mirror of
https://gitlab.com/veloren/veloren.git
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301 lines
10 KiB
Rust
301 lines
10 KiB
Rust
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use super::{img_ids::Imgs, HP_COLOR, LOW_HP_COLOR, MANA_COLOR};
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use crate::ui::{fonts::ConrodVoxygenFonts, Ingameable};
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use common::comp::{Energy, Stats};
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use conrod_core::{
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position::Align,
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widget::{self, Image, Rectangle, Text},
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widget_ids, Color, Colorable, Positionable, Sizeable, Widget, WidgetCommon,
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};
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widget_ids! {
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struct Ids {
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// Chat bubble
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chat_bubble_text,
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chat_bubble_text2,
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chat_bubble_top_left,
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chat_bubble_top,
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chat_bubble_top_right,
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chat_bubble_left,
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chat_bubble_mid,
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chat_bubble_right,
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chat_bubble_bottom_left,
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chat_bubble_bottom,
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chat_bubble_bottom_right,
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chat_bubble_tail,
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// Name
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name_bg,
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name,
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// HP
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level,
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level_skull,
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health_bar,
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health_bar_bg,
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mana_bar,
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health_bar_fg,
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}
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}
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/// ui widget containing everything that goes over a character's head
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/// (Speech bubble, Name, Level, HP/energy bars, etc.)
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#[derive(WidgetCommon)]
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pub struct Overhead<'a> {
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name: &'a str,
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stats: &'a Stats,
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energy: &'a Energy,
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own_level: u32,
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pulse: f32,
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imgs: &'a Imgs,
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fonts: &'a ConrodVoxygenFonts,
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#[conrod(common_builder)]
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common: widget::CommonBuilder,
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}
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impl<'a> Overhead<'a> {
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pub fn new(
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name: &'a str,
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stats: &'a Stats,
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energy: &'a Energy,
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own_level: u32,
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pulse: f32,
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imgs: &'a Imgs,
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fonts: &'a ConrodVoxygenFonts,
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) -> Self {
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Self {
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name,
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stats,
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energy,
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own_level,
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pulse,
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imgs,
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fonts,
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common: widget::CommonBuilder::default(),
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}
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}
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}
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pub struct State {
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ids: Ids,
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}
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impl<'a> Ingameable for Overhead<'a> {
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fn prim_count(&self) -> usize {
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// Number of conrod primitives contained in the overhead display. TODO maybe
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// this could be done automatically?
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// - 2 Text::new for name
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// - 2 Text::new for speech bubble
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// - 10 Image::new for speech bubble (9-slice + tail)
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// - 1 for level: either Text or Image
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// - 4 for HP + mana + fg + bg
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19
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}
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}
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impl<'a> Widget for Overhead<'a> {
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type Event = ();
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type State = State;
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type Style = ();
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fn init_state(&self, id_gen: widget::id::Generator) -> Self::State {
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State {
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ids: Ids::new(id_gen),
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}
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}
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fn style(&self) -> Self::Style { () }
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fn update(self, args: widget::UpdateArgs<Self>) -> Self::Event {
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let widget::UpdateArgs { id, state, ui, .. } = args;
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const BARSIZE: f64 = 2.0;
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const MANA_BAR_HEIGHT: f64 = BARSIZE * 1.5;
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const MANA_BAR_Y: f64 = MANA_BAR_HEIGHT / 2.0;
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// Name
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Text::new(&self.name)
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.font_id(self.fonts.cyri.conrod_id)
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.font_size(30)
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.color(Color::Rgba(0.0, 0.0, 0.0, 1.0))
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.x_y(-1.0, MANA_BAR_Y + 48.0)
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.set(state.ids.name_bg, ui);
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Text::new(&self.name)
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.font_id(self.fonts.cyri.conrod_id)
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.font_size(30)
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.color(Color::Rgba(0.61, 0.61, 0.89, 1.0))
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.x_y(0.0, MANA_BAR_Y + 50.0)
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.set(state.ids.name, ui);
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// Speech bubble
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Text::new("Hello")
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.font_id(self.fonts.cyri.conrod_id)
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.font_size(15)
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.color(Color::Rgba(0.0, 0.0, 0.0, 1.0))
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.up_from(state.ids.name, 10.0)
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.x_align_to(state.ids.name, Align::Middle)
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.parent(id)
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.set(state.ids.chat_bubble_text, ui);
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Image::new(self.imgs.chat_bubble_top_left)
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.w_h(10.0, 10.0)
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.top_left_with_margin_on(state.ids.chat_bubble_text, -10.0)
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.parent(id)
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.set(state.ids.chat_bubble_top_left, ui);
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Image::new(self.imgs.chat_bubble_top)
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.h(10.0)
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.w_of(state.ids.chat_bubble_text)
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.mid_top_with_margin_on(state.ids.chat_bubble_text, -10.0)
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.parent(id)
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.set(state.ids.chat_bubble_top, ui);
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Image::new(self.imgs.chat_bubble_top_right)
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.w_h(10.0, 10.0)
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.top_right_with_margin_on(state.ids.chat_bubble_text, -10.0)
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.parent(id)
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.set(state.ids.chat_bubble_top_right, ui);
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Image::new(self.imgs.chat_bubble_left)
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.w(10.0)
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.h_of(state.ids.chat_bubble_text)
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.mid_left_with_margin_on(state.ids.chat_bubble_text, -10.0)
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.parent(id)
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.set(state.ids.chat_bubble_left, ui);
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Image::new(self.imgs.chat_bubble_mid)
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.wh_of(state.ids.chat_bubble_text)
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.top_left_of(state.ids.chat_bubble_text)
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.parent(id)
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.set(state.ids.chat_bubble_mid, ui);
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Image::new(self.imgs.chat_bubble_right)
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.w(10.0)
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.h_of(state.ids.chat_bubble_text)
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.mid_right_with_margin_on(state.ids.chat_bubble_text, -10.0)
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.parent(id)
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.set(state.ids.chat_bubble_right, ui);
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Image::new(self.imgs.chat_bubble_bottom_left)
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.w_h(10.0, 10.0)
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.bottom_left_with_margin_on(state.ids.chat_bubble_text, -10.0)
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.parent(id)
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.set(state.ids.chat_bubble_bottom_left, ui);
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Image::new(self.imgs.chat_bubble_bottom)
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.h(10.0)
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.w_of(state.ids.chat_bubble_text)
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.mid_bottom_with_margin_on(state.ids.chat_bubble_text, -10.0)
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.parent(id)
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.set(state.ids.chat_bubble_bottom, ui);
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Image::new(self.imgs.chat_bubble_bottom_right)
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.w_h(10.0, 10.0)
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.bottom_right_with_margin_on(state.ids.chat_bubble_text, -10.0)
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.parent(id)
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.set(state.ids.chat_bubble_bottom_right, ui);
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Image::new(self.imgs.chat_bubble_tail)
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.w_h(11.0, 16.0)
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.mid_bottom_with_margin_on(state.ids.chat_bubble_text, -16.0)
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.parent(id)
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.set(state.ids.chat_bubble_tail, ui);
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// Why is there a second text widget?: The first is to position the 9-slice
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// around and the second is to display text. Changing .depth manually
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// causes strange problems in unrelated parts of the ui (the debug
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// overlay is offset by a npc's screen position) TODO
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Text::new("Hello")
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.font_id(self.fonts.cyri.conrod_id)
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.font_size(15)
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.top_left_of(state.ids.chat_bubble_text)
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.color(Color::Rgba(0.0, 0.0, 0.0, 1.0))
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.parent(id)
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.set(state.ids.chat_bubble_text2, ui);
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let hp_percentage =
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self.stats.health.current() as f64 / self.stats.health.maximum() as f64 * 100.0;
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let energy_percentage = self.energy.current() as f64 / self.energy.maximum() as f64 * 100.0;
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let hp_ani = (self.pulse * 4.0/* speed factor */).cos() * 0.5 + 1.0; //Animation timer
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let crit_hp_color: Color = Color::Rgba(0.79, 0.19, 0.17, hp_ani);
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// Background
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Image::new(self.imgs.enemy_health_bg)
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.w_h(84.0 * BARSIZE, 10.0 * BARSIZE)
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.x_y(0.0, MANA_BAR_Y + 6.5) //-25.5)
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.color(Some(Color::Rgba(0.1, 0.1, 0.1, 0.8)))
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.parent(id)
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.set(state.ids.health_bar_bg, ui);
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// % HP Filling
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Image::new(self.imgs.enemy_bar)
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.w_h(73.0 * (hp_percentage / 100.0) * BARSIZE, 6.0 * BARSIZE)
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.x_y(
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(4.5 + (hp_percentage / 100.0 * 36.45 - 36.45)) * BARSIZE,
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MANA_BAR_Y + 7.5,
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)
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.color(Some(if hp_percentage <= 25.0 {
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crit_hp_color
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} else if hp_percentage <= 50.0 {
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LOW_HP_COLOR
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} else {
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HP_COLOR
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}))
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.parent(id)
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.set(state.ids.health_bar, ui);
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// % Mana Filling
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Rectangle::fill_with(
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[
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72.0 * (self.energy.current() as f64 / self.energy.maximum() as f64) * BARSIZE,
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MANA_BAR_HEIGHT,
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],
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MANA_COLOR,
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)
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.x_y(
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((3.5 + (energy_percentage / 100.0 * 36.5)) - 36.45) * BARSIZE,
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MANA_BAR_Y, //-32.0,
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)
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.parent(id)
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.set(state.ids.mana_bar, ui);
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// Foreground
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Image::new(self.imgs.enemy_health)
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.w_h(84.0 * BARSIZE, 10.0 * BARSIZE)
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.x_y(0.0, MANA_BAR_Y + 6.5) //-25.5)
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.color(Some(Color::Rgba(1.0, 1.0, 1.0, 0.99)))
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.parent(id)
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.set(state.ids.health_bar_fg, ui);
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// Level
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const LOW: Color = Color::Rgba(0.54, 0.81, 0.94, 0.4);
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const HIGH: Color = Color::Rgba(1.0, 0.0, 0.0, 1.0);
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const EQUAL: Color = Color::Rgba(1.0, 1.0, 1.0, 1.0);
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// Change visuals of the level display depending on the player level/opponent
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// level
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let level_comp = self.stats.level.level() as i64 - self.own_level as i64;
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// + 10 level above player -> skull
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// + 5-10 levels above player -> high
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// -5 - +5 levels around player level -> equal
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// - 5 levels below player -> low
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if level_comp > 9 {
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let skull_ani = ((self.pulse * 0.7/* speed factor */).cos() * 0.5 + 0.5) * 10.0; //Animation timer
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Image::new(if skull_ani as i32 == 1 && rand::random::<f32>() < 0.9 {
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self.imgs.skull_2
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} else {
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self.imgs.skull
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})
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.w_h(18.0 * BARSIZE, 18.0 * BARSIZE)
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.x_y(-39.0 * BARSIZE, MANA_BAR_Y + 7.0)
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.color(Some(Color::Rgba(1.0, 1.0, 1.0, 1.0)))
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.parent(id)
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.set(state.ids.level_skull, ui);
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} else {
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Text::new(&format!("{}", self.stats.level.level()))
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.font_id(self.fonts.cyri.conrod_id)
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.font_size(if self.stats.level.level() > 9 && level_comp < 10 {
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14
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} else {
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15
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})
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.color(if level_comp > 4 {
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HIGH
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} else if level_comp < -5 {
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LOW
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} else {
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EQUAL
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})
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.x_y(-37.0 * BARSIZE, MANA_BAR_Y + 9.0)
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.parent(id)
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.set(state.ids.level, ui);
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}
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}
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}
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