Adapt HUD during missions

This commit is contained in:
Julie Marchant 2019-05-30 17:52:58 -04:00
parent 4b2811b56b
commit 9d825e5415
2 changed files with 22 additions and 22 deletions

View File

@ -1820,13 +1820,14 @@ static void game_doHud()
if (engine.minutes > -1)
{
gfx_createTextObject(TS_TIME_T, "Time Remaining - ", screen->w / 2 - 140, 20, FONT_WHITE);
screen_blitText(TS_TIME_T);
if ((engine.minutes == 0) && (engine.seconds <= 29))
fontColor = FONT_RED;
else if ((engine.minutes == 0) && (engine.seconds > 29))
fontColor = FONT_YELLOW;
else
fontColor = FONT_WHITE;
screen_blitText(TS_TIME_T);
sprintf(text, "%.2d:%.2d", engine.minutes, engine.seconds);
gfx_createTextObject(TS_TIME, text, screen->w / 2 + 10, 21, fontColor);
screen_blitText(TS_TIME);
@ -1834,13 +1835,15 @@ static void game_doHud()
if (game.area != MISN_INTERCEPTION)
{
gfx_createTextObject(TS_OBJECTIVES_T, "Objectives Remaining:", screen->w - 250, 20, FONT_WHITE);
screen_blitText(TS_OBJECTIVES_T);
sprintf(text, "%d", (mission.remainingObjectives1 + mission.remainingObjectives2));
gfx_createTextObject(TS_OBJECTIVES, text, screen->w - 55, 21, FONT_WHITE);
screen_blitText(TS_OBJECTIVES);
}
screen_blitText(TS_CASH_T); // cash
gfx_createTextObject(TS_CASH_T, "Cash: $", 25, 20, FONT_WHITE);
screen_blitText(TS_CASH_T);
sprintf(text, "%.6d", game.cash);
gfx_createTextObject(TS_CASH, text, 90, 21, FONT_WHITE);
screen_blitText(TS_CASH);
@ -1877,11 +1880,19 @@ static void game_doHud()
if (player.ammo[0] <= 25) fontColor = FONT_YELLOW;
if (player.ammo[0] <= 10) fontColor = FONT_RED;
}
gfx_createTextObject(TS_PLASMA_T, "Plasma:", screen->w * 5 / 16, screen->h - 50, FONT_WHITE);
screen_blitText(TS_PLASMA_T);
sprintf(text, "%.3d", player.ammo[0]);
gfx_createTextObject(TS_PLASMA, text, screen->w * 5 / 16 + 70, screen->h - 49, fontColor);
screen_blitText(TS_PLASMA);
if (player.weaponType[1] == W_CHARGER)
gfx_createTextObject(TS_AMMO_T, "Charge", screen->w / 2, screen->h - 50, FONT_WHITE);
else if (player.weaponType[1] == W_LASER)
gfx_createTextObject(TS_AMMO_T, "Heat", screen->w / 2 + 20, screen->h - 50, FONT_WHITE);
else
gfx_createTextObject(TS_AMMO_T, "Rockets:", screen->w / 2, screen->h - 50, FONT_WHITE);
screen_blitText(TS_AMMO_T);
if ((player.weaponType[1] != W_CHARGER) && (player.weaponType[1] != W_LASER))
@ -2000,6 +2011,11 @@ static void game_doHud()
if ((engine.targetIndex > -1) && (aliens[engine.targetIndex].shield > 0) &&
(engine.targetIndex > engine.maxAliens))
{
gfx_createTextObject(TS_TARGET, "Target", screen->w * 11 / 16, screen->h - 50, FONT_WHITE);
gfx_createTextObject(TS_TARGET_SID, "Sid", screen->w * 11 / 16 + 27, screen->h - 50, FONT_WHITE);
gfx_createTextObject(TS_TARGET_PHOEBE, "Phoebe", screen->w * 11 / 16, screen->h - 50, FONT_WHITE);
gfx_createTextObject(TS_TARGET_KLINE, "Kline", screen->w * 11 / 16 + 9, screen->h - 50, FONT_WHITE);
if (game.difficulty == DIFFICULTY_ORIGINAL)
{
screen_blitText(TS_TARGET);
@ -2036,6 +2052,7 @@ static void game_doHud()
}
}
gfx_createTextObject(TS_POWER, "Power", screen->w / 32, screen->h - 30, FONT_WHITE);
screen_blitText(TS_POWER);
bar.w = screen->w / 32;
@ -2055,6 +2072,7 @@ static void game_doHud()
bar.x += screen->w * 3 / 80;
}
gfx_createTextObject(TS_OUTPUT, "Output", screen->w * 5 / 16, screen->h - 30, FONT_WHITE);
screen_blitText(TS_OUTPUT);
bar.w = screen->w / 32;
@ -2076,6 +2094,7 @@ static void game_doHud()
bar.x += screen->w * 3 / 80;
}
gfx_createTextObject(TS_COOLER, "Cooler", screen->w * 97 / 160, screen->h - 30, FONT_WHITE);
screen_blitText(TS_COOLER);
bar.w = screen->w / 32;
@ -2096,6 +2115,7 @@ static void game_doHud()
bar.x += screen->w * 3 / 80;
}
gfx_createTextObject(TS_SHIELD, "Shield", screen->w / 32, screen->h - 50, FONT_WHITE);
screen_blitText(TS_SHIELD);
if (player.shield < 1)
return;

View File

@ -1046,26 +1046,6 @@ void mission_showStartScreen()
renderer_update();
gfx_loadSprites();
gfx_createTextObject(TS_SHIELD, "Shield", screen->w / 32, screen->h - 50, FONT_WHITE);
gfx_createTextObject(TS_PLASMA_T, "Plasma:", screen->w * 5 / 16, screen->h - 50, FONT_WHITE);
if (player.weaponType[1] == W_CHARGER)
gfx_createTextObject(TS_AMMO_T, "Charge", screen->w / 2, screen->h - 50, FONT_WHITE);
else if (player.weaponType[1] == W_LASER)
gfx_createTextObject(TS_AMMO_T, "Heat", screen->w / 2 + 20, screen->h - 50, FONT_WHITE);
else
gfx_createTextObject(TS_AMMO_T, "Rockets:", screen->w / 2, screen->h - 50, FONT_WHITE);
gfx_createTextObject(TS_TARGET, "Target", screen->w * 11 / 16, screen->h - 50, FONT_WHITE);
gfx_createTextObject(TS_TARGET_SID, "Sid", screen->w * 11 / 16 + 27, screen->h - 50, FONT_WHITE);
gfx_createTextObject(TS_TARGET_PHOEBE, "Phoebe", screen->w * 11 / 16, screen->h - 50, FONT_WHITE);
gfx_createTextObject(TS_TARGET_KLINE, "Kline", screen->w * 11 / 16 + 9, screen->h - 50, FONT_WHITE);
gfx_createTextObject(TS_CASH_T, "Cash: $", 25, 20, FONT_WHITE);
gfx_createTextObject(TS_OBJECTIVES_T, "Objectives Remaining:", screen->w - 250, 20, FONT_WHITE);
gfx_createTextObject(TS_TIME_T, "Time Remaining - ", screen->w / 2 - 140, 20, FONT_WHITE);
gfx_createTextObject(TS_POWER, "Power", screen->w / 32, screen->h - 30, FONT_WHITE);
gfx_createTextObject(TS_OUTPUT, "Output", screen->w * 5 / 16, screen->h - 30, FONT_WHITE);
gfx_createTextObject(TS_COOLER, "Cooler", screen->w * 97 / 160, screen->h - 30, FONT_WHITE);
audio_playRandomTrack();
if (game.area != MISN_INTERCEPTION)