ProjectZombie/src/shootergame/display/DisplayRenderUI.java

145 lines
4.8 KiB
Java

package shootergame.display;
import shootergame.Main;
import shootergame.entity.player.EntityPlayer;
import shootergame.init.Textures;
import shootergame.inventory.Inventory;
import shootergame.text.Text;
import shootergame.util.gl.GlHelpers;
import shootergame.util.gl.texture.TextureReference;
import shootergame.util.math.ItemStack;
import shootergame.util.math.vec.Vec2d;
public class DisplayRenderUI
{
public static void render()
{
// Get the player
EntityPlayer player = Main.player;
// Disable some opengl options
GlHelpers.disableDepthTest();
// Get some text settings
Vec2d text_size = new Vec2d(0.5, 0.2);
// Render the fps and the position
GlHelpers.pushMatrix();
GlHelpers.translate(-9.5, 9.5, 0);
GlHelpers.color3(1, 1, 0);
Text.render("FPS: " + DisplayStatsEventHandler.fps, text_size);
GlHelpers.translate(0, -0.5, 0);
Text.render("x: " + (int) player.pos.x + ", y: " + (int) player.pos.y, text_size);
GlHelpers.color3(1, 1, 1);
GlHelpers.popMatrix();
// Render the healthbar
double max_health = player.maxHealth();
double a = 1 - (player.getHealth() / max_health);
TextureReference health_fg = Textures.UI_HEALTH_FG;
TextureReference health_bg = Textures.UI_HEALTH_BG;
GlHelpers.begin();
health_bg.texCoord(0, 1); GlHelpers.vertex2(-3.2, -8.0);
health_bg.texCoord(0, 0); GlHelpers.vertex2(-3.2, -9.0);
health_bg.texCoord(1, 0); GlHelpers.vertex2(3.2, -9.0);
health_bg.texCoord(1, 1); GlHelpers.vertex2(3.2, -8.0);
health_fg.texCoord(0, 1); GlHelpers.vertex2(-3.2, -8.0);
health_fg.texCoord(0, 0); GlHelpers.vertex2(-3.2, -9.0);
health_fg.texCoord(1-a, 0); GlHelpers.vertex2(3.2-a*6.4, -9.0);
health_fg.texCoord(1-a, 1); GlHelpers.vertex2(3.2-a*6.4, -8.0);
GlHelpers.end();
// Display the amount of ammo left, and the defence and gun level
GlHelpers.pushMatrix();
TextureReference ammo_tex = Textures.ITEM_AMMO_BOX;
TextureReference gunlevel_tex = Textures.UI_GUN_LEVEL;
TextureReference deflevel_tex = Textures.UI_DEFENCE_LEVEL;
GlHelpers.begin();
ammo_tex.texCoord(0, 1); GlHelpers.vertex2(-9.5, -8.5);
ammo_tex.texCoord(0, 0); GlHelpers.vertex2(-9.5, -7.0);
ammo_tex.texCoord(1, 0); GlHelpers.vertex2(-8.5, -7.0);
ammo_tex.texCoord(1, 1); GlHelpers.vertex2(-8.5, -8.5);
gunlevel_tex.texCoord(0, 1); GlHelpers.vertex2(-9.5, -6.5);
gunlevel_tex.texCoord(0, 0); GlHelpers.vertex2(-9.5, -5.0);
gunlevel_tex.texCoord(1, 0); GlHelpers.vertex2(-8.5, -5.0);
gunlevel_tex.texCoord(1, 1); GlHelpers.vertex2(-8.5, -6.5);
deflevel_tex.texCoord(0, 1); GlHelpers.vertex2(-9.5, -4.5);
deflevel_tex.texCoord(0, 0); GlHelpers.vertex2(-9.5, -3.0);
deflevel_tex.texCoord(1, 0); GlHelpers.vertex2(-8.5, -3.0);
deflevel_tex.texCoord(1, 1); GlHelpers.vertex2(-8.5, -4.5);
GlHelpers.end();
GlHelpers.translate(-8.5, -9, 0);
Text.render(Integer.toString(player.ammo), text_size);
GlHelpers.translate(0, 2.5, 0);
Text.render(Integer.toString(player.gun_level), text_size);
GlHelpers.translate(0, 2, 0);
Text.render(Integer.toString(player.defence_level), text_size);
GlHelpers.popMatrix();
// Display all the items in the players inventory
TextureReference slots_tex = Textures.UI_ITEM_SLOTS;
GlHelpers.begin();
slots_tex.texCoord(0, 1); GlHelpers.vertex2(9.5, -9.4);
slots_tex.texCoord(0, 0); GlHelpers.vertex2(9.5, -7.6);
slots_tex.texCoord(1, 0); GlHelpers.vertex2(3.5, -7.6);
slots_tex.texCoord(1, 1); GlHelpers.vertex2(3.5, -9.4);
GlHelpers.end();
// Render the players active slot
TextureReference hotbar_slot_tex = Textures.UI_ACTIVE_SLOT;
GlHelpers.begin();
hotbar_slot_tex.texCoord(0, 1); GlHelpers.vertex2(4.55 + player.inventory_hand, -9.45);
hotbar_slot_tex.texCoord(0, 0); GlHelpers.vertex2(4.55 + player.inventory_hand, -7.55);
hotbar_slot_tex.texCoord(1, 0); GlHelpers.vertex2(3.45 + player.inventory_hand, -7.55);
hotbar_slot_tex.texCoord(1, 1); GlHelpers.vertex2(3.45 + player.inventory_hand, -9.45);
GlHelpers.end();
// Get the players inventory
Inventory player_inv = player.getInventory();
// Render the players inventory
for(int i=0;i<6;i++)
{
ItemStack player_item = player_inv.getItem(i);
if(!player_item.isEmpty())
{
player_item.item.render(new Vec2d(3.5 + i, -9.2), new Vec2d(1, 1.5));
GlHelpers.pushMatrix();
GlHelpers.translate(3.8 + i, -9.2, 0);
Text.render(Integer.toString(player_item.count), text_size);
GlHelpers.popMatrix();
}
}
// Render the active slots text
ItemStack item_active = player_inv.getItem(player.inventory_hand);
if(!item_active.isEmpty())
{
GlHelpers.pushMatrix();
GlHelpers.translate(3.8, -7.4, 0);
Text.render(item_active.item.getName(item_active.meta), text_size);
GlHelpers.popMatrix();
}
// Render the loaded menu
Main.menu.render();
}
}