remove gradients from meters, make vertmeter segmented
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@ -136,23 +136,8 @@ function once_next_frame(f)
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}
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}
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end
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end
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-- health gradients for 1..5 hp
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-- exactly, then all "more".
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hpcols_lut = csv[[36
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34, 136
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34, 130, 136
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34, 34, 130, 136
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34, 34, 130, 130, 136]]
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-- call after any change to maxhp
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-- configures health gradient
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function init_hpcols()
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hpcols = hpcols_lut[min(primary_ship.maxhp,6)]
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end
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function wipe_level()
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function wipe_level()
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primary_ship = player.new()
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primary_ship = player.new()
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init_hpcols()
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pships = linked_list.new()
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pships = linked_list.new()
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pships:push_back(primary_ship)
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pships:push_back(primary_ship)
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eships = linked_list.new()
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eships = linked_list.new()
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@ -321,7 +306,6 @@ function drawgame()
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drawhud()
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drawhud()
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end
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end
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powcols=split"170,154,153,148,68"
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function drawhud()
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function drawhud()
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-- 112-and-right is hud zone
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-- 112-and-right is hud zone
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rectfill(112, 0, 127, 127,0x56)
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rectfill(112, 0, 127, 127,0x56)
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@ -334,17 +318,15 @@ function drawhud()
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dropshadow("pwr",114,59,1)
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dropshadow("pwr",114,59,1)
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inset(114,66,125,92)
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inset(114,66,125,92)
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fillp(0x5a5a)
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vertmeter(115,67,124,91,primary_ship.power, primary_ship.max_power, 9,8)
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vertmeter(115,67,124,91,primary_ship.power, primary_ship.max_power, powcols)
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dropshadow("h s",114,97,1)
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dropshadow("h s",114,97,1)
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inset(114,104,125,125)
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inset(114,104,125,125)
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line(119,105,119,124,119)
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line(119,105,119,124,119)
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line(120,105,120,125,85)
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line(120,105,120,125,85)
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vertmeter(115,105,118,124,primary_ship.hp, primary_ship.maxhp, hpcols)
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vertmeter(115,105,118,124,primary_ship.hp, primary_ship.maxhp, 8,3)
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vertmeter(121,105,124,124,primary_ship.shield, primary_ship.maxshield,{204,220,221})
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vertmeter(121,105,124,124,primary_ship.shield, primary_ship.maxshield,12,3)
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fillp(0)
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end
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end
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function draw_gun_info(lbl,fgc,x,y,gun)
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function draw_gun_info(lbl,fgc,x,y,gun)
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@ -369,18 +351,15 @@ function draw_gun_info(lbl,fgc,x,y,gun)
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end
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end
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end
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end
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function vertmeter(x0,y0,x1,y1,val,maxval,cols)
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function vertmeter(x0,y0,x1,y1,val,maxval,col,seg)
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if (val <= 0) return
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if (val <= 0) return
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local h = y1-y0
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local h = y1-y0+1
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local px = -flr(-(h*val)\maxval)
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local per_seg = ceil((h+1)/seg) - 1
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local ncols = #cols
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local px = (h-seg+1)*val\maxval
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local firstcol = ((h-px)*ncols\h)+1
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while px > 0 do
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local lastbottom = y0+(h*firstcol\ncols)
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rectfill (x0, y1-min(px, per_seg)+1, x1, y1, col)
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rectfill(x0, y1-px, x1, lastbottom, cols[firstcol])
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px -= per_seg
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for i=firstcol+1,ncols do
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y1 -= per_seg+1
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local bottom = y0+h*i\ncols
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rectfill(x0,lastbottom,x1,bottom,cols[i])
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lastbottom = bottom
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end
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end
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end
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end
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