ScoreMenuRenderer.java 3.6 KB

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  1. package pathgame.rendering;
  2. import me.hammerle.snuviengine.api.Renderer;
  3. import pathgame.gameplay.Level;
  4. import pathgame.gameplay.Player;
  5. /**
  6. * A container for holding everything about the renderer for the score menu
  7. *
  8. * @author julia
  9. */
  10. public class ScoreMenuRenderer
  11. {
  12. /**
  13. * Recalculates the rendering positions and settings of the menu-elements on
  14. * the screen every rendertick based on the gamelogic in the gametick
  15. *
  16. * @param r the renderer
  17. * @param lag the current lag
  18. * @param level the current level containing the player and the map
  19. */
  20. public void renderTick(Renderer r, float lag, Level level)
  21. {
  22. float windowWidth = r.getViewWidth();
  23. float windowHeight = r.getViewHeight();
  24. float paddingX = 30;
  25. float paddingY = 50;
  26. r.setMixColorEnabled(false);
  27. r.setColorEnabled(true);
  28. r.setTextureEnabled(false);
  29. r.setBlendingEnabled(true);
  30. r.getColorRenderer().drawRectangle(paddingX, paddingY, windowWidth - paddingX, windowHeight - paddingY, 0x90000000);
  31. r.setTextureEnabled(true);
  32. r.translateTo(0.0f, 0.0f);
  33. float scale = scale(r, 1);
  34. Player p = level.getPlayer();
  35. String message = String.format("&2%d&f of &2%d&f Energy used",
  36. p.getEnergyUsed(), p.getEnergySupply());
  37. r.getFontRenderer().drawString((windowWidth * scale - getWidth(r, message)) / 2, (windowHeight * scale - getHeight(r, message)) / 2 - windowHeight * scale * 0.5f * 0.15f, message);
  38. message = getMessage(p.getEnergyUsed(), level.getAlgorithmValue(), p.getEnergySupply());
  39. r.getFontRenderer().drawString((windowWidth * scale - getWidth(r, message)) / 2, (windowHeight * scale - getHeight(r, message)) / 2 - windowHeight * scale * 0.5f * (-0.15f), message);
  40. scale = scale(r, 2);
  41. if(p.hasLost())
  42. {
  43. message = "What a pity! Out of energy!";
  44. }
  45. else
  46. {
  47. message = "Congratulations!";
  48. }
  49. r.getFontRenderer().drawString((windowWidth * scale - getWidth(r, message)) / 2, (windowHeight * scale - getHeight(r, message)) / 2, message);
  50. message = "[&7PRESS ENTER&f]";
  51. r.getFontRenderer().drawString((windowWidth * scale - getWidth(r, message)) / 2, (windowHeight * scale - paddingY * scale - getHeight(r, message)) - 10, message);
  52. }
  53. private float getWidth(Renderer r, String s)
  54. {
  55. return r.getFontRenderer().getSize(s).getWidth();
  56. }
  57. private float getHeight(Renderer r, String s)
  58. {
  59. return r.getFontRenderer().getSize(s).getHeight();
  60. }
  61. private float scale(Renderer r, int scale)
  62. {
  63. r.scale(scale, scale);
  64. r.updateMatrix();
  65. return 1.0f / scale;
  66. }
  67. private String getMessage(int playerEnergy, int algorithmEnergy, int maxEnergy)
  68. {
  69. if(playerEnergy == algorithmEnergy)
  70. {
  71. return "As good as the algorithm!";
  72. }
  73. float energyPercent = ((float) playerEnergy / maxEnergy) * Level.ALGORITHM_4;
  74. if(energyPercent < Level.ALGORITHM_1)
  75. {
  76. return "Better than the algorithm!";
  77. }
  78. else if(energyPercent < Level.ALGORITHM_2)
  79. {
  80. return "0-10% over the algorithm!";
  81. }
  82. else if(energyPercent < Level.ALGORITHM_3)
  83. {
  84. return "10-20% over the algorithm!";
  85. }
  86. else if(energyPercent < Level.ALGORITHM_4)
  87. {
  88. return "20-30% over the algorithm!";
  89. }
  90. else
  91. {
  92. return "30% over the algorithm!";
  93. }
  94. }
  95. }