/WHEEL +4 -0
- crimsonland-0.1.0.dev1.dist-info/entry_points.txt +4 -0
- grim/__init__.py +20 -0
- grim/app.py +92 -0
- grim/assets.py +231 -0
- grim/audio.py +106 -0
- grim/config.py +294 -0
- grim/console.py +737 -0
- grim/fonts/__init__.py +7 -0
- grim/fonts/grim_mono.py +111 -0
- grim/fonts/small.py +120 -0
- grim/input.py +44 -0
- grim/jaz.py +103 -0
- grim/math.py +17 -0
- grim/music.py +403 -0
- grim/paq.py +76 -0
- grim/rand.py +37 -0
- grim/sfx.py +276 -0
- grim/sfx_map.py +103 -0
- grim/terrain_render.py +840 -0
- grim/view.py +16 -0
crimson/ui/hud.py
ADDED
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from __future__ import annotations
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from dataclasses import dataclass, field
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from pathlib import Path
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import math
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import pyray as rl
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from grim.assets import TextureLoader
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from grim.fonts.small import SmallFontData, draw_small_text
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from ..gameplay import BonusHudState, PlayerState, survival_level_threshold
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from ..weapons import WEAPON_BY_ID
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HUD_TEXT_COLOR = rl.Color(220, 220, 220, 255)
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HUD_HINT_COLOR = rl.Color(170, 170, 180, 255)
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HUD_ACCENT_COLOR = rl.Color(240, 200, 80, 255)
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HUD_BASE_WIDTH = 1024.0
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HUD_BASE_HEIGHT = 768.0
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HUD_TOP_BAR_ALPHA = 0.7
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HUD_ICON_ALPHA = 0.8
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HUD_PANEL_ALPHA = 0.9
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HUD_HEALTH_BG_ALPHA = 0.5
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HUD_AMMO_DIM_ALPHA = 0.3
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HUD_TOP_BAR_POS = (0.0, 0.0)
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HUD_TOP_BAR_SIZE = (512.0, 64.0)
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HUD_HEART_CENTER = (27.0, 21.0)
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HUD_HEALTH_BAR_POS = (64.0, 16.0)
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HUD_HEALTH_BAR_SIZE = (120.0, 9.0)
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HUD_WEAPON_ICON_POS = (220.0, 2.0)
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HUD_WEAPON_ICON_SIZE = (64.0, 32.0)
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HUD_CLOCK_POS = (220.0, 2.0)
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HUD_CLOCK_SIZE = (32.0, 32.0)
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HUD_CLOCK_ALPHA = 0.9
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HUD_AMMO_BASE_POS = (300.0, 10.0)
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HUD_AMMO_BAR_SIZE = (6.0, 16.0)
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HUD_AMMO_BAR_STEP = 6.0
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HUD_AMMO_BAR_LIMIT = 30
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HUD_AMMO_BAR_CLAMP = 20
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HUD_AMMO_TEXT_OFFSET = (8.0, 1.0)
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HUD_SURV_PANEL_POS = (-68.0, 60.0)
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HUD_SURV_PANEL_SIZE = (182.0, 53.0)
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HUD_SURV_XP_LABEL_POS = (4.0, 78.0)
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HUD_SURV_XP_VALUE_POS = (26.0, 74.0)
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HUD_SURV_LVL_VALUE_POS = (85.0, 79.0)
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HUD_SURV_PROGRESS_POS = (26.0, 91.0)
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HUD_SURV_PROGRESS_WIDTH = 54.0
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HUD_BONUS_BASE_Y = 121.0
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HUD_BONUS_ICON_SIZE = 32.0
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HUD_BONUS_TEXT_OFFSET = (36.0, 6.0)
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HUD_BONUS_SPACING = 52.0
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HUD_BONUS_PANEL_OFFSET_Y = -11.0
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HUD_XP_BAR_RGBA = (0.1, 0.3, 0.6, 1.0)
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_SURVIVAL_XP_SMOOTHED = 0
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@dataclass(slots=True)
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class HudAssets:
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game_top: rl.Texture | None
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life_heart: rl.Texture | None
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ind_life: rl.Texture | None
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ind_panel: rl.Texture | None
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ind_bullet: rl.Texture | None
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ind_fire: rl.Texture | None
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ind_rocket: rl.Texture | None
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ind_electric: rl.Texture | None
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wicons: rl.Texture | None
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clock_table: rl.Texture | None
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clock_pointer: rl.Texture | None
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bonuses: rl.Texture | None
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missing: list[str] = field(default_factory=list)
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def hud_ui_scale(screen_w: float, screen_h: float) -> float:
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scale = min(screen_w / HUD_BASE_WIDTH, screen_h / HUD_BASE_HEIGHT)
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if scale < 0.75:
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return 0.75
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if scale > 1.5:
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return 1.5
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return float(scale)
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def load_hud_assets(assets_root: Path) -> HudAssets:
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loader = TextureLoader.from_assets_root(assets_root)
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return HudAssets(
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game_top=loader.get(name="iGameUI", paq_rel="ui/ui_gameTop.jaz", fs_rel="ui/ui_gameTop.png"),
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life_heart=loader.get(name="iHeart", paq_rel="ui/ui_lifeHeart.jaz", fs_rel="ui/ui_lifeHeart.png"),
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ind_life=loader.get(name="ui_indLife", paq_rel="ui/ui_indLife.jaz", fs_rel="ui/ui_indLife.png"),
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ind_panel=loader.get(name="ui_indPanel", paq_rel="ui/ui_indPanel.jaz", fs_rel="ui/ui_indPanel.png"),
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ind_bullet=loader.get(name="ui_indBullet", paq_rel="ui/ui_indBullet.jaz", fs_rel="ui/ui_indBullet.png"),
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ind_fire=loader.get(name="ui_indFire", paq_rel="ui/ui_indFire.jaz", fs_rel="ui/ui_indFire.png"),
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ind_rocket=loader.get(name="ui_indRocket", paq_rel="ui/ui_indRocket.jaz", fs_rel="ui/ui_indRocket.png"),
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ind_electric=loader.get(
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name="ui_indElectric",
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paq_rel="ui/ui_indElectric.jaz",
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fs_rel="ui/ui_indElectric.png",
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),
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wicons=loader.get(name="ui_wicons", paq_rel="ui/ui_wicons.jaz", fs_rel="ui/ui_wicons.png"),
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clock_table=loader.get(name="ui_clockTable", paq_rel="ui/ui_clockTable.jaz", fs_rel="ui/ui_clockTable.png"),
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clock_pointer=loader.get(
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name="ui_clockPointer",
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paq_rel="ui/ui_clockPointer.jaz",
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fs_rel="ui/ui_clockPointer.png",
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),
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bonuses=loader.get(name="bonuses", paq_rel="game/bonuses.jaz", fs_rel="game/bonuses.png"),
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missing=loader.missing,
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)
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def _draw_text(font: SmallFontData | None, text: str, x: float, y: float, scale: float, color: rl.Color) -> None:
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if font is not None:
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draw_small_text(font, text, x, y, scale, color)
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else:
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rl.draw_text(text, int(x), int(y), int(18 * scale), color)
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def _with_alpha(color: rl.Color, alpha: float) -> rl.Color:
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alpha = max(0.0, min(1.0, float(alpha)))
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return rl.Color(color.r, color.g, color.b, int(color.a * alpha))
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def _smooth_xp(target: int, frame_dt_ms: float) -> int:
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global _SURVIVAL_XP_SMOOTHED
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target = int(target)
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if target <= 0:
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_SURVIVAL_XP_SMOOTHED = 0
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return 0
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smoothed = int(_SURVIVAL_XP_SMOOTHED)
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if smoothed == target:
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return smoothed
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step = max(1, int(frame_dt_ms) // 2)
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diff = abs(smoothed - target)
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if diff > 1000:
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step *= diff // 100
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if smoothed < target:
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smoothed += step
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if smoothed > target:
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smoothed = target
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else:
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smoothed -= step
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if smoothed < target:
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smoothed = target
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_SURVIVAL_XP_SMOOTHED = smoothed
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return smoothed
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def _draw_progress_bar(x: float, y: float, width: float, ratio: float, rgba: tuple[float, float, float, float], scale: float) -> None:
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ratio = max(0.0, min(1.0, float(ratio)))
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width = max(0.0, float(width))
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if width <= 0.0:
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return
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bar_h = 4.0 * scale
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inner_h = 2.0 * scale
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bg_color = rl.Color(
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int(255 * rgba[0] * 0.6),
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int(255 * rgba[1] * 0.6),
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int(255 * rgba[2] * 0.6),
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int(255 * rgba[3] * 0.4),
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)
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fg_color = rl.Color(
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int(255 * rgba[0]),
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int(255 * rgba[1]),
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int(255 * rgba[2]),
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int(255 * rgba[3]),
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)
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rl.draw_rectangle(int(x), int(y), int(width), int(bar_h), bg_color)
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inner_w = max(0.0, (width - 2.0 * scale) * ratio)
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rl.draw_rectangle(int(x + scale), int(y + scale), int(inner_w), int(inner_h), fg_color)
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def _weapon_icon_index(weapon_id: int) -> int | None:
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entry = WEAPON_BY_ID.get(int(weapon_id))
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icon_index = entry.icon_index if entry is not None else None
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if icon_index is None or icon_index < 0 or icon_index > 31:
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return None
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return int(icon_index)
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def _weapon_ammo_class(weapon_id: int) -> int:
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entry = WEAPON_BY_ID.get(int(weapon_id))
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value = entry.ammo_class if entry is not None else None
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return int(value) if value is not None else 0
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def _weapon_icon_src(texture: rl.Texture, icon_index: int) -> rl.Rectangle:
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grid = 8
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cell_w = float(texture.width) / grid
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cell_h = float(texture.height) / grid
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frame = int(icon_index) * 2
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col = frame % grid
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row = frame // grid
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return rl.Rectangle(float(col * cell_w), float(row * cell_h), float(cell_w * 2), float(cell_h))
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def _bonus_icon_src(texture: rl.Texture, icon_id: int) -> rl.Rectangle:
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199
|
+
grid = 4
|
|
200
|
+
cell_w = float(texture.width) / grid
|
|
201
|
+
cell_h = float(texture.height) / grid
|
|
202
|
+
col = int(icon_id) % grid
|
|
203
|
+
row = int(icon_id) // grid
|
|
204
|
+
return rl.Rectangle(float(col * cell_w), float(row * cell_h), float(cell_w), float(cell_h))
|
|
205
|
+
|
|
206
|
+
|
|
207
|
+
def draw_hud_overlay(
|
|
208
|
+
assets: HudAssets,
|
|
209
|
+
*,
|
|
210
|
+
player: PlayerState,
|
|
211
|
+
players: list[PlayerState] | None = None,
|
|
212
|
+
bonus_hud: BonusHudState | None = None,
|
|
213
|
+
elapsed_ms: float = 0.0,
|
|
214
|
+
score: int | None = None,
|
|
215
|
+
font: SmallFontData | None = None,
|
|
216
|
+
alpha: float = 1.0,
|
|
217
|
+
frame_dt_ms: float | None = None,
|
|
218
|
+
show_weapon: bool = True,
|
|
219
|
+
show_xp: bool = True,
|
|
220
|
+
show_time: bool = False,
|
|
221
|
+
) -> float:
|
|
222
|
+
if frame_dt_ms is None:
|
|
223
|
+
frame_dt_ms = max(0.0, float(rl.get_frame_time()) * 1000.0)
|
|
224
|
+
hud_players = list(players) if players is not None else [player]
|
|
225
|
+
if not hud_players:
|
|
226
|
+
hud_players = [player]
|
|
227
|
+
player_count = len(hud_players)
|
|
228
|
+
|
|
229
|
+
screen_w = float(rl.get_screen_width())
|
|
230
|
+
screen_h = float(rl.get_screen_height())
|
|
231
|
+
scale = hud_ui_scale(screen_w, screen_h)
|
|
232
|
+
text_scale = 1.0 * scale
|
|
233
|
+
line_h = float(font.cell_size) * text_scale if font is not None else 18.0 * text_scale
|
|
234
|
+
|
|
235
|
+
def sx(value: float) -> float:
|
|
236
|
+
return value * scale
|
|
237
|
+
|
|
238
|
+
def sy(value: float) -> float:
|
|
239
|
+
return value * scale
|
|
240
|
+
|
|
241
|
+
max_y = 0.0
|
|
242
|
+
alpha = max(0.0, min(1.0, float(alpha)))
|
|
243
|
+
text_color = _with_alpha(HUD_TEXT_COLOR, alpha)
|
|
244
|
+
accent_color = _with_alpha(HUD_ACCENT_COLOR, alpha)
|
|
245
|
+
panel_text_color = _with_alpha(HUD_TEXT_COLOR, alpha * HUD_PANEL_ALPHA)
|
|
246
|
+
|
|
247
|
+
# Top bar background.
|
|
248
|
+
if assets.game_top is not None:
|
|
249
|
+
src = rl.Rectangle(0.0, 0.0, float(assets.game_top.width), float(assets.game_top.height))
|
|
250
|
+
dst = rl.Rectangle(
|
|
251
|
+
sx(HUD_TOP_BAR_POS[0]),
|
|
252
|
+
sy(HUD_TOP_BAR_POS[1]),
|
|
253
|
+
sx(HUD_TOP_BAR_SIZE[0]),
|
|
254
|
+
sy(HUD_TOP_BAR_SIZE[1]),
|
|
255
|
+
)
|
|
256
|
+
top_alpha = alpha * HUD_TOP_BAR_ALPHA
|
|
257
|
+
rl.draw_texture_pro(
|
|
258
|
+
assets.game_top,
|
|
259
|
+
src,
|
|
260
|
+
dst,
|
|
261
|
+
rl.Vector2(0.0, 0.0),
|
|
262
|
+
0.0,
|
|
263
|
+
rl.Color(255, 255, 255, int(255 * top_alpha)),
|
|
264
|
+
)
|
|
265
|
+
max_y = max(max_y, dst.y + dst.height)
|
|
266
|
+
|
|
267
|
+
# Pulsing heart.
|
|
268
|
+
if assets.life_heart is not None:
|
|
269
|
+
t = max(0.0, elapsed_ms) / 1000.0
|
|
270
|
+
src = rl.Rectangle(0.0, 0.0, float(assets.life_heart.width), float(assets.life_heart.height))
|
|
271
|
+
if player_count == 1:
|
|
272
|
+
base_center_x, base_center_y = HUD_HEART_CENTER
|
|
273
|
+
heart_step_y = 0.0
|
|
274
|
+
heart_scale = 1.0
|
|
275
|
+
else:
|
|
276
|
+
base_center_x = 27.0
|
|
277
|
+
base_center_y = 12.0
|
|
278
|
+
heart_step_y = 15.0
|
|
279
|
+
heart_scale = 0.5
|
|
280
|
+
|
|
281
|
+
for idx, hud_player in enumerate(hud_players):
|
|
282
|
+
pulse_speed = 5.0 if hud_player.health < 30.0 else 2.0
|
|
283
|
+
phase = float(idx) * (math.pi * 0.5)
|
|
284
|
+
pulse = ((math.sin(t * pulse_speed + phase) ** 4) * 4.0 + 14.0) * heart_scale
|
|
285
|
+
size = pulse * 2.0
|
|
286
|
+
center_y = base_center_y + float(idx) * heart_step_y
|
|
287
|
+
dst = rl.Rectangle(
|
|
288
|
+
sx(base_center_x - pulse),
|
|
289
|
+
sy(center_y - pulse),
|
|
290
|
+
sx(size),
|
|
291
|
+
sy(size),
|
|
292
|
+
)
|
|
293
|
+
rl.draw_texture_pro(
|
|
294
|
+
assets.life_heart,
|
|
295
|
+
src,
|
|
296
|
+
dst,
|
|
297
|
+
rl.Vector2(0.0, 0.0),
|
|
298
|
+
0.0,
|
|
299
|
+
rl.Color(255, 255, 255, int(255 * alpha * HUD_ICON_ALPHA)),
|
|
300
|
+
)
|
|
301
|
+
max_y = max(max_y, dst.y + dst.height)
|
|
302
|
+
|
|
303
|
+
# Health bar.
|
|
304
|
+
if assets.ind_life is not None:
|
|
305
|
+
bar_x, bar_y = HUD_HEALTH_BAR_POS
|
|
306
|
+
bar_w, bar_h = HUD_HEALTH_BAR_SIZE
|
|
307
|
+
bg_src = rl.Rectangle(0.0, 0.0, float(assets.ind_life.width), float(assets.ind_life.height))
|
|
308
|
+
if player_count > 1:
|
|
309
|
+
bar_y = 6.0
|
|
310
|
+
|
|
311
|
+
for idx, hud_player in enumerate(hud_players):
|
|
312
|
+
bar_y_offset = float(idx) * 16.0 if player_count > 1 else 0.0
|
|
313
|
+
bg_dst = rl.Rectangle(sx(bar_x), sy(bar_y + bar_y_offset), sx(bar_w), sy(bar_h))
|
|
314
|
+
rl.draw_texture_pro(
|
|
315
|
+
assets.ind_life,
|
|
316
|
+
bg_src,
|
|
317
|
+
bg_dst,
|
|
318
|
+
rl.Vector2(0.0, 0.0),
|
|
319
|
+
0.0,
|
|
320
|
+
rl.Color(255, 255, 255, int(255 * alpha * HUD_HEALTH_BG_ALPHA)),
|
|
321
|
+
)
|
|
322
|
+
health_ratio = max(0.0, min(1.0, hud_player.health / 100.0))
|
|
323
|
+
if health_ratio > 0.0:
|
|
324
|
+
fill_w = bar_w * health_ratio
|
|
325
|
+
fill_dst = rl.Rectangle(sx(bar_x), sy(bar_y + bar_y_offset), sx(fill_w), sy(bar_h))
|
|
326
|
+
fill_src = rl.Rectangle(
|
|
327
|
+
0.0,
|
|
328
|
+
0.0,
|
|
329
|
+
float(assets.ind_life.width) * health_ratio,
|
|
330
|
+
float(assets.ind_life.height),
|
|
331
|
+
)
|
|
332
|
+
rl.draw_texture_pro(
|
|
333
|
+
assets.ind_life,
|
|
334
|
+
fill_src,
|
|
335
|
+
fill_dst,
|
|
336
|
+
rl.Vector2(0.0, 0.0),
|
|
337
|
+
0.0,
|
|
338
|
+
rl.Color(255, 255, 255, int(255 * alpha * HUD_ICON_ALPHA)),
|
|
339
|
+
)
|
|
340
|
+
max_y = max(max_y, bg_dst.y + bg_dst.height)
|
|
341
|
+
|
|
342
|
+
# Weapon icon.
|
|
343
|
+
if show_weapon and assets.wicons is not None:
|
|
344
|
+
if player_count == 1:
|
|
345
|
+
base_x, base_y = HUD_WEAPON_ICON_POS
|
|
346
|
+
icon_w, icon_h = HUD_WEAPON_ICON_SIZE
|
|
347
|
+
icon_step_y = 0.0
|
|
348
|
+
else:
|
|
349
|
+
base_x = 220.0
|
|
350
|
+
base_y = 4.0
|
|
351
|
+
icon_w = 32.0
|
|
352
|
+
icon_h = 16.0
|
|
353
|
+
icon_step_y = 16.0
|
|
354
|
+
|
|
355
|
+
for idx, hud_player in enumerate(hud_players):
|
|
356
|
+
icon_index = _weapon_icon_index(hud_player.weapon_id)
|
|
357
|
+
if icon_index is None:
|
|
358
|
+
continue
|
|
359
|
+
src = _weapon_icon_src(assets.wicons, icon_index)
|
|
360
|
+
dst = rl.Rectangle(
|
|
361
|
+
sx(base_x),
|
|
362
|
+
sy(base_y + float(idx) * icon_step_y),
|
|
363
|
+
sx(icon_w),
|
|
364
|
+
sy(icon_h),
|
|
365
|
+
)
|
|
366
|
+
rl.draw_texture_pro(
|
|
367
|
+
assets.wicons,
|
|
368
|
+
src,
|
|
369
|
+
dst,
|
|
370
|
+
rl.Vector2(0.0, 0.0),
|
|
371
|
+
0.0,
|
|
372
|
+
rl.Color(255, 255, 255, int(255 * alpha * HUD_ICON_ALPHA)),
|
|
373
|
+
)
|
|
374
|
+
max_y = max(max_y, dst.y + dst.height)
|
|
375
|
+
|
|
376
|
+
# Ammo bars.
|
|
377
|
+
if show_weapon:
|
|
378
|
+
if player_count == 1:
|
|
379
|
+
ammo_base_x, ammo_base_y = HUD_AMMO_BASE_POS
|
|
380
|
+
ammo_step_y = 0.0
|
|
381
|
+
else:
|
|
382
|
+
ammo_base_x = 290.0
|
|
383
|
+
ammo_base_y = 4.0
|
|
384
|
+
ammo_step_y = 14.0
|
|
385
|
+
|
|
386
|
+
base_alpha = alpha * HUD_ICON_ALPHA
|
|
387
|
+
for player_idx, hud_player in enumerate(hud_players):
|
|
388
|
+
ammo_tex = None
|
|
389
|
+
ammo_class = _weapon_ammo_class(hud_player.weapon_id)
|
|
390
|
+
if ammo_class == 1:
|
|
391
|
+
ammo_tex = assets.ind_fire
|
|
392
|
+
elif ammo_class == 2:
|
|
393
|
+
ammo_tex = assets.ind_rocket
|
|
394
|
+
elif ammo_class == 0:
|
|
395
|
+
ammo_tex = assets.ind_bullet
|
|
396
|
+
else:
|
|
397
|
+
ammo_tex = assets.ind_electric
|
|
398
|
+
if ammo_tex is None:
|
|
399
|
+
continue
|
|
400
|
+
|
|
401
|
+
base_y = ammo_base_y + float(player_idx) * ammo_step_y
|
|
402
|
+
bars = max(0, int(hud_player.clip_size))
|
|
403
|
+
if bars > HUD_AMMO_BAR_LIMIT:
|
|
404
|
+
bars = HUD_AMMO_BAR_CLAMP
|
|
405
|
+
ammo_count = max(0, int(hud_player.ammo))
|
|
406
|
+
for idx in range(bars):
|
|
407
|
+
bar_alpha = base_alpha if idx < ammo_count else base_alpha * HUD_AMMO_DIM_ALPHA
|
|
408
|
+
dst = rl.Rectangle(
|
|
409
|
+
sx(ammo_base_x + idx * HUD_AMMO_BAR_STEP),
|
|
410
|
+
sy(base_y),
|
|
411
|
+
sx(HUD_AMMO_BAR_SIZE[0]),
|
|
412
|
+
sy(HUD_AMMO_BAR_SIZE[1]),
|
|
413
|
+
)
|
|
414
|
+
src = rl.Rectangle(0.0, 0.0, float(ammo_tex.width), float(ammo_tex.height))
|
|
415
|
+
rl.draw_texture_pro(
|
|
416
|
+
ammo_tex,
|
|
417
|
+
src,
|
|
418
|
+
dst,
|
|
419
|
+
rl.Vector2(0.0, 0.0),
|
|
420
|
+
0.0,
|
|
421
|
+
rl.Color(255, 255, 255, int(255 * bar_alpha)),
|
|
422
|
+
)
|
|
423
|
+
max_y = max(max_y, dst.y + dst.height)
|
|
424
|
+
if ammo_count > bars:
|
|
425
|
+
extra = ammo_count - bars
|
|
426
|
+
text_x = ammo_base_x + bars * HUD_AMMO_BAR_STEP + HUD_AMMO_TEXT_OFFSET[0]
|
|
427
|
+
text_y = base_y + HUD_AMMO_TEXT_OFFSET[1]
|
|
428
|
+
_draw_text(font, f"+ {extra}", sx(text_x), sy(text_y), text_scale, text_color)
|
|
429
|
+
|
|
430
|
+
# Survival XP panel.
|
|
431
|
+
xp_target = int(player.experience if score is None else score)
|
|
432
|
+
xp_display = _smooth_xp(xp_target, frame_dt_ms) if show_xp else xp_target
|
|
433
|
+
if show_xp and assets.ind_panel is not None:
|
|
434
|
+
panel_x, panel_y = HUD_SURV_PANEL_POS
|
|
435
|
+
panel_w, panel_h = HUD_SURV_PANEL_SIZE
|
|
436
|
+
dst = rl.Rectangle(sx(panel_x), sy(panel_y), sx(panel_w), sy(panel_h))
|
|
437
|
+
src = rl.Rectangle(0.0, 0.0, float(assets.ind_panel.width), float(assets.ind_panel.height))
|
|
438
|
+
rl.draw_texture_pro(
|
|
439
|
+
assets.ind_panel,
|
|
440
|
+
src,
|
|
441
|
+
dst,
|
|
442
|
+
rl.Vector2(0.0, 0.0),
|
|
443
|
+
0.0,
|
|
444
|
+
rl.Color(255, 255, 255, int(255 * alpha * HUD_PANEL_ALPHA)),
|
|
445
|
+
)
|
|
446
|
+
max_y = max(max_y, dst.y + dst.height)
|
|
447
|
+
|
|
448
|
+
if show_xp:
|
|
449
|
+
_draw_text(
|
|
450
|
+
font,
|
|
451
|
+
"Xp",
|
|
452
|
+
sx(HUD_SURV_XP_LABEL_POS[0]),
|
|
453
|
+
sy(HUD_SURV_XP_LABEL_POS[1]),
|
|
454
|
+
text_scale,
|
|
455
|
+
panel_text_color,
|
|
456
|
+
)
|
|
457
|
+
_draw_text(
|
|
458
|
+
font,
|
|
459
|
+
f"{xp_display}",
|
|
460
|
+
sx(HUD_SURV_XP_VALUE_POS[0]),
|
|
461
|
+
sy(HUD_SURV_XP_VALUE_POS[1]),
|
|
462
|
+
text_scale,
|
|
463
|
+
panel_text_color,
|
|
464
|
+
)
|
|
465
|
+
_draw_text(
|
|
466
|
+
font,
|
|
467
|
+
f"{int(player.level)}",
|
|
468
|
+
sx(HUD_SURV_LVL_VALUE_POS[0]),
|
|
469
|
+
sy(HUD_SURV_LVL_VALUE_POS[1]),
|
|
470
|
+
text_scale,
|
|
471
|
+
panel_text_color,
|
|
472
|
+
)
|
|
473
|
+
|
|
474
|
+
level = max(1, int(player.level))
|
|
475
|
+
prev_threshold = 0 if level <= 1 else survival_level_threshold(level - 1)
|
|
476
|
+
next_threshold = survival_level_threshold(level)
|
|
477
|
+
progress_ratio = 0.0
|
|
478
|
+
if next_threshold > prev_threshold:
|
|
479
|
+
progress_ratio = (xp_target - prev_threshold) / float(next_threshold - prev_threshold)
|
|
480
|
+
bar_x, bar_y = HUD_SURV_PROGRESS_POS
|
|
481
|
+
bar_w = HUD_SURV_PROGRESS_WIDTH
|
|
482
|
+
bar_rgba = (HUD_XP_BAR_RGBA[0], HUD_XP_BAR_RGBA[1], HUD_XP_BAR_RGBA[2], HUD_XP_BAR_RGBA[3] * alpha)
|
|
483
|
+
_draw_progress_bar(sx(bar_x), sy(bar_y), sx(bar_w), progress_ratio, bar_rgba, scale)
|
|
484
|
+
max_y = max(max_y, sy(bar_y + 4.0))
|
|
485
|
+
|
|
486
|
+
# Mode time clock/text (rush/typo-style HUD).
|
|
487
|
+
if show_time:
|
|
488
|
+
time_ms = max(0.0, float(elapsed_ms))
|
|
489
|
+
if assets.clock_table is not None:
|
|
490
|
+
dst = rl.Rectangle(
|
|
491
|
+
sx(HUD_CLOCK_POS[0]),
|
|
492
|
+
sy(HUD_CLOCK_POS[1]),
|
|
493
|
+
sx(HUD_CLOCK_SIZE[0]),
|
|
494
|
+
sy(HUD_CLOCK_SIZE[1]),
|
|
495
|
+
)
|
|
496
|
+
src = rl.Rectangle(0.0, 0.0, float(assets.clock_table.width), float(assets.clock_table.height))
|
|
497
|
+
rl.draw_texture_pro(
|
|
498
|
+
assets.clock_table,
|
|
499
|
+
src,
|
|
500
|
+
dst,
|
|
501
|
+
rl.Vector2(0.0, 0.0),
|
|
502
|
+
0.0,
|
|
503
|
+
rl.Color(255, 255, 255, int(255 * alpha * HUD_CLOCK_ALPHA)),
|
|
504
|
+
)
|
|
505
|
+
max_y = max(max_y, dst.y + dst.height)
|
|
506
|
+
if assets.clock_pointer is not None:
|
|
507
|
+
# NOTE: Raylib's draw_texture_pro uses dst.x/y as the rotation origin position;
|
|
508
|
+
# offset by half-size so the 32x32 quad stays aligned with the table.
|
|
509
|
+
dst = rl.Rectangle(
|
|
510
|
+
sx(HUD_CLOCK_POS[0] + HUD_CLOCK_SIZE[0] * 0.5),
|
|
511
|
+
sy(HUD_CLOCK_POS[1] + HUD_CLOCK_SIZE[1] * 0.5),
|
|
512
|
+
sx(HUD_CLOCK_SIZE[0]),
|
|
513
|
+
sy(HUD_CLOCK_SIZE[1]),
|
|
514
|
+
)
|
|
515
|
+
src = rl.Rectangle(0.0, 0.0, float(assets.clock_pointer.width), float(assets.clock_pointer.height))
|
|
516
|
+
rotation = time_ms / 1000.0 * 6.0
|
|
517
|
+
origin = rl.Vector2(sx(HUD_CLOCK_SIZE[0] * 0.5), sy(HUD_CLOCK_SIZE[1] * 0.5))
|
|
518
|
+
rl.draw_texture_pro(
|
|
519
|
+
assets.clock_pointer,
|
|
520
|
+
src,
|
|
521
|
+
dst,
|
|
522
|
+
origin,
|
|
523
|
+
rotation,
|
|
524
|
+
rl.Color(255, 255, 255, int(255 * alpha * HUD_CLOCK_ALPHA)),
|
|
525
|
+
)
|
|
526
|
+
total_seconds = max(0, int(time_ms) // 1000)
|
|
527
|
+
time_text = f"{total_seconds} seconds"
|
|
528
|
+
_draw_text(font, time_text, sx(255.0), sy(10.0), text_scale, text_color)
|
|
529
|
+
max_y = max(max_y, sy(10.0 + line_h))
|
|
530
|
+
|
|
531
|
+
# Bonus HUD slots (text + icons), anchored below the survival panel.
|
|
532
|
+
slots = [slot for slot in bonus_hud.slots if slot.active] if bonus_hud is not None else []
|
|
533
|
+
if slots:
|
|
534
|
+
bonus_x = sx(4.0)
|
|
535
|
+
bonus_y = sy(HUD_BONUS_BASE_Y)
|
|
536
|
+
for slot in slots[:16]:
|
|
537
|
+
if assets.ind_panel is not None:
|
|
538
|
+
panel_x, panel_y = HUD_SURV_PANEL_POS
|
|
539
|
+
dst = rl.Rectangle(
|
|
540
|
+
sx(panel_x),
|
|
541
|
+
bonus_y + sy(HUD_BONUS_PANEL_OFFSET_Y),
|
|
542
|
+
sx(HUD_SURV_PANEL_SIZE[0]),
|
|
543
|
+
sy(HUD_SURV_PANEL_SIZE[1]),
|
|
544
|
+
)
|
|
545
|
+
src = rl.Rectangle(0.0, 0.0, float(assets.ind_panel.width), float(assets.ind_panel.height))
|
|
546
|
+
rl.draw_texture_pro(
|
|
547
|
+
assets.ind_panel,
|
|
548
|
+
src,
|
|
549
|
+
dst,
|
|
550
|
+
rl.Vector2(0.0, 0.0),
|
|
551
|
+
0.0,
|
|
552
|
+
rl.Color(255, 255, 255, int(255 * alpha * HUD_TOP_BAR_ALPHA)),
|
|
553
|
+
)
|
|
554
|
+
max_y = max(max_y, dst.y + dst.height)
|
|
555
|
+
|
|
556
|
+
icon_drawn = False
|
|
557
|
+
if assets.bonuses is not None and slot.icon_id >= 0:
|
|
558
|
+
src = _bonus_icon_src(assets.bonuses, slot.icon_id)
|
|
559
|
+
dst = rl.Rectangle(bonus_x, bonus_y, sx(HUD_BONUS_ICON_SIZE), sy(HUD_BONUS_ICON_SIZE))
|
|
560
|
+
rl.draw_texture_pro(
|
|
561
|
+
assets.bonuses,
|
|
562
|
+
src,
|
|
563
|
+
dst,
|
|
564
|
+
rl.Vector2(0.0, 0.0),
|
|
565
|
+
0.0,
|
|
566
|
+
rl.Color(255, 255, 255, int(255 * alpha)),
|
|
567
|
+
)
|
|
568
|
+
label_x = bonus_x + sx(HUD_BONUS_TEXT_OFFSET[0])
|
|
569
|
+
icon_drawn = True
|
|
570
|
+
max_y = max(max_y, dst.y + dst.height)
|
|
571
|
+
else:
|
|
572
|
+
label_x = bonus_x
|
|
573
|
+
|
|
574
|
+
if not icon_drawn and assets.wicons is not None:
|
|
575
|
+
alt_icon_index = _weapon_icon_index(player.weapon_id)
|
|
576
|
+
if alt_icon_index is not None:
|
|
577
|
+
src = _weapon_icon_src(assets.wicons, alt_icon_index)
|
|
578
|
+
dst = rl.Rectangle(bonus_x, bonus_y, sx(HUD_BONUS_ICON_SIZE), sy(HUD_BONUS_ICON_SIZE))
|
|
579
|
+
rl.draw_texture_pro(
|
|
580
|
+
assets.wicons,
|
|
581
|
+
src,
|
|
582
|
+
dst,
|
|
583
|
+
rl.Vector2(0.0, 0.0),
|
|
584
|
+
0.0,
|
|
585
|
+
rl.Color(255, 255, 255, int(255 * alpha)),
|
|
586
|
+
)
|
|
587
|
+
label_x = bonus_x + sx(HUD_BONUS_TEXT_OFFSET[0])
|
|
588
|
+
max_y = max(max_y, dst.y + dst.height)
|
|
589
|
+
|
|
590
|
+
_draw_text(
|
|
591
|
+
font,
|
|
592
|
+
slot.label,
|
|
593
|
+
label_x,
|
|
594
|
+
bonus_y + sy(HUD_BONUS_TEXT_OFFSET[1]),
|
|
595
|
+
text_scale,
|
|
596
|
+
accent_color,
|
|
597
|
+
)
|
|
598
|
+
bonus_y += sy(HUD_BONUS_SPACING)
|
|
599
|
+
max_y = max(max_y, bonus_y)
|
|
600
|
+
|
|
601
|
+
return max_y
|