Added hud icons for armour, shield, ecm, and boost.
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@ -39,6 +39,10 @@ static SDL_Texture *targetCircle;
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static SDL_Texture *smallFighter;
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static SDL_Texture *smallFighter;
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static SDL_Texture *arrowLeft;
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static SDL_Texture *arrowLeft;
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static SDL_Texture *arrowRight;
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static SDL_Texture *arrowRight;
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static SDL_Texture *armour;
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static SDL_Texture *shield;
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static SDL_Texture *ecm;
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static SDL_Texture *boost;
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static SDL_Texture *nextGun;
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static SDL_Texture *nextGun;
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static int numMessages;
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static int numMessages;
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static char *gunName[] = {"", "Particle Cannon", "Plasma Cannon", "Laser Cannon", "Mag Cannon", "Rockets"};
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static char *gunName[] = {"", "Particle Cannon", "Plasma Cannon", "Laser Cannon", "Mag Cannon", "Rockets"};
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@ -53,6 +57,10 @@ void initHud(void)
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smallFighter = getTexture("gfx/hud/smallFighter.png");
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smallFighter = getTexture("gfx/hud/smallFighter.png");
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arrowLeft = getTexture("gfx/widgets/optionsLeft.png");
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arrowLeft = getTexture("gfx/widgets/optionsLeft.png");
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arrowRight = getTexture("gfx/widgets/optionsRight.png");
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arrowRight = getTexture("gfx/widgets/optionsRight.png");
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armour = getTexture("gfx/hud/armour.png");
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shield = getTexture("gfx/hud/shield.png");
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ecm = getTexture("gfx/hud/ecm.png");
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boost = getTexture("gfx/hud/boost.png");
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nextGun = getTexture("gfx/hud/nextGun.png");
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nextGun = getTexture("gfx/hud/nextGun.png");
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}
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}
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@ -170,8 +178,11 @@ static void drawHealthBars(void)
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g = 200;
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g = 200;
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}
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}
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drawHealthShieldBar(player->health, player->maxHealth, 10, 10, r, g, b, 1);
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blit(armour, 6, 9, 0);
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drawHealthShieldBar(player->shield, player->maxShield, 10, 30, 0, 200, 255, 0);
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drawHealthShieldBar(player->health, player->maxHealth, 30, 10, r, g, b, 1);
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blit(shield, 6, 29, 0);
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drawHealthShieldBar(player->shield, player->maxShield, 30, 30, 0, 200, 255, 0);
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}
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}
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static void drawHealthShieldBar(int current, int max, int x, int y, int r, int g, int b, int flashLow)
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static void drawHealthShieldBar(int current, int max, int x, int y, int r, int g, int b, int flashLow)
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@ -217,9 +228,11 @@ static void drawHealthShieldBar(int current, int max, int x, int y, int r, int g
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static void drawAbilityBars(void)
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static void drawAbilityBars(void)
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{
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{
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drawBoostECMBar(battle.boostTimer, BOOST_RECHARGE_TIME, 10, 50, 128, 128, 255);
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blit(boost, 6, 49, 0);
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drawBoostECMBar(battle.boostTimer, BOOST_RECHARGE_TIME, 30, 50, 128, 128, 255);
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drawBoostECMBar(battle.ecmTimer, ECM_RECHARGE_TIME, 160, 50, 255, 128, 0);
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blit(ecm, 155, 49, 0);
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drawBoostECMBar(battle.ecmTimer, ECM_RECHARGE_TIME, 175, 50, 255, 128, 0);
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}
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}
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static void drawBoostECMBar(int current, int max, int x, int y, int r, int g, int b)
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static void drawBoostECMBar(int current, int max, int x, int y, int r, int g, int b)
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@ -231,7 +244,7 @@ static void drawBoostECMBar(int current, int max, int x, int y, int r, int g, in
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rect.x = x;
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rect.x = x;
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rect.y = y;
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rect.y = y;
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rect.w = 100;
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rect.w = 105;
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rect.h = 12;
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rect.h = 12;
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SDL_SetRenderDrawColor(app.renderer, 0, 0, 0, 255);
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SDL_SetRenderDrawColor(app.renderer, 0, 0, 0, 255);
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@ -266,7 +279,7 @@ static void drawWeaponInfo(void)
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{
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{
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if (battle.numPlayerGuns)
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if (battle.numPlayerGuns)
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{
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{
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drawText(10, 70, 14, TA_LEFT, colors.white, gunName[player->selectedGunType]);
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drawText(30, 70, 14, TA_LEFT, colors.white, gunName[player->selectedGunType]);
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if (battle.numPlayerGuns > 1)
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if (battle.numPlayerGuns > 1)
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{
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{
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@ -277,15 +290,15 @@ static void drawWeaponInfo(void)
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}
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}
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else
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else
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{
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{
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drawText(10, 70, 14, TA_LEFT, colors.white, "(None)");
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drawText(30, 70, 14, TA_LEFT, colors.white, "(None)");
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}
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}
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}
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}
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else
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else
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{
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{
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drawText(10, 70, 14, TA_LEFT, colors.white, "(Combined Guns)");
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drawText(30, 70, 14, TA_LEFT, colors.white, "(Combined Guns)");
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}
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}
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drawText(260, 70, 14, TA_RIGHT, colors.white, "Missiles (%d)", player->missiles);
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drawText(280, 70, 14, TA_RIGHT, colors.white, "Missiles (%d)", player->missiles);
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}
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}
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static void drawPlayerTargeter(void)
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static void drawPlayerTargeter(void)
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