turtlegame/src/ui.rs

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Rust
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use crate::{game::ZLayer, State};
use comfy::{
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draw_rect, draw_rect_outline, egui, screen_height, screen_to_world, screen_width,
vec2, Color, EngineContext, Vec2, BLACK, BLUE, PURPLE, RED, WHITE
};
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use egui::widget_text::RichText;
// seperate fill state into smaller section for better readability
const BATTERY_SECTION_COUNT: u8 = 5;
const BATTERY_SECTION_WIDTH: f32 = 1.0;
const BATTERY_SECTION_HEIGHT: f32 = 0.5;
fn draw_battery(mut start_position: Vec2, charge: f32, max_charge: f32, color: Color) {
// section size in world codinates
let section_size = vec2(BATTERY_SECTION_WIDTH, BATTERY_SECTION_HEIGHT);
start_position.x -= 0.5 * section_size.x + 0.5 * section_size.y;
start_position.y += 0.5 * section_size.y + 0.5 * section_size.y;
// draw fill level
{
let percent = charge / max_charge;
let mut size = section_size;
size.y = section_size.y * BATTERY_SECTION_COUNT as f32;
let mut position = start_position;
position.y += 0.5 * -section_size.y + 0.5 * size.y;
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draw_rect(position, size, BLACK, ZLayer::UI.into());
size.y *= percent;
let mut position = start_position;
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position.y += 0.5 * -section_size.y + 0.5 * size.y;
draw_rect(position, size, BLUE, ZLayer::UI + 1);
}
// draw sections
for i in 0 .. BATTERY_SECTION_COUNT {
let mut position = start_position;
position.y += i as f32 * section_size.y;
draw_rect_outline(position, section_size, 0.1, color, ZLayer::UI + 2);
}
}
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pub fn draw_ghost_battery(state: &State) {
let start_position = screen_to_world(Vec2::new(screen_width(), screen_height()));
draw_battery(
start_position,
state.ghost.charge,
state.ghost.max_charge,
RED
);
}
pub fn draw_house_battery(state: &State) {
let Some(house) = state.house() else {
return;
};
let mut start_position = screen_to_world(Vec2::new(screen_width(), screen_height()));
start_position.x -= 2.0 * BATTERY_SECTION_WIDTH;
draw_battery(start_position, house.charge, house.max_charge, PURPLE)
}
pub fn draw_highscore(state: &State) {
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egui::Area::new("score")
.anchor(egui::Align2::RIGHT_TOP, egui::vec2(0.0, 0.0))
.show(egui(), |ui| {
ui.label(
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RichText::new(format!("{:.0} ", state.score))
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.color(WHITE)
.monospace()
.size(16.0)
.strong()
);
});
}
pub fn draw(state: &State, _ctx: &EngineContext<'_>) {
draw_ghost_battery(state);
draw_house_battery(state);
draw_highscore(state);
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}