Beispiel #1
0
func (p *Player) Draw(game *Game) {
	if p.Exiled() {
		return
	}
	var t *texture.Data
	if p.Id() == 1 {
		t = texture.LoadFromPath(filepath.Join(base.GetDataDir(), "ships/ship.png"))
	} else if p.Id() == 2 {
		t = texture.LoadFromPath(filepath.Join(base.GetDataDir(), "ships/ship3.png"))
	} else {
		t = texture.LoadFromPath(filepath.Join(base.GetDataDir(), "ships/ship2.png"))
	}
	t.RenderAdvanced(p.X-float64(t.Dx())/2, p.Y-float64(t.Dy())/2, float64(t.Dx()), float64(t.Dy()), p.Angle, false)

	for _, proc := range p.Processes {
		proc.Draw(p.Id(), game)
	}
}
Beispiel #2
0
func (p *PlayerEnt) Draw(game *Game, side int) {
	var t *texture.Data
	var alpha gl.Ubyte
	if side == p.Side() {
		alpha = gl.Ubyte(255.0 * (1.0 - p.Stats().Cloaking()/2))
	} else {
		alpha = gl.Ubyte(255.0 * (1.0 - p.Stats().Cloaking()))
	}
	gl.Color4ub(255, 255, 255, alpha)
	// if p.Id() == 1 {
	t = texture.LoadFromPath(filepath.Join(base.GetDataDir(), "ships/ship.png"))
	// } else if p.Id() == 2 {
	// 	t = texture.LoadFromPath(filepath.Join(base.GetDataDir(), "ships/ship3.png"))
	// } else {
	// 	t = texture.LoadFromPath(filepath.Join(base.GetDataDir(), "ships/ship2.png"))
	// }
	t.RenderAdvanced(
		p.Position.X-float64(t.Dx())/2,
		p.Position.Y-float64(t.Dy())/2,
		float64(t.Dx()),
		float64(t.Dy()),
		p.Angle,
		false)

	for _, proc := range p.Processes {
		proc.Draw(p.Id(), game, side)
	}
	base.EnableShader("status_bar")
	base.SetUniformF("status_bar", "inner", 0.08)
	base.SetUniformF("status_bar", "outer", 0.09)
	base.SetUniformF("status_bar", "buffer", 0.01)

	base.SetUniformF("status_bar", "frac", 1.0)
	gl.Color4ub(125, 125, 125, alpha/2)
	texture.Render(p.Position.X-100, p.Position.Y-100, 200, 200)

	health_frac := float32(p.Stats().HealthCur() / p.Stats().HealthMax())
	if health_frac > 0.5 {
		color_frac := 1.0 - (health_frac-0.5)*2.0
		gl.Color4ub(gl.Ubyte(255.0*color_frac), 255, 0, alpha)
	} else {
		color_frac := health_frac * 2.0
		gl.Color4ub(255, gl.Ubyte(255.0*color_frac), 0, alpha)
	}
	base.SetUniformF("status_bar", "frac", health_frac)
	texture.Render(p.Position.X-100, p.Position.Y-100, 200, 200)
	base.EnableShader("")
}