HELP with GuiVehicleHealthBar.cc
by Anthony Rosenbaum · in Torque Game Engine · 06/12/2002 (11:24 am) · 1 replies
This file is a collaberations of the guiHealthBarHud.cc found in /engine/game/fps. Mixed with Labrat vert early vehicle health/energy bars. The Idea is to make a new gui element that will display the current vehicles health . Anyway I am lost this is what I have so far
I added a new getShapeDataBlock() function that will return the mDataBlock variable (cause it wasn't public) this function was copy and paste of the GameBase::getDataBlock(). this is the change with the new function
//-----------------------------------------------------------------------------
// Torque Game Engine
//
// Copyright (c) 2001 GarageGames.Com
//-----------------------------------------------------------------------------
#include "dgl/dgl.h"
#include "gui/guiControl.h"
#include "console/consoleTypes.h"
#include "game/gameConnection.h"
#include "game/shapeBase.h"
//-----------------------------------------------------------------------------
/**
A basic health bar control.
This gui displays the damage value of the current PlayerObjectType
control object. The gui can be set to pulse if the health value
drops below a set value. This control only works if a server
connection exists and it's control object is a PlayerObjectType. If
either of these requirements is false, the control is not rendered.
*/
class GuiVehicleHealthBar : public GuiControl
{
typedef GuiControl Parent;
bool mShowFrame;
bool mShowFill;
bool mDisplayEnergy;
ColorF mFillColor;
ColorF mFrameColor;
ColorF mDamageFillColor;
S32 mPulseRate;
F32 mPulseThreshold;
F32 mValue;
F32 mMaxDamage;
F32 mDamageTaken;
public:
GuiVehicleHealthBar();
void onRender( Point2I, const RectI &);
static void initPersistFields();
DECLARE_CONOBJECT( GuiVehicleHealthBar );
};
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT( GuiVehicleHealthBar );
GuiVehicleHealthBar::GuiVehicleHealthBar()
{
mShowFrame = mShowFill = true;
mDisplayEnergy = false;
mFillColor.set(0, 0, 0, 0.5);
mFrameColor.set(0, 1, 0, 1);
mDamageFillColor.set(1, 0, 1, 1);
mMaxDamage = 100;
mDamageTaken = 0;
mPulseRate = 0;
mPulseThreshold = 0.3f;
mValue = 0.2f;
}
void GuiVehicleHealthBar::initPersistFields()
{
Parent::initPersistFields();
addField( "showFill", TypeBool, Offset( mShowFill, GuiVehicleHealthBar ) );
addField( "displayEnergy", TypeBool, Offset( mDisplayEnergy, GuiVehicleHealthBar ) );
addField( "showFrame", TypeBool, Offset( mShowFrame, GuiVehicleHealthBar ) );
addField( "fillColor", TypeColorF, Offset( mFillColor, GuiVehicleHealthBar ) );
addField( "frameColor", TypeColorF, Offset( mFrameColor, GuiVehicleHealthBar ) );
addField( "damageFillColor", TypeColorF, Offset( mDamageFillColor, GuiVehicleHealthBar ) );
addField( "pulseRate", TypeS32, Offset( mPulseRate, GuiVehicleHealthBar ) );
addField( "pulseThreshold", TypeF32, Offset( mPulseThreshold, GuiVehicleHealthBar ) );
}
//-----------------------------------------------------------------------------
/**
Gui onRender method.
Renders a vehicle health bar with filled background and border.
*/
void GuiVehicleHealthBar::onRender(Point2I offset, const RectI &updateRect)
{
// Must have a connection and player control object and vehicle
GameConnection * con = GameConnection::getServerConnection();
if(con != NULL)
return;
ShapeBase * obj = con->getControlObject();
if(obj != NULL)
return;
ShapeBase * obj2 = obj->getControlObject();
if(obj2 != NULL)
return;
if(mDisplayEnergy)
{
mMaxDamage = obj2->maxDamage;
mDamageTaken = obj2->getDamageLevel();
mValue = mMaxDamage - mDamageTaken;
}
else
{
// We'll just grab the damage right off the control object.
// Damage value 0 = no damage.
mValue = 1 - obj2->getDamageValue();
}
// Background first
if (mShowFill)
dglDrawRectFill(updateRect, mFillColor);
// Pulse the damage fill if it's below the threshold
if (mPulseRate != 0)
if (mValue < mPulseThreshold) {
F32 time = Platform::getVirtualMilliseconds();
F32 alpha = mFmod(time,mPulseRate) / (mPulseRate / 2.0);
mDamageFillColor.alpha = (alpha > 1.0)? 2.0 - alpha: alpha;
}
else
mDamageFillColor.alpha = 1;
// Render damage fill %
RectI rect(updateRect);
if(mBounds.extent.x > mBounds.extent.y)
rect.extent.x *= mValue;
else
{
S32 bottomY = rect.point.y + rect.extent.y;
rect.extent.y *= mValue;
rect.point.y = bottomY - rect.extent.y;
}
dglDrawRectFill(rect, mDamageFillColor);
// Border last
if (mShowFrame)
dglDrawRect(updateRect, mFrameColor);
}This way it will not compileI added a new getShapeDataBlock() function that will return the mDataBlock variable (cause it wasn't public) this function was copy and paste of the GameBase::getDataBlock(). this is the change with the new function
if(mDisplayEnergy)
{
mMaxDamage = obj2->getShapeDataBlock()->maxDamage;
mDamageTaken = obj2->getDamageLevel();
mValue = mMaxDamage - mDamageTaken;
} But I can't get it working. Maybe I am confused on how the bar is drawn. Could someone please explain what I am missing!!!About the author
Associate Anthony Rosenbaum
if(mDisplayEnergy) { mValue = obj2->getEnergyValue(); } else { // We'll just grab the damage right off the control object. // Damage value 0 = no damage. mValue = 1 - obj2->getDamageLevel(); }