-- HORDE MODE: the readout. -- -- Health, ammunition, score, wave, the crosshair, the hit marker, the red -- that closes in when something reaches you, and the banners -- "A -- DARKNESS APPROACHES", then "WAVE 1" and every wave after it. -- -- IT IS DRAWN TWICE, INTO TWO DIFFERENT PLACES, and that is not -- duplication for its own sake. The flat screen's HUD goes into the SCENE -- canvas through Voxel3D.beginOverlay -- the same seam the overworld's FX -- bubbles use -- because that canvas is what the window composites. A -- headset never sees that canvas: with VR live the window's world pass -- short-circuits to the mirror, and the eyes are rendered on their own in -- lib/VR. So the eye canvases get their own pass, at the same instant the -- VR frame paints its fade over them, in the same 2D idiom. -- -- Both call the same draw with a different scale and a different safe -- area: a headset wants everything well inside the lens rather than -- pinned to the corners, because the corners of a VR frame are off the -- edge of the visible world. -- -- EVERY WORD IS ON A WHITE PLATE, and that is not a style choice -- it is -- what the font is. The Game Boy font sheets are BLACK glyphs on -- transparent, so setColor cannot make a letter pale: multiplying black -- by white is still black. That is why every box in the game is drawn -- white first and its text black on top (Font.drawBox, then -- setColor(0,0,0)), and it is why a first cut of this HUD -- pale text, -- straight onto the night -- composited as black letters on a black -- street and could not be read at all. Plates also happen to be the right -- answer aesthetically: the game already talks to the player in white -- boxes, and a horde mode that shouts in the same voice belongs to it. -- the mod namespace (see main.lua): V.require loads a sibling module local V = ... local Horde = V.require("Horde") local HordeHud = {} local Font = nil local function font() if Font then return Font end local ok, F = pcall(require, "src.render.Font") if ok then Font = F end return Font end -- the pulse under the low-health plate and the banner's own breathing local blink = 0 function HordeHud.update(dt) blink = (blink + (dt or 0)) % 1.0 end -- named for the suite: the banner's line breaking, which is the part with -- an answer worth pinning HordeHud._layout = nil -- assigned below, once `layout` exists -- ------- pieces -- -- Every helper takes a scale `s` and draws in GB pixels multiplied by it, -- so one layout serves a 4x window and a headset's eye buffer alike. local PAD = 3 -- plate padding, in GB pixels -- A white plate with a dark edge: the surface a black glyph can be read -- on. Returns the interior origin, so a caller lays text out from there. local function plate(x, y, w, h, s, alpha) love.graphics.setColor(0.06, 0.05, 0.09, (alpha or 1) * 0.92) love.graphics.rectangle("fill", x - s, y - s, w + 2 * s, h + 2 * s) love.graphics.setColor(0.93, 0.94, 0.90, alpha or 1) love.graphics.rectangle("fill", x, y, w, h) return x + PAD * s, y + PAD * s end local function textWidth(str, s) local F = font() if not F then return 0 end return F.width(str) * s end -- Black glyphs at `s` times their size. Black because that is the only -- colour the font has (see the header). local function text(str, x, y, s) local F = font() if not F then return 0 end love.graphics.setColor(0, 0, 0, 1) love.graphics.push() love.graphics.translate(math.floor(x), math.floor(y)) love.graphics.scale(s, s) F.draw(str, 0, 0) love.graphics.pop() end -- One line of text on its own plate, anchored left or right. local function label(str, x, y, s, align) local tw = textWidth(str, s) local pw, ph = tw + PAD * 2 * s, 8 * s + PAD * 2 * s local px = (align == "right") and (x - pw) or x local ix, iy = plate(px, y, pw, ph, s) text(str, ix, iy, s) return pw, ph end -- The health bar: a plate with a red bar inside it, so the red reads -- against white rather than against a night street. local function healthBar(x, y, w, h, s, fill, flash) local ix, iy = plate(x, y, w, h, s) local iw, ih = w - PAD * 2 * s, h - PAD * 2 * s love.graphics.setColor(0.80, 0.80, 0.78, 1) love.graphics.rectangle("fill", ix, iy, iw, ih) local r, g, b = 0.78, 0.12, 0.16 if flash then r, g, b = 1, 0.45, 0.35 end love.graphics.setColor(r, g, b, 1) love.graphics.rectangle("fill", ix, iy, math.max(0, iw * fill), ih) end -- The crosshair: four ticks around a gap that opens as the gun kicks, and -- gone entirely down the sights, where the iron sights ARE the crosshair. -- Drawn as a dark pair under a light pair so it survives both a white -- wall and a black doorway. local function crosshair(cx, cy, s, spread, alpha) local gap = (3 + spread * 4) * s local len = 4 * s local t = math.max(1, s) local function ticks(o, thick, r, g, b, a) love.graphics.setColor(r, g, b, a) love.graphics.rectangle("fill", cx - gap - len - o, cy - thick / 2 - o, len + 2 * o, thick + 2 * o) love.graphics.rectangle("fill", cx + gap - o, cy - thick / 2 - o, len + 2 * o, thick + 2 * o) love.graphics.rectangle("fill", cx - thick / 2 - o, cy - gap - len - o, thick + 2 * o, len + 2 * o) love.graphics.rectangle("fill", cx - thick / 2 - o, cy + gap - o, thick + 2 * o, len + 2 * o) end ticks(math.max(1, s * 0.5), t, 0, 0, 0, alpha * 0.85) ticks(0, t, 0.98, 0.98, 1, alpha) end local function hitMarker(cx, cy, s, amount) if amount <= 0 then return end love.graphics.setColor(1, 0.30, 0.26, amount) local o = 5 * s local len = 5 * s local t = math.max(1, s) for _, d in ipairs({ { -1, -1 }, { 1, -1 }, { -1, 1 }, { 1, 1 } }) do love.graphics.push() love.graphics.translate(cx + d[1] * o, cy + d[2] * o) love.graphics.rotate(math.pi / 4 * (d[1] * d[2] > 0 and 1 or -1)) love.graphics.rectangle("fill", -t / 2, -len / 2, t, len) love.graphics.pop() end end -- How wide a run of glyphs comes out at `bs` pixels per font pixel, with -- `track` of air after each one. local function runWidth(F, codes, bs, track) local total = 0 for _, code in ipairs(codes) do total = total + F.advanceOf(code) * bs + track end return total - track end -- The banner's lines, and the size to draw them at. -- -- THE SCALE IS NEGOTIATED, not assumed. The caller's scale comes from the -- window's own zoom, so a player zoomed well in gets a large `s` -- and -- "A DARKNESS APPROACHES" at twice a large scale is wider than the -- screen, which is how the words ran off both edges. So: shrink until the -- longest single WORD fits, then wrap the words into as many lines as -- that leaves. Wrapping first and shrinking only when a word alone cannot -- fit keeps the announcement as big as the frame can carry it. local function layout(F, str, scale, maxW) local words = {} for word in tostring(str):gmatch("%S+") do words[#words + 1] = word end if #words == 0 then return nil end local bs = math.max(1, scale * 2) local function track(size) return math.max(1, math.floor(size / 2)) end while bs > 1 do local widest = 0 for _, word in ipairs(words) do local ww = runWidth(F, F.encode(word), bs, track(bs)) if ww > widest then widest = ww end end if widest <= maxW then break end bs = bs - 1 end local tr = track(bs) local spaceW = runWidth(F, F.encode(" "), bs, tr) + tr local lines, line, lineW = {}, nil, 0 for _, word in ipairs(words) do local ww = runWidth(F, F.encode(word), bs, tr) if not line then line, lineW = word, ww elseif lineW + spaceW + ww <= maxW then line, lineW = line .. " " .. word, lineW + spaceW + ww else lines[#lines + 1] = { text = line, width = lineW } line, lineW = word, ww end end lines[#lines + 1] = { text = line, width = lineW } return lines, bs, tr end HordeHud._layout = layout -- The banner: a plate across the middle of the frame with the words on -- it, as big as the frame can carry. It fades in and out rather than -- cutting -- an announcement, not a notification -- and the plate fades -- with it. local function banner(w, h, scale) local sess = Horde.session if not (sess and sess.bannerText) then return end local t, hold = sess.bannerT, sess.bannerHold local alpha if t < 0.4 then alpha = t / 0.4 elseif t < hold then alpha = 1 else alpha = math.max(0, 1 - (t - hold) / 1.1) end if alpha <= 0 then return end local F = font() if not F then return end local margin = 6 * scale local lines, bs, tr = layout(F, sess.bannerText, scale, w - margin * 2) if not lines then return end local lineH = 8 * bs local gap = math.max(1, math.floor(bs * 0.4)) local pad = PAD * 2 * scale local ph = #lines * lineH + (#lines - 1) * gap + pad * 2 local y = math.floor(h * 0.30 - ph / 2) -- the plate runs the full width: a band across the world, which reads -- as the game interrupting itself rather than as a label on it plate(0, y, w, ph, scale, alpha) local iy = y + pad love.graphics.setColor(0, 0, 0, alpha) for i, line in ipairs(lines) do local pen = math.floor((w - line.width) / 2) local ly = iy + (i - 1) * (lineH + gap) for _, code in ipairs(F.encode(line.text)) do love.graphics.push() love.graphics.translate(pen, ly) love.graphics.scale(bs, bs) F.drawCode(code, 0, 0) love.graphics.pop() pen = pen + F.advanceOf(code) * bs + tr end end end -- ------- the whole thing -- -- `inset` is how far off the edges the corners sit, which is the one real -- difference between a window and a headset. local function draw(w, h, s, inset) local sess = Horde.session if not sess then return end local Gun = V.require("HordeGun") local ammo, mag, reloading = Gun.ammo() local ads = Gun.adsBlend() love.graphics.push("all") love.graphics.setBlendMode("alpha") -- The red. A VIGNETTE rather than a wash over everything: a full-screen -- fill strong enough to register at a glance also hides the thing that -- just hit you, which in a mode about being surrounded is the one thing -- it must not do. Bands closing in from the edges instead, so the -- middle of the frame stays readable and the alarm arrives in the -- corner of the eye. local hurt = sess.damageFlash local low = 1 - math.min(1, sess.hp / (sess.maxHp * 0.35)) local wash = math.max(hurt * 0.9, low * 0.6 * (0.7 + 0.3 * math.sin(blink * math.pi * 2))) if wash > 0 then local band = math.min(w, h) * 0.38 local steps = 8 for i = 1, steps do local t = i / steps local d = band * t love.graphics.setColor(0.60, 0.02, 0.06, wash * 0.13) love.graphics.rectangle("fill", 0, 0, w, d) love.graphics.rectangle("fill", 0, h - d, w, d) love.graphics.rectangle("fill", 0, 0, d, h) love.graphics.rectangle("fill", w - d, 0, d, h) end end -- health, top left local barW, barH = 60 * s, 8 * s + PAD * 2 * s healthBar(inset, inset, barW, barH, s, sess.hp / sess.maxHp, hurt > 0.3) label(("%d"):format(math.ceil(sess.hp)), inset, inset + barH + 3 * s, s) -- score and wave, top right label(("SCORE %d"):format(math.floor(sess.score)), w - inset, inset, s, "right") label(("WAVE %d"):format(math.max(1, sess.wave)), w - inset, inset + (8 * s + PAD * 2 * s) + 3 * s, s, "right") -- ammunition, bottom right: the rounds as pips over the count, which -- reads at a glance in a firefight where a number does not local ammoStr = reloading and "RELOADING" or ("%d / %d"):format(ammo, mag) local _, ah = label(ammoStr, w - inset, h - inset - (8 * s + PAD * 2 * s), s, "right") local pipW, pipH, pipGap = 3 * s, 7 * s, 2 * s local pipsW = mag * (pipW + pipGap) - pipGap local px = w - inset - pipsW local py = h - inset - ah - pipH - 5 * s love.graphics.setColor(0.06, 0.05, 0.09, 0.85) love.graphics.rectangle("fill", px - 2 * s, py - 2 * s, pipsW + 4 * s, pipH + 4 * s) for i = 1, mag do if i <= ammo and not reloading then love.graphics.setColor(0.98, 0.86, 0.36, 1) else love.graphics.setColor(0.32, 0.30, 0.36, 1) end love.graphics.rectangle("fill", px + (i - 1) * (pipW + pipGap), py, pipW, pipH) end if reloading then local t = math.min(1, Gun.state.reloadT / Gun.RELOAD_TIME) love.graphics.setColor(0.55, 0.78, 0.98, 1) love.graphics.rectangle("fill", px, py + pipH + 1 * s, pipsW * t, 2 * s) end -- the sight picture local cx, cy = w / 2, h / 2 if ads < 0.6 then crosshair(cx, cy, s, Gun.state.kick, (1 - ads / 0.6) * 0.9) end hitMarker(cx, cy, s, sess.hitMarker) banner(w, h, s) love.graphics.pop() love.graphics.setColor(1, 1, 1, 1) end -- ------- the two callers -- The flat window. Called from the voxel pipeline's overlay block, into -- the scene canvas -- which is at the window's PIXEL size and may be -- supersampled on top of that, so the caller's scale carries both. -- -- The caller's scale is CAPPED against the canvas rather than taken as -- given, because that scale is the world's zoom: zoom in far enough and -- the health bar was a metre wide and half of it off the top of the -- screen. A readout is not part of the world and should not zoom with -- it -- so it sizes off the frame it is drawn in, which keeps its -- apparent size the same at every zoom and grows it honestly on a bigger -- display (and with supersampling, which is in both numbers). function HordeHud.drawFlat(w, h, scale) if not Horde.active then return end local cap = math.max(1, math.floor(h / 260)) local s = math.max(1, math.min(math.floor((scale or 1) + 0.5), cap)) draw(w, h, s, 8 * s) end -- ------- and the headset's, which is not a screen overlay at all -- -- A VR eye gets NO 2D overlay. An earlier cut drew this same HUD into -- both eye canvases and it came out torn down the middle: the eye frusta -- are ASYMMETRIC, so the same canvas pixel is a different ANGLE in each -- eye, and the two images never fuse. Nor is there a crosshair to draw -- -- the gun is a real object with real sights and the shot goes down its -- barrel, so a dot painted at the centre of the frame would be pointing -- at something else entirely. -- -- What the headset gets instead is this: the readout as a TEXTURE, which -- lib/VR puts on the POKEDEX in the player's left hand -- already -- tracked, already lit, and already the surface this mod shows -- information on. Geometry in the world, so both eyes see it from their -- own position and the stereo is correct by construction. (It rode the -- gun for one revision and that was worse: a screen on the slide sits -- exactly where the iron sights have to be looked through.) -- -- Sized to the device's own screen, which is the GB frame's 10:9. local panelCanvas = nil local PANEL_W, PANEL_H = 160, 144 function HordeHud.panelTexture() if not Horde.active then return nil end if not (love.graphics and love.graphics.newCanvas) then return nil end local sess = Horde.session if not sess then return nil end local F = font() if not F then return nil end if not panelCanvas then local ok, c = pcall(love.graphics.newCanvas, PANEL_W, PANEL_H) if not ok then return nil end panelCanvas = c pcall(panelCanvas.setFilter, panelCanvas, "nearest", "nearest") end local Gun = V.require("HordeGun") local ammo, mag, reloading = Gun.ammo() local ok = pcall(function() love.graphics.push("all") love.graphics.setCanvas(panelCanvas) love.graphics.setBlendMode("alpha") love.graphics.clear(0.93, 0.94, 0.90, 1) -- the health bar, framed, across the top love.graphics.setColor(0, 0, 0, 1) love.graphics.rectangle("fill", 8, 8, PANEL_W - 16, 20) love.graphics.setColor(0.80, 0.80, 0.78, 1) love.graphics.rectangle("fill", 11, 11, PANEL_W - 22, 14) love.graphics.setColor(0.78, 0.12, 0.16, 1) love.graphics.rectangle("fill", 11, 11, (PANEL_W - 22) * math.max(0, sess.hp / sess.maxHp), 14) love.graphics.setColor(0, 0, 0, 1) F.draw(("HP %d"):format(math.ceil(sess.hp)), 8, 34) F.draw(reloading and "RELOADING" or ("AMMO %d/%d"):format(ammo, mag), 8, 50) -- the round pips, so ammunition reads without counting digits local pipW, gap = 9, 5 for i = 1, mag do if i <= ammo and not reloading then love.graphics.setColor(0.85, 0.65, 0.10, 1) else love.graphics.setColor(0.72, 0.73, 0.70, 1) end love.graphics.rectangle("fill", 8 + (i - 1) * (pipW + gap), 66, pipW, 12) end love.graphics.setColor(0, 0, 0, 1) F.draw(("WAVE %d"):format(math.max(1, sess.wave)), 8, 86) F.draw(("%d"):format(math.floor(sess.score)), 8, 102) -- and the banner, wrapped to the panel rather than to the frame. -- BLACK on the panel's own white, like everything else here: the font -- sheets are black glyphs on transparent, so a pale letter is not a -- thing that can be drawn (see the header). if sess.bannerText then local lines, bs, tr = layout(F, sess.bannerText, 1, PANEL_W - 8) if lines then local top = PANEL_H - 8 * bs * #lines - 5 love.graphics.setColor(0, 0, 0, 1) love.graphics.rectangle("fill", 0, top - 2, PANEL_W, 1) for i, line in ipairs(lines) do local pen = math.floor((PANEL_W - line.width) / 2) local ly = PANEL_H - 8 * bs * (#lines - i + 1) - 3 for _, code in ipairs(F.encode(line.text)) do love.graphics.push() love.graphics.translate(pen, ly) love.graphics.scale(bs, bs) F.drawCode(code, 0, 0) love.graphics.pop() pen = pen + F.advanceOf(code) * bs + tr end end end end love.graphics.setCanvas() love.graphics.pop() end) pcall(love.graphics.setCanvas) if not ok then return nil end return panelCanvas end -- window resize / hot reload function HordeHud.invalidate() if panelCanvas and panelCanvas.release then pcall(panelCanvas.release, panelCanvas) end panelCanvas = nil end return HordeHud