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#include "game_loop/ui.h"
void hh_ui_show_hp(int* idx, hh_entity* player, uint8_t max_hp, vec_cor cam_pos) {
for (int i = 0; i < max_hp; i++) {
int tilemap_idx = HH_TM_HUD_HEART_OFFSET + (player->hp > i?0:1),
palette_idx = HH_PAL_IDX_HUD;
hh_show_quad(idx, &(hh_s_rendering){
.frame0 = tilemap_idx,
.palette = palette_idx,
.fam = (hh_s_ppu_loc_fam_entry){
.horizontal_flip = false, .vertical_flip = false,
.palette_index = palette_idx,
.tilemap_index = tilemap_idx,
.position_x = 8 + i*15, .position_y = 8
}
});
}
}
void hh_ui_show_char(int* idx, char* str, vec2 pos) {
int i = 0;
int tilemap_idx,
palette_idx = 6;
while (str[i] != '\0') {
if(str[i] >= 'A' && str[i] <= 'Z'){
tilemap_idx = HH_TM_FONT_OFFSET + str[i]-'A'+10;
} else if (str[i] >= 'a' && str[i] <= 'z') {
tilemap_idx = HH_TM_FONT_OFFSET + str[i]-'a'+10;
} else if (str[i] >= '0' && str[i] <= '9'){
tilemap_idx = HH_TM_FONT_OFFSET + str[i]-48;
} else {
return;
}
hh_show_quad(idx, &(hh_s_rendering){
.frame0 = tilemap_idx,
.palette = palette_idx,
.fam = (hh_s_ppu_loc_fam_entry){
.horizontal_flip = false, .vertical_flip = false,
.palette_index = palette_idx,
.tilemap_index = tilemap_idx,
.position_x = pos.x + i*15, .position_y = pos.y
}
});
i++;
}
}
void itoa(char *c, int i) {
c[0] = i + '0';
c[1] = '\0';
}
void hh_shift_selected(uint8_t *pos, bool dir, uint8_t min, uint8_t max) {
if (dir) {
*pos = MIN(*pos+1,max);
} else {
*pos = MAX(*pos-1,min);
}
}
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