Made nametag position change with scale

This commit is contained in:
Joshua Barretto 2019-08-03 19:40:03 +01:00
parent 5fc6ab2126
commit fe0097c085

View File

@ -349,7 +349,8 @@ impl Hud {
let ecs = client.state().ecs();
let pos = ecs.read_storage::<comp::Pos>();
let stats = ecs.read_storage::<comp::Stats>();
let player = ecs.read_storage::<comp::Player>();
let players = ecs.read_storage::<comp::Player>();
let scales = ecs.read_storage::<comp::Scale>();
let entities = ecs.entities();
let me = client.entity();
let view_distance = client.view_distance().unwrap_or(1);
@ -389,17 +390,17 @@ impl Hud {
.set(self.ids.crosshair_inner, ui_widgets);
// Render Name Tags
for (pos, name) in (&entities, &pos, &stats, player.maybe())
for (pos, name, scale) in (&entities, &pos, &stats, players.maybe(), scales.maybe())
.join()
.filter(|(entity, _, stats, _)| *entity != me && !stats.is_dead)
.filter(|(entity, _, stats, _, _)| *entity != me && !stats.is_dead)
// Don't process nametags outside the vd (visibility further limited by ui backend)
.filter(|(_, pos, _, _)| {
.filter(|(_, pos, _, _, _)| {
(pos.0 - player_pos)
.map2(TerrainChunkSize::SIZE, |d, sz| d.abs() as f32 / sz as f32)
.magnitude()
< view_distance as f32
})
.map(|(_, pos, stats, player)| {
.map(|(_, pos, stats, player, scale)| {
// TODO: This is temporary
// If the player used the default character name display their name instead
let name = if stats.name == "Character Name" {
@ -407,9 +408,11 @@ impl Hud {
} else {
&stats.name
};
(pos.0, name)
(pos.0, name, scale)
})
{
let scale = scale.map(|s| s.0).unwrap_or(1.0);
let id = name_id_walker.next(
&mut self.ids.name_tags,
&mut ui_widgets.widget_id_generator(),
@ -418,27 +421,29 @@ impl Hud {
.font_size(20)
.color(Color::Rgba(0.61, 0.61, 0.89, 1.0))
.x_y(0.0, 0.0)
.position_ingame(pos + Vec3::new(0.0, 0.0, 3.0))
.position_ingame(pos + Vec3::new(0.0, 0.0, 1.5 * scale + 1.5))
.resolution(100.0)
.set(id, ui_widgets);
}
// Render Health Bars
for (_entity, pos, stats) in (&entities, &pos, &stats)
for (_entity, pos, stats, scale) in (&entities, &pos, &stats, scales.maybe())
.join()
.filter(|(entity, _, stats)| {
.filter(|(entity, _, stats, _)| {
*entity != me
&& !stats.is_dead
&& stats.health.current() != stats.health.maximum()
})
// Don't process health bars outside the vd (visibility further limited by ui backend)
.filter(|(_, pos, _)| {
.filter(|(_, pos, _, _)| {
(pos.0 - player_pos)
.map2(TerrainChunkSize::SIZE, |d, sz| d.abs() as f32 / sz as f32)
.magnitude()
< view_distance as f32
})
{
let scale = scale.map(|s| s.0).unwrap_or(1.0);
let back_id = health_back_id_walker.next(
&mut self.ids.health_bar_backs,
&mut ui_widgets.widget_id_generator(),
@ -450,7 +455,7 @@ impl Hud {
// Background
Rectangle::fill_with([120.0, 8.0], Color::Rgba(0.3, 0.3, 0.3, 0.5))
.x_y(0.0, -25.0)
.position_ingame(pos.0 + Vec3::new(0.0, 0.0, 3.0))
.position_ingame(pos.0 + Vec3::new(0.0, 0.0, 1.5 * scale + 1.5))
.resolution(100.0)
.set(back_id, ui_widgets);
@ -463,7 +468,7 @@ impl Hud {
HP_COLOR,
)
.x_y(0.0, -25.0)
.position_ingame(pos.0 + Vec3::new(0.0, 0.0, 3.0))
.position_ingame(pos.0 + Vec3::new(0.0, 0.0, 1.5 * scale + 1.5))
.resolution(100.0)
.set(bar_id, ui_widgets);
}