v0.3.5: added functionality for a shield ontop of health for characters

This commit is contained in:
Evan Debenham 2016-03-05 02:43:52 -05:00
parent 346b4b78e6
commit fae5fc7c6c
7 changed files with 91 additions and 57 deletions

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@ -35,6 +35,7 @@ public class Assets {
public static final String ICONS = "icons.png";
public static final String STATUS = "status_pane.png";
public static final String HP_BAR = "hp_bar.png";
public static final String SHLD_BAR = "shield_bar.png";
public static final String XP_BAR = "exp_bar.png";
public static final String TOOLBAR = "toolbar.png";
public static final String SHADOW = "shadow.png";

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@ -22,7 +22,19 @@ package com.shatteredpixel.shatteredpixeldungeon.actors;
import com.shatteredpixel.shatteredpixeldungeon.Assets;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.*;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Bless;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Charm;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Chill;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Cripple;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.EarthImbue;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.FireImbue;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Frost;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.MagicalSleep;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Paralysis;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Slow;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Speed;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Vertigo;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroSubClass;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
@ -31,8 +43,8 @@ import com.shatteredpixel.shatteredpixeldungeon.levels.features.Door;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite;
import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
import com.watabou.noosa.audio.Sample;
import com.watabou.noosa.Camera;
import com.watabou.noosa.audio.Sample;
import com.watabou.utils.Bundlable;
import com.watabou.utils.Bundle;
import com.watabou.utils.GameMath;
@ -50,6 +62,7 @@ public abstract class Char extends Actor {
public int HT;
public int HP;
public int SHLD;
protected float baseSpeed = 1;
@ -71,6 +84,7 @@ public abstract class Char extends Actor {
private static final String POS = "pos";
private static final String TAG_HP = "HP";
private static final String TAG_HT = "HT";
private static final String TAG_SHLD = "SHLD";
private static final String BUFFS = "buffs";
@Override
@ -81,6 +95,7 @@ public abstract class Char extends Actor {
bundle.put( POS, pos );
bundle.put( TAG_HP, HP );
bundle.put( TAG_HT, HT );
bundle.put( TAG_SHLD, SHLD );
bundle.put( BUFFS, buffs );
}
@ -92,6 +107,7 @@ public abstract class Char extends Actor {
pos = bundle.getInt( POS );
HP = bundle.getInt( TAG_HP );
HT = bundle.getInt( TAG_HT );
SHLD = bundle.getInt( TAG_SHLD );
for (Bundlable b : bundle.getCollection( BUFFS )) {
if (b != null) {
@ -241,7 +257,15 @@ public abstract class Char extends Actor {
}
}
if (SHLD >= dmg){
SHLD -= dmg;
} else if (SHLD > 0) {
HP -= (dmg - SHLD);
SHLD = 0;
} else {
HP -= dmg;
}
if (dmg > 0 || src instanceof Char) {
sprite.showStatus( HP > HT / 2 ?
CharSprite.WARNING :

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@ -20,28 +20,35 @@
*/
package com.shatteredpixel.shatteredpixeldungeon.ui;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.watabou.noosa.ColorBlock;
import com.watabou.noosa.ui.Component;
public class HealthBar extends Component {
private static final int COLOR_BG = 0xFFCC0000;
private static final int COLOR_LVL = 0xFF00EE00;
private static final int COLOR_HP = 0xFF00EE00;
private static final int COLOR_SHLD = 0xFFBBEEBB;
private static final int HEIGHT = 2;
private ColorBlock hpBg;
private ColorBlock hpLvl;
private ColorBlock Bg;
private ColorBlock Shld;
private ColorBlock Hp;
private float level;
private float health;
private float shield;
@Override
protected void createChildren() {
hpBg = new ColorBlock( 1, 1, COLOR_BG );
add( hpBg );
Bg = new ColorBlock( 1, 1, COLOR_BG );
add( Bg );
hpLvl = new ColorBlock( 1, 1, COLOR_LVL );
add( hpLvl );
Shld = new ColorBlock( 1, 1, COLOR_SHLD );
add( Shld );
Hp = new ColorBlock( 1, 1, COLOR_HP );
add( Hp );
height = HEIGHT;
}
@ -49,17 +56,31 @@ public class HealthBar extends Component {
@Override
protected void layout() {
hpBg.x = hpLvl.x = x;
hpBg.y = hpLvl.y = y;
Bg.x = Shld.x = Hp.x = x;
Bg.y = Shld.y = Hp.y = y;
hpBg.size( width, HEIGHT );
hpLvl.size( width * level, HEIGHT );
Bg.size( width, HEIGHT );
Shld.size( width * shield, HEIGHT );
Hp.size( width * health, HEIGHT );
height = HEIGHT;
}
public void level( float value ) {
level = value;
level( value, 0f );
}
public void level( float health, float shield ){
this.health = health;
this.shield = shield;
layout();
}
public void level(Char c){
float health = c.HP;
float shield = c.SHLD;
float max = Math.max(health+shield, c.HT);
level(health/max, (health+shield)/max);
}
}

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@ -20,51 +20,31 @@
*/
package com.shatteredpixel.shatteredpixeldungeon.ui;
import com.watabou.gltextures.TextureCache;
import com.watabou.noosa.Image;
import com.watabou.noosa.ui.Component;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite;
public class HealthIndicator extends Component {
private static final float HEIGHT = 2;
public class HealthIndicator extends HealthBar {
public static HealthIndicator instance;
private Char target;
private Image bg;
private Image level;
public HealthIndicator() {
super();
instance = this;
}
@Override
protected void createChildren() {
bg = new Image( TextureCache.createSolid( 0xFFcc0000 ) );
bg.scale.y = HEIGHT;
add( bg );
level = new Image( TextureCache.createSolid( 0xFF00cc00 ) );
level.scale.y = HEIGHT;
add( level );
}
@Override
public void update() {
super.update();
if (target != null && target.isAlive() && target.sprite.visible) {
CharSprite sprite = target.sprite;
bg.scale.x = sprite.width;
level.scale.x = sprite.width * target.HP / target.HT;
bg.x = level.x = sprite.x;
bg.y = level.y = sprite.y - HEIGHT - 1;
width = sprite.width;
x = sprite.x;
y = sprite.y - 3;
level( target );
visible = true;
} else {
visible = false;

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@ -45,12 +45,13 @@ import com.watabou.noosa.ui.Component;
public class StatusPane extends Component {
private NinePatch shield;
private NinePatch bg;
private Image avatar;
private Emitter blood;
private int lastTier = 0;
private Image shield;
private Image hp;
private Image exp;
@ -72,8 +73,8 @@ public class StatusPane extends Component {
@Override
protected void createChildren() {
shield = new NinePatch( Assets.STATUS, 80, 0, 30 + 18, 0 );
add( shield );
bg = new NinePatch( Assets.STATUS, 80, 0, 30 + 18, 0 );
add( bg );
add( new TouchArea( 0, 1, 31, 31 ) {
@Override
@ -102,6 +103,9 @@ public class StatusPane extends Component {
compass = new Compass( Dungeon.level.exit );
add( compass );
shield = new Image( Assets.SHLD_BAR );
add(shield);
hp = new Image( Assets.HP_BAR );
add( hp );
@ -137,18 +141,18 @@ public class StatusPane extends Component {
height = 32;
shield.size( width, shield.height );
bg.size( width, bg.height );
avatar.x = shield.x + 15 - avatar.width / 2f;
avatar.y = shield.y + 16 - avatar.height / 2f;
avatar.x = bg.x + 15 - avatar.width / 2f;
avatar.y = bg.y + 16 - avatar.height / 2f;
PixelScene.align(avatar);
compass.x = avatar.x + avatar.width / 2f - compass.origin.x;
compass.y = avatar.y + avatar.height / 2f - compass.origin.y;
PixelScene.align(compass);
hp.x = 30;
hp.y = 3;
hp.x = shield.x = 30;
hp.y = shield.y = 3;
bossHP.setPos( 6 + (width - bossHP.width())/2, 20);
@ -168,12 +172,14 @@ public class StatusPane extends Component {
public void update() {
super.update();
float health = (float)Dungeon.hero.HP / Dungeon.hero.HT;
float health = Dungeon.hero.HP;
float shield = Dungeon.hero.SHLD;
float max = Math.max(health+shield, Dungeon.hero.HT);
if (health == 0) {
avatar.tint( 0x000000, 0.6f );
blood.on = false;
} else if (health < 0.25f) {
} else if ((health/Dungeon.hero.HT) < 0.25f) {
avatar.tint( 0xcc0000, 0.4f );
blood.on = true;
} else {
@ -181,7 +187,9 @@ public class StatusPane extends Component {
blood.on = false;
}
hp.scale.x = health;
hp.scale.x = health/max;
this.shield.scale.x = (health+shield)/max;
exp.scale.x = (width / exp.width) * Dungeon.hero.exp / Dungeon.hero.maxExp();
if (Dungeon.hero.lvl != lastLvl) {

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@ -20,14 +20,14 @@
*/
package com.shatteredpixel.shatteredpixeldungeon.windows;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
import com.watabou.noosa.RenderedText;
import com.watabou.noosa.ui.Component;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
import com.shatteredpixel.shatteredpixeldungeon.scenes.PixelScene;
import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite;
import com.shatteredpixel.shatteredpixeldungeon.ui.BuffIndicator;
import com.shatteredpixel.shatteredpixeldungeon.ui.HealthBar;
import com.watabou.noosa.RenderedText;
import com.watabou.noosa.ui.Component;
public class WndInfoMob extends WndTitledMessage {
@ -65,7 +65,7 @@ public class WndInfoMob extends WndTitledMessage {
add( image );
health = new HealthBar();
health.level((float) mob.HP / mob.HT);
health.level(mob);
add( health );
buffs = new BuffIndicator( mob );