feat: Move player stats and skill progress display from active HUD to the paused menu, removing minor HUD elements and consolidating evolution details into the stats display.
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cf04677511
commit
86c1c3bc59
2 changed files with 37 additions and 29 deletions
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@ -64,8 +64,7 @@ export class UISystem extends System {
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// Draw UI
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this.drawHUD(player);
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this.drawSkills(player);
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this.drawStats(player);
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this.drawSkillProgress(player);
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// REMOVED drawStats and drawSkillProgress from active gameplay
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this.drawDamageNumbers();
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this.drawNotifications();
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this.drawAbsorptionEffects();
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@ -105,13 +104,6 @@ export class UISystem extends System {
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const form = evolution.getDominantForm();
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const formY = barY + barHeight + 14;
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PixelFont.drawText(ctx, form.toUpperCase(), barX, formY, Palette.SKY_BLUE, 1);
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// Tiny evolution details
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const evoDetails = `H${Math.floor(evolution.human)} B${Math.floor(evolution.beast)} S${Math.floor(evolution.slime)}`;
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PixelFont.drawText(ctx, evoDetails, barX, formY + 9, Palette.ROYAL_BLUE, 1);
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// Small Instructions
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PixelFont.drawText(ctx, 'WASD CLICK', barX, this.engine.canvas.height - 10, Palette.DARK_BLUE, 1);
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}
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drawSkills(player) {
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@ -140,43 +132,47 @@ export class UISystem extends System {
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});
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}
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drawStats(player) {
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drawStats(player, x, y) {
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const stats = player.getComponent('Stats');
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if (!stats) return;
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const evolution = player.getComponent('Evolution');
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if (!stats || !evolution) return;
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const ctx = this.ctx;
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const width = this.engine.canvas.width;
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const startX = width - 80;
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const startY = 60;
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PixelFont.drawText(ctx, 'STATISTICS', x, y, Palette.WHITE, 1);
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PixelFont.drawText(ctx, `STR ${stats.strength}`, x, y + 10, Palette.ROYAL_BLUE, 1);
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PixelFont.drawText(ctx, `AGI ${stats.agility}`, x, y + 20, Palette.ROYAL_BLUE, 1);
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PixelFont.drawText(ctx, `INT ${stats.intelligence}`, x, y + 30, Palette.ROYAL_BLUE, 1);
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PixelFont.drawText(ctx, `CON ${stats.constitution}`, x, y + 40, Palette.ROYAL_BLUE, 1);
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PixelFont.drawText(ctx, 'STATS', startX, startY, Palette.WHITE, 1);
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PixelFont.drawText(ctx, `STR ${stats.strength} AGI ${stats.agility}`, startX, startY + 9, Palette.ROYAL_BLUE, 1);
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PixelFont.drawText(ctx, `INT ${stats.intelligence} CON ${stats.constitution}`, startX, startY + 18, Palette.ROYAL_BLUE, 1);
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PixelFont.drawText(ctx, 'EVOLUTION', x, y + 60, Palette.WHITE, 1);
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PixelFont.drawText(ctx, `HUMAN: ${Math.floor(evolution.human)}`, x, y + 70, Palette.ROYAL_BLUE, 1);
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PixelFont.drawText(ctx, `BEAST: ${Math.floor(evolution.beast)}`, x, y + 80, Palette.ROYAL_BLUE, 1);
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PixelFont.drawText(ctx, `SLIME: ${Math.floor(evolution.slime)}`, x, y + 90, Palette.ROYAL_BLUE, 1);
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}
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drawSkillProgress(player) {
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drawSkillProgress(player, x, y) {
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const skillProgress = player.getComponent('SkillProgress');
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if (!skillProgress) return;
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const ctx = this.ctx;
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const width = this.engine.canvas.width;
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const startX = width - 80;
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const startY = 100;
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const progress = skillProgress.getAllProgress();
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if (progress.size === 0) return;
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PixelFont.drawText(ctx, 'LRN', startX, startY, Palette.CYAN, 1);
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PixelFont.drawText(ctx, 'KNOWLEDGE', x, y, Palette.CYAN, 1);
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if (progress.size === 0) {
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PixelFont.drawText(ctx, 'NONE YET', x, y + 10, Palette.DARK_BLUE, 1);
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return;
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}
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let idx = 0;
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progress.forEach((count, skillId) => {
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const required = skillProgress.requiredAbsorptions;
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const skill = SkillRegistry.get(skillId);
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let name = skill ? skill.name : skillId;
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if (name.length > 4) name = name.substring(0, 4);
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if (name.length > 10) name = name.substring(0, 10);
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const y = startY + 9 + idx * 8;
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PixelFont.drawText(ctx, `${name} ${count}/${required}`, startX, y, Palette.SKY_BLUE, 1);
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const py = y + 10 + idx * 9;
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PixelFont.drawText(ctx, `${name}: ${count}/${required}`, x, py, Palette.SKY_BLUE, 1);
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idx++;
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});
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}
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