Magic_Ling_Pixel_Dungeon/src/com/watabou/pixeldungeon/ui/StatusPane.java

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2014-07-27 13:39:07 +00:00
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.watabou.pixeldungeon.ui;
import com.watabou.input.Touchscreen.Touch;
import com.watabou.noosa.BitmapText;
import com.watabou.noosa.Camera;
import com.watabou.noosa.Image;
import com.watabou.noosa.NinePatch;
import com.watabou.noosa.TouchArea;
import com.watabou.noosa.particles.Emitter;
import com.watabou.noosa.ui.Component;
import com.watabou.pixeldungeon.Assets;
import com.watabou.pixeldungeon.Dungeon;
import com.watabou.pixeldungeon.effects.Speck;
import com.watabou.pixeldungeon.effects.particles.BloodParticle;
import com.watabou.pixeldungeon.items.keys.IronKey;
import com.watabou.pixeldungeon.scenes.GameScene;
import com.watabou.pixeldungeon.scenes.PixelScene;
import com.watabou.pixeldungeon.sprites.HeroSprite;
import com.watabou.pixeldungeon.windows.WndHero;
public class StatusPane extends Component {
private NinePatch shield;
private Image avatar;
private Emitter blood;
private int lastTier = 0;
private Image hp;
private Image exp;
private int lastLvl = -1;
private int lastKeys = -1;
private BitmapText level;
private BitmapText depth;
private BitmapText keys;
private DangerIndicator danger;
private LootIndicator loot;
private BuffIndicator buffs;
private Compass compass;
@Override
protected void createChildren() {
shield = new NinePatch( Assets.STATUS, 80, 0, 30, 0 );
add( shield );
add( new TouchArea( 0, 1, 30, 30 ) {
@Override
protected void onClick( Touch touch ) {
Image sprite = Dungeon.hero.sprite;
if (!sprite.isVisible()) {
Camera.main.focusOn( sprite );
}
GameScene.show( new WndHero() );
};
} );
avatar = HeroSprite.avatar( Dungeon.hero.heroClass, lastTier );
add( avatar );
blood = new Emitter();
blood.pos( avatar );
blood.pour( BloodParticle.FACTORY, 0.3f );
blood.autoKill = false;
blood.on = false;
add( blood );
compass = new Compass( Dungeon.level.exit );
add( compass );
hp = new Image( Assets.HP_BAR );
add( hp );
exp = new Image( Assets.XP_BAR );
add( exp );
level = new BitmapText( PixelScene.font1x );
level.hardlight( 0xFFEBA4 );
add( level );
depth = new BitmapText( Integer.toString( Dungeon.depth ), PixelScene.font1x );
depth.hardlight( 0xCACFC2 );
depth.measure();
add( depth );
Dungeon.hero.belongings.countIronKeys();
keys = new BitmapText( PixelScene.font1x );
keys.hardlight( 0xCACFC2 );
add( keys );
danger = new DangerIndicator();
add( danger );
loot = new LootIndicator();
add( loot );
buffs = new BuffIndicator( Dungeon.hero );
add( buffs );
}
@Override
protected void layout() {
height = 32;
shield.size( width, shield.height );
avatar.x = PixelScene.align( camera(), shield.x + 15 - avatar.width / 2 );
avatar.y = PixelScene.align( camera(), shield.y + 16 - avatar.height / 2 );
compass.x = avatar.x + avatar.width / 2 - compass.origin.x;
compass.y = avatar.y + avatar.height / 2 - compass.origin.y;
hp.x = 30;
hp.y = 3;
depth.x = width - 24 - depth.width();
depth.y = 6;
keys.y = 6;
danger.setPos( width - danger.width(), 20 );
loot.setPos( width - loot.width(), danger.bottom() + 2 );
buffs.setPos( 32, 11 );
}
@Override
public void update() {
super.update();
float health = (float)Dungeon.hero.HP / Dungeon.hero.HT;
if (health == 0) {
avatar.tint( 0x000000, 0.6f );
blood.on = false;
} else if (health < 0.25f) {
avatar.tint( 0xcc0000, 0.4f );
blood.on = true;
} else {
avatar.resetColor();
blood.on = false;
}
hp.scale.x = health;
exp.scale.x = (width / exp.width) * Dungeon.hero.exp / Dungeon.hero.maxExp();
if (Dungeon.hero.lvl != lastLvl) {
if (lastLvl != -1) {
Emitter emitter = (Emitter)recycle( Emitter.class );
emitter.revive();
emitter.pos( 27, 27 );
emitter.burst( Speck.factory( Speck.STAR ), 12 );
}
lastLvl = Dungeon.hero.lvl;
level.text( Integer.toString( lastLvl ) );
level.measure();
level.x = PixelScene.align( 27.0f - level.width() / 2 );
level.y = PixelScene.align( 27.5f - level.baseLine() / 2 );
}
int k = IronKey.curDepthQunatity;
if (k != lastKeys) {
lastKeys = k;
keys.text( Integer.toString( lastKeys ) );
keys.measure();
keys.x = width - 8 - keys.width();
}
int tier = Dungeon.hero.tier();
if (tier != lastTier) {
lastTier = tier;
avatar.copy( HeroSprite.avatar( Dungeon.hero.heroClass, tier ) );
}
}
}