depth, waiting (with hp recovery), hit die for monsters, ui tweak
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b6522d42c3
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b8f8691e90
5 changed files with 200 additions and 18 deletions
11
src/gui.rs
11
src/gui.rs
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@ -12,9 +12,9 @@ pub fn draw_ui(ecs: &World, ctx: &mut Rltk) {
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let combat_stats = ecs.read_storage::<CombatStats>();
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let players = ecs.read_storage::<Player>();
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for (_player, stats) in (&players, &combat_stats).join() {
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let health = format!(" HP: {} / {} ", stats.hp, stats.max_hp);
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ctx.print_color(12, 43, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), &health);
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ctx.draw_bar_horizontal(28, 43, 51, stats.hp, stats.max_hp, RGB::named(rltk::RED), RGB::named(rltk::BLACK));
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let health = format!(" HP {}/{} ", stats.hp, stats.max_hp);
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ctx.print_color_right(36, 43, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), &health);
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ctx.draw_bar_horizontal(38, 43, 34, stats.hp, stats.max_hp, RGB::named(rltk::RED), RGB::named(rltk::BLACK));
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}
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// Render message log
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@ -27,6 +27,11 @@ pub fn draw_ui(ecs: &World, ctx: &mut Rltk) {
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y += 1;
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}
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// Render depth
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let map = ecs.fetch::<Map>();
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let depth = format!(" D{} ", map.depth);
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ctx.print_color(74, 43, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), &depth);
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// Render mouse cursor
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let mouse_pos = ctx.mouse_pos();
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ctx.set_bg(mouse_pos.0, mouse_pos.1, RGB::named(rltk::MAGENTA));
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