Files
Yamato/Source/MyProject3/SpaceShooterHUD.cpp
2025-04-16 13:57:06 +05:30

228 lines
7.7 KiB
C++

#include "SpaceShooterHUD.h"
#include "SpaceShooterGameMode.h"
#include "Engine/Canvas.h"
#include "Engine/Font.h"
#include "SpaceshipPawn.h"
#include "UObject/ConstructorHelpers.h"
ASpaceShooterHUD::ASpaceShooterHUD()
{
// Find and set the default font
static ConstructorHelpers::FObjectFinder<UFont> FontObj(TEXT("/Engine/EngineFonts/RobotoDistanceField"));
TextFont = FontObj.Object;
GameOverStartTime = 0.0f;
}
ASpaceshipPawn* ASpaceShooterHUD::GetPlayerPawn() const
{
APlayerController* PC = GetWorld()->GetFirstPlayerController();
if (PC)
{
return Cast<ASpaceshipPawn>(PC->GetPawn());
}
return nullptr;
}
// Add this new function for drawing the bars
void ASpaceShooterHUD::DrawStatusBars()
{
if (!Canvas) return;
ASpaceshipPawn* PlayerPawn = GetPlayerPawn();
if (!PlayerPawn) return;
// Get the canvas size
const float ScreenWidth = Canvas->SizeX;
const float ScreenHeight = Canvas->SizeY;
// Calculate positions for the bars (top right corner)
float StartX = ScreenWidth - BarWidth - BarPadding;
float HealthY = BarPadding;
float ShieldY = HealthY + BarHeight + BarPadding;
// Get current health and shield values
float HealthPercent = PlayerPawn->GetCurrentHealth() / PlayerPawn->GetMaxHealth();
float ShieldPercent = PlayerPawn->GetCurrentShield() / PlayerPawn->GetMaxShield();
// Clamp values between 0 and 1
HealthPercent = FMath::Clamp(HealthPercent, 0.0f, 1.0f);
ShieldPercent = FMath::Clamp(ShieldPercent, 0.0f, 1.0f);
// Draw health bar background
FCanvasBoxItem HealthBG(FVector2D(StartX, HealthY), FVector2D(BarWidth, BarHeight));
HealthBG.SetColor(BackgroundBarColor);
Canvas->DrawItem(HealthBG);
// Draw health bar fill
FCanvasBoxItem HealthFill(FVector2D(StartX, HealthY), FVector2D(BarWidth * HealthPercent, BarHeight));
HealthFill.SetColor(HealthBarColor);
Canvas->DrawItem(HealthFill);
// Draw shield bar background
FCanvasBoxItem ShieldBG(FVector2D(StartX, ShieldY), FVector2D(BarWidth, BarHeight));
ShieldBG.SetColor(BackgroundBarColor);
Canvas->DrawItem(ShieldBG);
// Draw shield bar fill
FCanvasBoxItem ShieldFill(FVector2D(StartX, ShieldY), FVector2D(BarWidth * ShieldPercent, BarHeight));
ShieldFill.SetColor(ShieldBarColor);
Canvas->DrawItem(ShieldFill);
// Draw text labels
FString HealthText = FString::Printf(TEXT("Health: %.0f%%"), HealthPercent * 100);
FString ShieldText = FString::Printf(TEXT("Shield: %.0f%%"), ShieldPercent * 100);
// Draw text over the bars
DrawText(HealthText, FLinearColor::White, StartX + 5, HealthY + 2, TextFont, 0.8f);
DrawText(ShieldText, FLinearColor::White, StartX + 5, ShieldY + 2, TextFont, 0.8f);
}
void ASpaceShooterHUD::DrawHUD()
{
Super::DrawHUD();
ASpaceShooterGameMode* GameMode = GetGameMode();
if (!GameMode) return;
if (!GameMode->IsGameOver())
{
DrawGameplayHUD();
}
else
{
DrawGameOverScreen();
}
}
void ASpaceShooterHUD::DrawGameplayHUD()
{
ASpaceShooterGameMode* GameMode = GetGameMode();
if (!GameMode) return;
// Draw timer
int32 Minutes = FMath::FloorToInt(GameMode->GetRemainingTime() / 60.0f);
int32 Seconds = FMath::FloorToInt(FMath::Fmod(GameMode->GetRemainingTime(), 60.0f));
FString TimeString = FString::Printf(TEXT("Time: %02d:%02d"), Minutes, Seconds);
DrawText(TimeString, FLinearColor::White, 50, 50, TextFont);
// Draw kill count
FString KillString = FString::Printf(TEXT("Kills: %d"), GameMode->GetKillCount());
DrawText(KillString, FLinearColor::White, 50, 100, TextFont);
// Draw status bars
DrawStatusBars();
}
void ASpaceShooterHUD::DrawGameOverBackground()
{
if (!Canvas) return;
// Draw a semi-transparent black background
FCanvasBoxItem BoxItem(FVector2D(0, 0), FVector2D(Canvas->SizeX, Canvas->SizeY));
BoxItem.SetColor(FLinearColor(0.0f, 0.0f, 0.0f, 0.7f));
Canvas->DrawItem(BoxItem);
}
void ASpaceShooterHUD::DrawGameOverText(const FString& Text, const FVector2D& Position, const FLinearColor& Color, float Scale)
{
if (!Canvas || !TextFont) return;
float TextWidth, TextHeight;
GetTextSize(Text, TextWidth, TextHeight, TextFont, Scale);
// Draw text shadow
DrawText(Text, FLinearColor(0.0f, 0.0f, 0.0f, Color.A * 0.5f),
Position.X + 3.0f, Position.Y + 3.0f, TextFont, Scale);
// Draw main text
DrawText(Text, Color, Position.X, Position.Y, TextFont, Scale);
}
void ASpaceShooterHUD::DrawGameOverScreen()
{
ASpaceShooterGameMode* GameMode = GetGameMode();
if (!GameMode || !Canvas) return;
// Initialize GameOverStartTime if needed
if (GameOverStartTime == 0.0f)
{
GameOverStartTime = GetWorld()->GetTimeSeconds();
}
// Draw darkened background
DrawGameOverBackground();
const FVector2D ViewportSize(Canvas->SizeX, Canvas->SizeY);
const float CurrentTime = GetWorld()->GetTimeSeconds();
const float TimeSinceGameOver = CurrentTime - GameOverStartTime;
// Calculate pulsating alpha for "GAME OVER" text
float PulsatingAlpha = FMath::Lerp(PulsateMinAlpha, PulsateMaxAlpha,
(FMath::Sin(TimeSinceGameOver * PulsateSpeed) + 1.0f) * 0.5f);
// Calculate vertical positions
float CenterY = ViewportSize.Y * 0.4f; // Slightly above center
float Spacing = 60.0f * GameOverScale;
// Draw "GAME OVER" with pulsating effect
FLinearColor PulsatingColor = GameOverTextColor;
PulsatingColor.A = PulsatingAlpha;
FString GameOverText = TEXT("GAME OVER");
float TextWidth, TextHeight;
GetTextSize(GameOverText, TextWidth, TextHeight, TextFont, GameOverScale);
DrawGameOverText(GameOverText,
FVector2D((ViewportSize.X - TextWidth) * 0.5f, CenterY),
PulsatingColor,
GameOverScale);
// Draw stats with scaling animations
const float StatsScale = 1.5f;
float StatsY = CenterY + Spacing;
// Time Survived
int32 TotalSeconds = FMath::RoundToInt(GameMode->GetGameDuration() - GameMode->GetRemainingTime());
int32 Minutes = TotalSeconds / 60;
int32 Seconds = TotalSeconds % 60;
FString TimeText = FString::Printf(TEXT("Time Survived: %02d:%02d"), Minutes, Seconds);
GetTextSize(TimeText, TextWidth, TextHeight, TextFont, StatsScale);
DrawGameOverText(TimeText,
FVector2D((ViewportSize.X - TextWidth) * 0.5f, StatsY),
StatsTextColor,
StatsScale);
// Kill Count
StatsY += Spacing * 0.7f;
FString KillText = FString::Printf(TEXT("Enemies Destroyed: %d"), GameMode->GetKillCount());
GetTextSize(KillText, TextWidth, TextHeight, TextFont, StatsScale);
DrawGameOverText(KillText,
FVector2D((ViewportSize.X - TextWidth) * 0.5f, StatsY),
StatsTextColor,
StatsScale);
// Calculate final score based on time and kills
int32 FinalScore = GameMode->GetKillCount() * 100 + TotalSeconds * 10;
StatsY += Spacing * 0.7f;
FString ScoreText = FString::Printf(TEXT("Final Score: %d"), FinalScore);
GetTextSize(ScoreText, TextWidth, TextHeight, TextFont, StatsScale);
DrawGameOverText(ScoreText,
FVector2D((ViewportSize.X - TextWidth) * 0.5f, StatsY),
StatsTextColor,
StatsScale);
// Draw restart text with bounce effect
float BounceOffset = FMath::Sin(TimeSinceGameOver * 3.0f) * 5.0f;
StatsY += Spacing * 1.2f;
FString RestartText = TEXT("Press R to Restart");
GetTextSize(RestartText, TextWidth, TextHeight, TextFont, StatsScale);
DrawGameOverText(RestartText,
FVector2D((ViewportSize.X - TextWidth) * 0.5f, StatsY + BounceOffset),
RestartTextColor,
StatsScale);
}
ASpaceShooterGameMode* ASpaceShooterHUD::GetGameMode() const
{
return Cast<ASpaceShooterGameMode>(GetWorld()->GetAuthGameMode());
}