Files
CrystalPoint/Interface.cpp
T
2016-06-21 19:05:06 +02:00

123 lines
2.5 KiB
C++

#include "Interface.h"
#include <GL/freeglut.h>
#include "CrystalPoint.h"
#include <string>
#include "Player.h"
#include "Util.h"
Interface::Interface()
{
crystalWidth = 20;
crystalHeight = 50;
crystalOffset = 5;
maxCrystals = 0;
}
Interface::Interface(int maxCrystal)
{
crystalWidth = 20;
crystalHeight = 50;
crystalOffset = 5;
maxCrystals = maxCrystal;
}
Interface::~Interface()
{
}
void Interface::draw()
{
Player* player = Player::getInstance();
//Switch view to Ortho
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 1000, 1000, 0, -10, 10);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDisable(GL_TEXTURE_2D);
//Draw interface
//Health bar
glBegin(GL_QUADS);
glColor4f(0,0,0, 1.0);
glVertex2f(250, 980);
glVertex2f(250, 965);
glVertex2f(750, 965);
glVertex2f(750, 980);
glEnd();
glBegin(GL_QUADS);
glColor4f(1.0f, 0.1f, 0.1f, 1.0);
glVertex2f(250, 980);
glVertex2f(250, 965);
glColor4f(1.0f, 0.5f, 0.5f, 1.0);
glVertex2f(250 + (player->health / player->maxHp * 500), 965);
glVertex2f(250 + (player->health / player->maxHp * 500), 980);
glEnd();
//XP bar
glBegin(GL_QUADS);
glColor4f(0, 0, 0, 1.0);
glVertex2f(250, 950);
glVertex2f(250, 935);
glVertex2f(750, 935);
glVertex2f(750, 950);
glEnd();
glBegin(GL_QUADS);
glColor4f(1.0f, 1.0f, 0.1f, 1.0);
glVertex2f(250, 950);
glVertex2f(250, 935);
glColor4f(1.0f, 1.0f, 0.5f, 1.0);
glVertex2f(250 + (player->xp / player->maxXp * 500), 935);
glVertex2f(250 + (player->xp / player->maxXp * 500), 950);
glEnd();
//Text: level
glColor4f(1.0f, 1.0f, 0.1f, 1.0);
Util::glutBitmapString("Level: " + std::to_string(player->level), 490, 900);
//Text: weapons
Util::glutBitmapString(player->leftWeapon->name, 850, 900);
Util::glutBitmapString(player->rightWeapon->name, 10, 900);
for (int i = 0; i < maxCrystals; i++)
{
glBegin(GL_QUADS);
if(i < player->crystals)
glColor4f(0, 1.0f, 1.0f, 1.0f);
else
glColor4f(0, 0.4f, 0.4f, 1.0f);
glVertex2f(975 - crystalWidth / 2 , crystalOffset*i + crystalHeight*i);
glVertex2f(975 - crystalWidth , crystalHeight / 2 + crystalOffset*i + crystalHeight*i);
if (i < player->crystals)
glColor4f(0, 0.7f, 0.7f, 1.0f);
else
glColor4f(0, 0.2f, 0.2f, 1.0f);
glVertex2f(975 - crystalWidth / 2 , crystalHeight + crystalOffset*i + crystalHeight*i);
glVertex2f(975 , crystalHeight / 2 + crystalOffset*i + crystalHeight*i);
glEnd();
}
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
}
void Interface::update(float deltaTime)
{
}