veloren/voxygen/src/hud/skillbar.rs
Joshua Barretto 3f2e22f039 Exponential interpolation for linear damping
With an additional approximation to allow for the same size jumps given different framerates.
2019-09-09 19:11:40 +00:00

677 lines
26 KiB
Rust

use super::{
img_ids::Imgs, BarNumbers, Fonts, ShortcutNumbers, XpBar, CRITICAL_HP_COLOR,
/*FOCUS_COLOR, RAGE_COLOR,*/ HP_COLOR, LOW_HP_COLOR, MANA_COLOR, TEXT_COLOR, XP_COLOR,
};
use crate::GlobalState;
use common::comp::{item::Tool, Item, Stats};
use conrod_core::{
color,
widget::{self, Button, Image, Rectangle, Text},
widget_ids, Color, Colorable, Positionable, Sizeable, Widget, WidgetCommon,
};
use std::time::{Duration, Instant};
widget_ids! {
struct Ids {
death_message_1,
death_message_2,
death_message_1_bg,
death_message_2_bg,
level_text,
next_level_text,
xp_bar_mid,
xp_bar_mid_top,
xp_bar_left,
xp_bar_left_top,
xp_bar_right,
xp_bar_right_top,
xp_bar_filling,
xp_bar_filling_top,
hotbar_align,
xp_bar_subdivision,
m1_slot,
m1_slot_bg,
m1_text,
m1_content,
m2_slot,
m2_slot_bg,
m2_text,
m2_content,
slot1,
slot1_bg,
slot1_text,
slot2,
slot2_bg,
slot2_text,
slot3,
slot3_bg,
slot3_text,
slot4,
slot4_bg,
slot4_text,
slot5,
slot5_bg,
slot5_text,
slot6,
slot6_bg,
slot6_text,
slot7,
slot7_bg,
slot7_text,
slot8,
slot8_bg,
slot8_text,
slot9,
slot9_bg,
slot9_text,
slotq,
slotq_bg,
slotq_text,
healthbar_bg,
healthbar_filling,
health_text,
energybar_bg,
energybar_filling,
energy_text,
level_up,
level_down,
level_align,
level_message,
stamina_wheel,
}
}
pub enum ResourceType {
Mana,
//Rage,
//Focus,
}
#[derive(WidgetCommon)]
pub struct Skillbar<'a> {
global_state: &'a GlobalState,
imgs: &'a Imgs,
_fonts: &'a Fonts,
stats: &'a Stats,
#[conrod(common_builder)]
common: widget::CommonBuilder,
current_resource: ResourceType,
}
impl<'a> Skillbar<'a> {
pub fn new(
global_state: &'a GlobalState,
imgs: &'a Imgs,
fonts: &'a Fonts,
stats: &'a Stats,
) -> Self {
Self {
imgs,
_fonts: fonts,
stats,
global_state,
current_resource: ResourceType::Mana,
common: widget::CommonBuilder::default(),
}
}
}
pub struct State {
ids: Ids,
last_xp_value: u32,
last_level: u32,
last_update_xp: Instant,
last_update_level: Instant,
}
impl<'a> Widget for Skillbar<'a> {
type State = State;
type Style = ();
type Event = ();
fn init_state(&self, id_gen: widget::id::Generator) -> Self::State {
State {
ids: Ids::new(id_gen),
last_xp_value: 0,
last_level: 1,
last_update_xp: Instant::now(),
last_update_level: Instant::now(),
}
}
fn style(&self) -> Self::Style {
()
}
fn update(self, args: widget::UpdateArgs<Self>) -> Self::Event {
let widget::UpdateArgs { state, ui, .. } = args;
let level = (self.stats.level.level()).to_string();
let next_level = (self.stats.level.level() + 1).to_string();
let exp_percentage = (self.stats.exp.current() as f64) / (self.stats.exp.maximum() as f64);
let hp_percentage =
self.stats.health.current() as f64 / self.stats.health.maximum() as f64 * 100.0;
let energy_percentage =
self.stats.energy.current() as f64 / self.stats.energy.maximum() as f64 * 100.0;
let scale = 2.0;
let bar_values = self.global_state.settings.gameplay.bar_numbers;
let shortcuts = self.global_state.settings.gameplay.shortcut_numbers;
const BG_COLOR: Color = Color::Rgba(1.0, 1.0, 1.0, 0.8);
// Stamina Wheel
/*
let stamina_percentage =
self.stats.health.current() as f64 / self.stats.health.maximum() as f64 * 100.0;
if stamina_percentage < 100.0 {
Image::new(if stamina_percentage <= 0.1 {
self.imgs.stamina_0
} else if stamina_percentage < 12.5 {
self.imgs.stamina_1
} else if stamina_percentage < 25.0 {
self.imgs.stamina_2
} else if stamina_percentage < 37.5 {
self.imgs.stamina_3
} else if stamina_percentage < 50.0 {
self.imgs.stamina_4
} else if stamina_percentage < 62.5 {
self.imgs.stamina_5
} else if stamina_percentage < 75.0 {
self.imgs.stamina_6
} else if stamina_percentage < 87.5 {
self.imgs.stamina_7
} else {
self.imgs.stamina_8
})
.w_h(37.0 * 3.0, 37.0 * 3.0)
.mid_bottom_with_margin_on(ui.window, 150.0)
.set(state.ids.stamina_wheel, ui);
}
*/
// Level Up Message
let current_level = self.stats.level.level();
const FADE_IN_LVL: f32 = 1.0;
const FADE_HOLD_LVL: f32 = 3.0;
const FADE_OUT_LVL: f32 = 2.0;
// Fade
// Check if no other popup is displayed and a new one is needed
if state.last_update_level.elapsed()
> Duration::from_secs_f32(FADE_IN_LVL + FADE_HOLD_LVL + FADE_OUT_LVL)
&& state.last_level != current_level
{
// Update last_value
state.update(|s| s.last_level = current_level);
state.update(|s| s.last_update_level = Instant::now());
}
let seconds_level = state.last_update_level.elapsed().as_secs_f32();
let fade_level = if current_level == 1 {
0.0
} else if seconds_level < FADE_IN_LVL {
seconds_level / FADE_IN_LVL
} else if seconds_level < FADE_IN_LVL + FADE_HOLD_LVL {
1.0
} else {
(1.0 - (seconds_level - FADE_IN_LVL - FADE_HOLD_LVL) / FADE_OUT_LVL).max(0.0)
};
// Contents
Rectangle::fill_with([82.0 * 4.0, 40.0 * 4.0], color::TRANSPARENT)
.mid_top_with_margin_on(ui.window, 300.0)
.set(state.ids.level_align, ui);
let level_up_text = format!("Level {}", self.stats.level.level() as u32);
Text::new(&level_up_text)
.middle_of(state.ids.level_align)
.font_size(30)
.color(Color::Rgba(1.0, 1.0, 1.0, fade_level))
.set(state.ids.level_message, ui);
Image::new(self.imgs.level_up)
.w_h(82.0 * 4.0, 9.0 * 4.0)
.mid_top_with_margin_on(state.ids.level_align, 0.0)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, fade_level)))
.graphics_for(state.ids.level_align)
.set(state.ids.level_up, ui);
Image::new(self.imgs.level_down)
.w_h(82.0 * 4.0, 9.0 * 4.0)
.mid_bottom_with_margin_on(state.ids.level_align, 0.0)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, fade_level)))
.graphics_for(state.ids.level_align)
.set(state.ids.level_down, ui);
// Death message
if hp_percentage == 0.0 {
Text::new("You Died")
.mid_top_with_margin_on(ui.window, 60.0)
.font_size(40)
.color(Color::Rgba(0.0, 0.0, 0.0, 1.0))
.set(state.ids.death_message_1_bg, ui);
Text::new(&format!(
"Press {:?} to respawn.",
self.global_state.settings.controls.respawn
))
.mid_bottom_with_margin_on(state.ids.death_message_1, -30.0)
.font_size(15)
.color(Color::Rgba(0.0, 0.0, 0.0, 1.0))
.set(state.ids.death_message_2_bg, ui);
Text::new("You Died")
.top_left_with_margins_on(state.ids.death_message_1_bg, -2.0, -2.0)
.font_size(40)
.color(CRITICAL_HP_COLOR)
.set(state.ids.death_message_1, ui);
Text::new(&format!(
"Press {:?} to respawn.",
self.global_state.settings.controls.respawn
))
.top_left_with_margins_on(state.ids.death_message_2_bg, -1.5, -1.5)
.font_size(15)
.color(CRITICAL_HP_COLOR)
.set(state.ids.death_message_2, ui);
}
// Experience-Bar
match self.global_state.settings.gameplay.xp_bar {
XpBar::Always => {
// Constant Display of the Exp Bar at the bottom of the screen
Image::new(self.imgs.xp_bar_mid)
.w_h(80.0 * scale, 10.0 * scale)
.mid_bottom_with_margin_on(ui.window, 2.0)
.set(state.ids.xp_bar_mid, ui);
Image::new(self.imgs.xp_bar_right)
.w_h(100.0 * scale, 10.0 * scale)
.right_from(state.ids.xp_bar_mid, 0.0)
.set(state.ids.xp_bar_right, ui);
Image::new(self.imgs.xp_bar_left)
.w_h(100.0 * scale, 10.0 * scale)
.left_from(state.ids.xp_bar_mid, 0.0)
.set(state.ids.xp_bar_left, ui);
Image::new(self.imgs.bar_content)
.w_h(260.0 * scale * exp_percentage, 5.0 * scale)
.color(Some(XP_COLOR))
.top_left_with_margins_on(state.ids.xp_bar_left, 2.0 * scale, 10.0 * scale)
.set(state.ids.xp_bar_filling, ui);
// Level Display
Text::new(&level)
.bottom_left_with_margins_on(state.ids.xp_bar_left, 3.5 * scale, 4.0 * scale)
.font_size(10)
.color(Color::Rgba(1.0, 1.0, 1.0, 1.0))
.set(state.ids.level_text, ui);
Text::new(&next_level)
.bottom_right_with_margins_on(state.ids.xp_bar_right, 3.5 * scale, 4.0 * scale)
.font_size(10)
.color(Color::Rgba(1.0, 1.0, 1.0, 1.0))
.set(state.ids.next_level_text, ui);
// M1 Slot
Image::new(self.imgs.skillbar_slot_big)
.w_h(40.0 * scale, 40.0 * scale)
.top_left_with_margins_on(state.ids.xp_bar_mid, -40.0 * scale, 0.0)
.set(state.ids.m1_slot, ui);
}
XpBar::OnGain => {
// Displays the Exp Bar at the top of the screen when exp is gained and fades it out afterwards
const FADE_IN_XP: f32 = 1.0;
const FADE_HOLD_XP: f32 = 3.0;
const FADE_OUT_XP: f32 = 2.0;
let current_xp = self.stats.exp.current();
// Check if no other popup is displayed and a new one is needed
if state.last_update_xp.elapsed()
> Duration::from_secs_f32(FADE_IN_XP + FADE_HOLD_XP + FADE_OUT_XP)
&& state.last_xp_value != current_xp
{
// Update last_value
state.update(|s| s.last_xp_value = current_xp);
state.update(|s| s.last_update_xp = Instant::now());
}
let seconds_xp = state.last_update_xp.elapsed().as_secs_f32();
let fade_xp = if current_xp == 0 {
0.0
} else if seconds_xp < FADE_IN_XP {
seconds_xp / FADE_IN_XP
} else if seconds_xp < FADE_IN_XP + FADE_HOLD_XP {
1.0
} else {
(1.0 - (seconds_xp - FADE_IN_XP - FADE_HOLD_XP) / FADE_OUT_XP).max(0.0)
};
// Hotbar parts
Image::new(self.imgs.xp_bar_mid)
.w_h(80.0 * scale * 1.5, 10.0 * scale * 1.5)
.mid_top_with_margin_on(ui.window, 20.0)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, fade_xp)))
.set(state.ids.xp_bar_mid_top, ui);
Image::new(self.imgs.xp_bar_right)
.w_h(100.0 * scale * 1.5, 10.0 * scale * 1.5)
.right_from(state.ids.xp_bar_mid_top, 0.0)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, fade_xp)))
.set(state.ids.xp_bar_right_top, ui);
Image::new(self.imgs.xp_bar_left)
.w_h(100.0 * scale * 1.5, 10.0 * scale * 1.5)
.left_from(state.ids.xp_bar_mid_top, 0.0)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, fade_xp)))
.set(state.ids.xp_bar_left_top, ui);
Image::new(self.imgs.bar_content)
.w_h(260.0 * scale * 1.5 * exp_percentage, 6.0 * scale * 1.5)
.color(Some(Color::Rgba(0.59, 0.41, 0.67, fade_xp)))
.top_left_with_margins_on(
state.ids.xp_bar_left_top,
2.0 * scale * 1.5,
10.0 * scale * 1.5,
)
.set(state.ids.xp_bar_filling_top, ui);
// Level Display
Text::new(&level)
.bottom_left_with_margins_on(
state.ids.xp_bar_left_top,
3.0 * scale * 1.5,
4.0 * scale * 1.5,
)
.font_size(17)
.color(Color::Rgba(1.0, 1.0, 1.0, fade_xp))
.set(state.ids.level_text, ui);
Text::new(&next_level)
.bottom_right_with_margins_on(
state.ids.xp_bar_right_top,
3.0 * scale * 1.5,
4.0 * scale * 1.5,
)
.font_size(17)
.color(Color::Rgba(1.0, 1.0, 1.0, fade_xp))
.set(state.ids.next_level_text, ui);
// Alignment for hotbar
Rectangle::fill_with([80.0 * scale, 1.0], color::TRANSPARENT)
.mid_bottom_with_margin_on(ui.window, 9.0)
.set(state.ids.hotbar_align, ui);
// M1 Slot
Image::new(self.imgs.skillbar_slot_big)
.w_h(40.0 * scale, 40.0 * scale)
.top_left_with_margins_on(state.ids.hotbar_align, -40.0 * scale, 0.0)
.set(state.ids.m1_slot, ui);
}
}
// M1 Slot
Image::new(self.imgs.skillbar_slot_big_bg)
.w_h(37.0 * scale, 37.0 * scale)
.color(Some(BG_COLOR))
.middle_of(state.ids.m1_slot)
.set(state.ids.m1_slot_bg, ui);
Button::image(match self.stats.equipment.main {
Some(Item::Tool { kind, .. }) => match kind {
Tool::Sword => self.imgs.twohsword_m1,
Tool::Hammer => self.imgs.twohhammer_m1,
Tool::Axe => self.imgs.twohaxe_m1,
_ => self.imgs.flyingrod_m1,
},
_ => self.imgs.flyingrod_m1,
}) // Insert Icon here
.w_h(38.0 * scale, 38.0 * scale)
.middle_of(state.ids.m1_slot_bg)
.set(state.ids.m1_content, ui);
// M2 Slot
Image::new(self.imgs.skillbar_slot_big)
.w_h(40.0 * scale, 40.0 * scale)
.right_from(state.ids.m1_slot, 0.0)
.set(state.ids.m2_slot, ui);
Image::new(self.imgs.skillbar_slot_big_bg)
.w_h(37.0 * scale, 37.0 * scale)
.color(Some(BG_COLOR))
.middle_of(state.ids.m2_slot)
.set(state.ids.m2_slot_bg, ui);
Button::image(match self.stats.equipment.main {
Some(Item::Tool { kind, .. }) => match kind {
Tool::Sword => self.imgs.twohsword_m2,
Tool::Hammer => self.imgs.twohhammer_m2,
Tool::Axe => self.imgs.twohaxe_m2,
_ => self.imgs.flyingrod_m2,
},
_ => self.imgs.flyingrod_m2,
}) // Insert Icon here
.w_h(38.0 * scale, 38.0 * scale)
.middle_of(state.ids.m2_slot_bg)
.set(state.ids.m2_content, ui);
//Slot 5
Image::new(self.imgs.skillbar_slot)
.w_h(20.0 * scale, 20.0 * scale)
.bottom_left_with_margins_on(state.ids.m1_slot, 0.0, -20.0 * scale)
.set(state.ids.slot5, ui);
Image::new(self.imgs.skillbar_slot_bg)
.w_h(19.0 * scale, 19.0 * scale)
.color(Some(BG_COLOR))
.middle_of(state.ids.slot5)
.set(state.ids.slot5_bg, ui);
// Slot 4
Image::new(self.imgs.skillbar_slot)
.w_h(20.0 * scale, 20.0 * scale)
.left_from(state.ids.slot5, 0.0)
.set(state.ids.slot4, ui);
Image::new(self.imgs.skillbar_slot_bg)
.w_h(19.0 * scale, 19.0 * scale)
.color(Some(BG_COLOR))
.middle_of(state.ids.slot4)
.set(state.ids.slot4_bg, ui);
// Slot 3
Image::new(self.imgs.skillbar_slot)
.w_h(20.0 * scale, 20.0 * scale)
.left_from(state.ids.slot4, 0.0)
.set(state.ids.slot3, ui);
Image::new(self.imgs.skillbar_slot_bg)
.w_h(19.0 * scale, 19.0 * scale)
.color(Some(BG_COLOR))
.middle_of(state.ids.slot3)
.set(state.ids.slot3_bg, ui);
// Slot 2
Image::new(self.imgs.skillbar_slot)
.w_h(20.0 * scale, 20.0 * scale)
.left_from(state.ids.slot3, 0.0)
.set(state.ids.slot2, ui);
Image::new(self.imgs.skillbar_slot_bg)
.w_h(19.0 * scale, 19.0 * scale)
.color(Some(BG_COLOR))
.middle_of(state.ids.slot2)
.set(state.ids.slot2_bg, ui);
// Slot 1
Image::new(self.imgs.skillbar_slot_l)
.w_h(20.0 * scale, 20.0 * scale)
.left_from(state.ids.slot2, 0.0)
.set(state.ids.slot1, ui);
Image::new(self.imgs.skillbar_slot_bg)
.w_h(19.0 * scale, 19.0 * scale)
.color(Some(BG_COLOR))
.middle_of(state.ids.slot1)
.set(state.ids.slot1_bg, ui);
// Slot 6
Image::new(self.imgs.skillbar_slot)
.w_h(20.0 * scale, 20.0 * scale)
.bottom_right_with_margins_on(state.ids.m2_slot, 0.0, -20.0 * scale)
.set(state.ids.slot6, ui);
Image::new(self.imgs.skillbar_slot_bg)
.w_h(19.0 * scale, 19.0 * scale)
.color(Some(BG_COLOR))
.middle_of(state.ids.slot6)
.set(state.ids.slot6_bg, ui);
// Slot 7
Image::new(self.imgs.skillbar_slot)
.w_h(20.0 * scale, 20.0 * scale)
.right_from(state.ids.slot6, 0.0)
.set(state.ids.slot7, ui);
Image::new(self.imgs.skillbar_slot_bg)
.w_h(19.0 * scale, 19.0 * scale)
.color(Some(BG_COLOR))
.middle_of(state.ids.slot7)
.set(state.ids.slot7_bg, ui);
// Slot 8
Image::new(self.imgs.skillbar_slot)
.w_h(20.0 * scale, 20.0 * scale)
.right_from(state.ids.slot7, 0.0)
.set(state.ids.slot8, ui);
Image::new(self.imgs.skillbar_slot_bg)
.w_h(19.0 * scale, 19.0 * scale)
.color(Some(BG_COLOR))
.middle_of(state.ids.slot8)
.set(state.ids.slot8_bg, ui);
// Slot 9
Image::new(self.imgs.skillbar_slot)
.w_h(20.0 * scale, 20.0 * scale)
.right_from(state.ids.slot8, 0.0)
.set(state.ids.slot9, ui);
Image::new(self.imgs.skillbar_slot_bg)
.w_h(19.0 * scale, 19.0 * scale)
.color(Some(BG_COLOR))
.middle_of(state.ids.slot9)
.set(state.ids.slot9_bg, ui);
// Quickslot
Image::new(self.imgs.skillbar_slot_r)
.w_h(20.0 * scale, 20.0 * scale)
.right_from(state.ids.slot9, 0.0)
.set(state.ids.slotq, ui);
Image::new(self.imgs.skillbar_slot_bg)
.w_h(19.0 * scale, 19.0 * scale)
.color(Some(BG_COLOR))
.middle_of(state.ids.slotq)
.set(state.ids.slotq_bg, ui);
// Shortcuts
if let ShortcutNumbers::On = shortcuts {
Text::new("1")
.top_right_with_margins_on(state.ids.slot1_bg, 1.0, 1.0)
.font_size(8)
.color(TEXT_COLOR)
.set(state.ids.slot1_text, ui);
Text::new("2")
.top_right_with_margins_on(state.ids.slot2_bg, 1.0, 1.0)
.font_size(8)
.color(TEXT_COLOR)
.set(state.ids.slot2_text, ui);
Text::new("3")
.top_right_with_margins_on(state.ids.slot3_bg, 1.0, 1.0)
.font_size(8)
.color(TEXT_COLOR)
.set(state.ids.slot3_text, ui);
Text::new("4")
.top_right_with_margins_on(state.ids.slot4_bg, 1.0, 1.0)
.font_size(8)
.color(TEXT_COLOR)
.set(state.ids.slot4_text, ui);
Text::new("5")
.top_right_with_margins_on(state.ids.slot5_bg, 1.0, 1.0)
.font_size(8)
.color(TEXT_COLOR)
.set(state.ids.slot5_text, ui);
Text::new("M1")
.top_left_with_margins_on(state.ids.m1_slot, 5.0, 5.0)
.font_size(8)
.color(TEXT_COLOR)
.set(state.ids.m1_text, ui);
Text::new("M2")
.top_right_with_margins_on(state.ids.m2_slot, 5.0, 5.0)
.font_size(8)
.color(TEXT_COLOR)
.set(state.ids.m2_text, ui);
Text::new("6")
.top_left_with_margins_on(state.ids.slot6_bg, 1.0, 1.0)
.font_size(8)
.color(TEXT_COLOR)
.set(state.ids.slot6_text, ui);
Text::new("7")
.top_left_with_margins_on(state.ids.slot7_bg, 1.0, 1.0)
.font_size(8)
.color(TEXT_COLOR)
.set(state.ids.slot7_text, ui);
Text::new("8")
.top_left_with_margins_on(state.ids.slot8_bg, 1.0, 1.0)
.font_size(8)
.color(TEXT_COLOR)
.set(state.ids.slot8_text, ui);
Text::new("9")
.top_left_with_margins_on(state.ids.slot9_bg, 1.0, 1.0)
.font_size(8)
.color(TEXT_COLOR)
.set(state.ids.slot9_text, ui);
Text::new("Q")
.top_left_with_margins_on(state.ids.slotq_bg, 1.0, 1.0)
.font_size(8)
.color(TEXT_COLOR)
.set(state.ids.slotq_text, ui);
};
// Lifebar
Image::new(self.imgs.healthbar_bg)
.w_h(100.0 * scale, 20.0 * scale)
.top_left_with_margins_on(state.ids.m1_slot, 0.0, -100.0 * scale)
.set(state.ids.healthbar_bg, ui);
Image::new(self.imgs.bar_content)
.w_h(97.0 * scale * hp_percentage / 100.0, 16.0 * scale)
.color(Some(if hp_percentage <= 20.0 {
CRITICAL_HP_COLOR
} else if hp_percentage <= 40.0 {
LOW_HP_COLOR
} else {
HP_COLOR
}))
.top_right_with_margins_on(state.ids.healthbar_bg, 2.0 * scale, 1.0 * scale)
.set(state.ids.healthbar_filling, ui);
// Energybar
Image::new(self.imgs.energybar_bg)
.w_h(100.0 * scale, 20.0 * scale)
.top_right_with_margins_on(state.ids.m2_slot, 0.0, -100.0 * scale)
.set(state.ids.energybar_bg, ui);
Image::new(self.imgs.bar_content)
.w_h(97.0 * scale * energy_percentage / 100.0, 16.0 * scale)
.top_left_with_margins_on(state.ids.energybar_bg, 2.0 * scale, 1.0 * scale)
.color(Some(match self.current_resource {
ResourceType::Mana => MANA_COLOR,
//ResourceType::Focus => FOCUS_COLOR,
//ResourceType::Rage => RAGE_COLOR,
}))
.set(state.ids.energybar_filling, ui);
// Bar Text
// Values
if let BarNumbers::Values = bar_values {
let hp_text = format!(
"{}/{}",
self.stats.health.current() as u32,
self.stats.health.maximum() as u32
);
Text::new(&hp_text)
.mid_top_with_margin_on(state.ids.healthbar_bg, 5.0 * scale)
.font_size(14)
.color(TEXT_COLOR)
.set(state.ids.health_text, ui);
let energy_text = format!(
"{}/{}",
self.stats.energy.current() as u32,
self.stats.energy.maximum() as u32
);
Text::new(&energy_text)
.mid_top_with_margin_on(state.ids.energybar_bg, 5.0 * scale)
.font_size(14)
.color(TEXT_COLOR)
.set(state.ids.energy_text, ui);
}
//Percentages
if let BarNumbers::Percent = bar_values {
let hp_text = format!("{}%", hp_percentage as u32);
Text::new(&hp_text)
.mid_top_with_margin_on(state.ids.healthbar_bg, 5.0 * scale)
.font_size(14)
.color(TEXT_COLOR)
.set(state.ids.health_text, ui);
let energy_text = format!("{}%", energy_percentage as u32);
Text::new(&energy_text)
.mid_top_with_margin_on(state.ids.energybar_bg, 5.0 * scale)
.font_size(14)
.color(TEXT_COLOR)
.set(state.ids.energy_text, ui);
}
}
// Buffs
// Add debuff slots above the health bar
// Add buff slots above the mana bar
// Debuffs
}