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hudunit.pas
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unit hudunit;
interface
uses
SDL2, SDL2_ttf, SDL2_image, playerunit, drawunit, SysUtils, strUtils;
var
font : PTTF_Font;
colorYellow, colorWhite : TSDL_Color;
// LEVEL & PLAYER INFO
textureLevelName, texturePlayerLife : PSDL_Texture;
surfaceLevelName, surfacePlayerLife: PSDL_Surface;
rectLevelName, rectPlayerLife : TSDL_Rect;
// HUD
surfaceTimeText, surfaceDiamondText, surfaceScoreText: PSDL_Surface;
textureTimeText, textureDiamondText, textureScoreText : PSDL_Texture;
rectTimeText, rectDiamondText, rectScoreText : TSDL_Rect;
// BOARD
textureTimeBoard, textureDiamondBoard, textureScoreBoard : PSDL_Texture;
rectTimeBoard, rectDiamondBoard, rectScoreBoard : TSDL_Rect;
procedure initializeHUD(renderer: PSDL_Renderer);
procedure drawInfos(renderer: PSDL_Renderer; p: Player; levelName: String);
procedure drawHUD(renderer: PSDL_Renderer; plate: Plateau; p: Player);
implementation
procedure initializeHUD(renderer: PSDL_Renderer);
begin
// initialization of TrueType font engine
if TTF_Init = -1 then HALT;
// load the HUD font
font := TTF_OpenFont('fonts/hud.ttf', Trunc(TILE_SIZE/1.3333));
// define the text color by RGB values
colorYellow.r := 255; colorYellow.g := 255; colorYellow.b := 0;
colorWhite.r := 255; colorWhite.g := 255; colorWhite.b := 255;
// initialize level info & player lives
rectLevelName.x := 0;
rectLevelName.y := 0;
rectLevelName.h := TILE_SIZE;
rectPlayerLife.x := rectLevelName.x + rectLevelName.w;
rectPlayerLife.y := 0;
rectPlayerLife.h := TILE_SIZE;
// initialize HUD
textureScoreBoard := IMG_LoadTexture(renderer, PChar('images/board/scoreBoard2.png'));
rectScoreBoard.w := 140;
rectScoreBoard.h := TILE_SIZE;
rectScoreBoard.y := TILE_SIZE;
rectScoreBoard.x := round(WINDOW_WIDTH/2 - rectScoreBoard.w/2);
rectScoreText.h := rectScoreBoard.h - 10;
rectScoreText.w := rectScoreBoard.w - 20;
rectScoreText.y := rectScoreBoard.y + round(rectScoreBoard.h/2) - round(rectScoreText.h/2) - 1;
rectScoreText.x := rectScoreBoard.x + round(rectScoreBoard.w/2) - round(rectScoreText.w/2) + 2;
textureDiamondBoard := IMG_LoadTexture(renderer, PChar('images/board/diamondBoard2.png'));
rectDiamondBoard.w := 106;
rectDiamondBoard.h := TILE_SIZE;
rectDiamondBoard.y := 2 * TILE_SIZE;
rectDiamondBoard.x := 5;
rectDiamondText.h := rectDiamondBoard.h - 10;
rectDiamondText.w := rectDiamondBoard.w - 50;
rectDiamondText.y := rectDiamondBoard.y + round(rectDiamondBoard.h/2) - round(rectDiamondText.h/2) - 1;
rectDiamondText.x := rectDiamondBoard.x + 40;
textureTimeBoard := IMG_LoadTexture(renderer, PChar('images/board/timeBoard2.png'));
rectTimeBoard.w := 106;
rectTimeBoard.h := TILE_SIZE;
rectTimeBoard.y := 3 * TILE_SIZE;
rectTimeBoard.x := 5;
rectTimeText.h := rectTimeBoard.h - 10;
rectTimeText.w := rectTimeBoard.w - 50;
rectTimeText.y := rectTimeBoard.y + round(rectTimeBoard.h/2) - round(rectTimeText.h/2) - 1;
rectTimeText.x := rectTimeBoard.x + 40;
SDL_FreeSurface(surfaceLevelName);
end;
procedure drawInfos(renderer: PSDL_Renderer; p: Player; levelName: String);
begin;
// -- PLAYER LIVES --
if (p.lives > 1) then
begin
surfacePlayerLife := TTF_RenderUTF8_Blended(font, PChar(IntToStr(p.lives) + ' vies'), colorWhite);
rectPlayerLife.w := Length(IntToStr(p.lives) + ' vies') * TILE_SIZE;
end
else
begin
surfacePlayerLife := TTF_RenderUTF8_Blended(font, PChar(IntToStr(p.lives) + ' vie'), colorWhite);
rectPlayerLife.w := Length(IntToStr(p.lives) + ' vie') * TILE_SIZE;
end;
texturePlayerLife := SDL_CreateTextureFromSurface(renderer, surfacePlayerLife);
rectLevelName.x -= TILE_SIZE;
rectPlayerLife.x -= TILE_SIZE;
if (rectLevelName.x <= - rectLevelName.w) then
rectLevelName.x := WINDOW_WIDTH
else if (rectPlayerLife.x <= - rectPlayerLife.w) then
rectPlayerLife.x := rectLevelName.x + rectLevelName.w;
// -- LEVEL INFO --
surfaceLevelName := TTF_RenderUTF8_Blended(font, PChar('Level ' + IntToStr(p.level) + ': ' + levelName + ' / '), colorWhite);
textureLevelName := SDL_CreateTextureFromSurface(renderer, surfaceLevelName);
rectLevelName.w := Length('Level ' + IntToStr(p.level) + ': ' + levelName + ' / ') * TILE_SIZE;
// draw
SDL_RenderCopy(renderer, textureLevelName, nil, @rectLevelName);
SDL_RenderCopy(renderer, texturePlayerLife, nil, @rectPlayerLife);
// avoid memory leak by cleaning memory
SDL_FreeSurface(surfacePlayerLife);
SDL_FreeSurface(surfaceLevelName);
SDL_DestroyTexture(texturePlayerLife);
SDL_DestroyTexture(textureLevelName);
end;
procedure drawHUD(renderer: PSDL_Renderer; plate: Plateau; p: Player);
begin
// -- PLAYER SCORE --
SDL_RenderCopy(renderer, textureScoreBoard, nil, @rectScoreBoard); // draw player score board
// draw player score text
surfaceScoreText := TTF_RenderUTF8_Blended(font, PChar(DupeString('0', 6 - Length(intToStr(p.score))) + intToStr(p.score)), colorWhite);
textureScoreText := SDL_CreateTextureFromSurface(renderer, surfaceScoreText);
SDL_RenderCopy(renderer, textureScoreText, nil, @rectScoreText);
// -- REMAINING DIAMOND --
SDL_RenderCopy(renderer, textureDiamondBoard, nil, @rectDiamondBoard); // draw diamond board
// draw remaining diamond text
surfaceDiamondText := TTF_RenderUTF8_Blended(font, PChar(DupeString('0', 3 - Length(intToStr(plate.remainingDiamond))) + intToStr(plate.remainingDiamond)), colorWhite);
textureDiamondText := SDL_CreateTextureFromSurface(renderer, surfaceDiamondText);
SDL_RenderCopy(renderer, textureDiamondText, nil, @rectDiamondText);
// -- TIME LEFT --
SDL_RenderCopy(renderer, textureTimeBoard, nil, @rectTimeBoard); // draw time board
// draw remaining time text
surfaceTimeText := TTF_RenderUTF8_Blended(font, PChar(DupeString('0', 3 - Length(intToStr(plate.timeLeft))) + intToStr(plate.timeLeft)), colorWhite);
textureTimeText := SDL_CreateTextureFromSurface(renderer, surfaceTimeText);
SDL_RenderCopy(renderer, textureTimeText, nil, @rectTimeText);
// avoid memory leak by cleaning memory
SDL_FreeSurface(surfaceScoreText);
SDL_FreeSurface(surfaceDiamondText);
SDL_FreeSurface(surfaceTimeText);
SDL_DestroyTexture(textureScoreText);
SDL_DestroyTexture(textureDiamondText);
SDL_DestroyTexture(textureTimeText);
end;
end.