nodes/ui.pyΒΆ

Part of Clear Code Zelda.

 1"""Player HUD: health bar, energy bar, EXP counter, weapon/magic boxes.
 2
 3Drawn from the root via ``on_draw`` on a CanvasLayer so it stays in screen
 4space regardless of the camera offset.
 5"""
 6
 7from __future__ import annotations
 8
 9from settings import (
10    BAR_HEIGHT,
11    ENERGY_BAR_WIDTH,
12    ENERGY_COLOUR,
13    HEALTH_BAR_WIDTH,
14    HEALTH_COLOUR,
15    ITEM_BOX_SIZE,
16    TEXT_COLOUR,
17    UI_BG_COLOUR,
18    UI_BORDER_COLOUR,
19    UI_BORDER_COLOUR_ACTIVE,
20)
21
22from simvx.core import Node2D
23
24#: Height of the equipped-weapon / equipped-spell chips. Their width follows the
25#: label, with ``ITEM_BOX_SIZE`` as the minimum.
26ITEM_BOX_HEIGHT = 34
27
28
29class HUD(Node2D):
30    """Static-position HUD drawn directly via on_draw.
31
32    Lives outside the world camera offset (added under a CanvasLayer-style
33    parent) so positions are screen-space. Everything it draws comes from the
34    player rather than from its own Properties, hence ``dynamic``.
35    """
36
37    dynamic = True
38
39    def __init__(self, player, **kwargs):
40        super().__init__(name="HUD", **kwargs)
41        self.player = player
42        self.z_index = 1000
43
44    def on_draw(self, renderer):
45        p = self.player
46        if p is None:
47            return
48        sw, sh = self.tree.screen_size if self.tree else (1280.0, 720.0)
49
50        # Status column, top-left: bars, kills, then the weapon and spell boxes.
51        # The bottom half of the screen belongs to the on-screen controls.
52        self._bar(renderer, 10, 10, HEALTH_BAR_WIDTH, BAR_HEIGHT, p.hp, p.max_hp, HEALTH_COLOUR)
53        self._bar(renderer, 10, 34, ENERGY_BAR_WIDTH, BAR_HEIGHT, p.energy, p.max_energy, ENERGY_COLOUR)
54        renderer.draw_text(f"Kills {p.kills}", (10, 60), colour=TEXT_COLOUR, scale=1.6)
55
56        self._item_box(renderer, 10, 88, p.weapon, p.weapon_switching)
57        self._item_box(renderer, 10 + ITEM_BOX_SIZE + 8, 88, p.magic, p.magic_switching)
58
59        # EXP, top-right.
60        exp_text = f"XP {int(p.exp)}"
61        renderer.draw_rect((sw - 140, 10), (130, 36), colour=UI_BG_COLOUR, filled=True)
62        renderer.draw_rect((sw - 140, 10), (130, 36), colour=UI_BORDER_COLOUR, filled=False)
63        renderer.draw_text(exp_text, (sw - 130, 18), colour=TEXT_COLOUR, scale=2)
64
65        # Help strip along the very bottom. Strip height + scale chosen so glyph
66        # bounding boxes (incl. descenders) stay inside the strip.
67        help_text = "WASD move  SPACE attack  CTRL magic  Q/E swap  M upgrade"
68        strip_h = 28
69        text_scale = 1.4
70        text_y = sh - strip_h + (strip_h - 14 * text_scale) / 2
71        renderer.draw_rect((0, sh - strip_h), (sw, strip_h), colour=(0.86, 0.86, 0.86, 1.0), filled=True)
72        renderer.draw_text(help_text, (10, text_y), colour=(0.10, 0.10, 0.12, 1.0), scale=text_scale)
73
74    def _bar(self, renderer, x, y, w, h, current, mx, colour):
75        # background
76        renderer.draw_rect((x, y), (w, h), colour=UI_BG_COLOUR, filled=True)
77        # filled
78        ratio = max(0.0, min(1.0, current / max(1.0, mx)))
79        renderer.draw_rect((x, y), (w * ratio, h), colour=colour, filled=True)
80        # border
81        renderer.draw_rect((x, y), (w, h), colour=UI_BORDER_COLOUR, filled=False)
82
83    def _item_box(self, renderer, x, y, label: str, active: bool):
84        """Labelled chip for the equipped weapon / spell, sized to fit its text."""
85        scale = 1.4
86        width = max(ITEM_BOX_SIZE, renderer.text_width(label, scale) + 20)
87        renderer.draw_rect((x, y), (width, ITEM_BOX_HEIGHT), colour=UI_BG_COLOUR, filled=True)
88        border = UI_BORDER_COLOUR_ACTIVE if active else UI_BORDER_COLOUR
89        renderer.draw_rect((x, y), (width, ITEM_BOX_HEIGHT), colour=border, filled=False)
90        renderer.draw_text(label, (x + 10, y + 8), colour=TEXT_COLOUR, scale=scale)