diff options
| author | Zelllll <56516451+Zelllll@users.noreply.github.com> | 2021-06-15 12:29:10 -0500 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-06-15 13:29:10 -0400 |
| commit | c644aaa2ee41a4cb9100e67dec002812e29e461b (patch) | |
| tree | 03936679f905d3876b855b2093cb132c25b4cb8b /src/code/z_lifemeter.c | |
| parent | 566d107e55bd60553cf7a36bdbd6e2b7fb2460d1 (diff) | |
Interface improvements (#822)
* Add symbols, does NOT build OK
* parameter OK with syms
* Use `static` more and inline arrays
* wip docs
* Start on Interface_Draw, NOT OK yet
* rename variables since interface dev is weird
* nonmatching for now
* kaleido
* Update src/code/z_parameter.c
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
* Make most texture rectangles use shifts
* fix symbols for all interface things
* done with interface_draw for now
* Update z_parameter.c
* format files
* fix wrong function calls
* fix bss
* improvements in matching
* remove button enum for now
* (void)0 to fix warning
* make conditional look nicer
* fix
* fix wrong combiner
* Update src/overlays/actors/ovl_kaleido_scope/z_lmap_mark.c
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
* format
* remove "HUD" naming
* review suggestions
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
Diffstat (limited to 'src/code/z_lifemeter.c')
| -rw-r--r-- | src/code/z_lifemeter.c | 76 |
1 files changed, 15 insertions, 61 deletions
diff --git a/src/code/z_lifemeter.c b/src/code/z_lifemeter.c index 2a1d6b987..68bda8d01 100644 --- a/src/code/z_lifemeter.c +++ b/src/code/z_lifemeter.c @@ -1,52 +1,6 @@ #include "global.h" #include "textures/parameter_static/parameter_static.h" -/** - * These are the colors for the hearts in the interface. The prim color is the red color of the heart - * for the base hearts, while the prim color for the double defense hearts is the white outline. The - * env color for the base hearts is the purple-ish outline, while the env color for the double defense - * hearts is the red color of the hearts. - */ - -#define HEARTS_PRIM_R 255 -#define HEARTS_PRIM_G 70 -#define HEARTS_PRIM_B 50 - -#define HEARTS_ENV_R 50 -#define HEARTS_ENV_G 40 -#define HEARTS_ENV_B 60 - -#define HEARTS_DD_PRIM_R 255 -#define HEARTS_DD_PRIM_G 255 -#define HEARTS_DD_PRIM_B 255 - -#define HEARTS_DD_ENV_R 200 -#define HEARTS_DD_ENV_G 0 -#define HEARTS_DD_ENV_B 0 - -/** - * The burn and drown colors listed here are unused. Prerelease footage of the game confirms that at one - * point in development the orange color was to be used while taking damage from hot environments. - * Based on this, we can assume that the blue heart color was to be used while drowning. - * In the final game these environments only have a timer and do not damage you continuously. - */ - -#define HEARTS_BURN_PRIM_R 255 -#define HEARTS_BURN_PRIM_G 190 -#define HEARTS_BURN_PRIM_B 0 - -#define HEARTS_BURN_ENV_R 255 -#define HEARTS_BURN_ENV_G 0 -#define HEARTS_BURN_ENV_B 0 - -#define HEARTS_DROWN_PRIM_R 100 -#define HEARTS_DROWN_PRIM_G 100 -#define HEARTS_DROWN_PRIM_B 255 - -#define HEARTS_DROWN_ENV_R 0 -#define HEARTS_DROWN_ENV_G 0 -#define HEARTS_DROWN_ENV_B 255 - static s16 sHeartsPrimColors[3][3] = { { HEARTS_PRIM_R, HEARTS_PRIM_G, HEARTS_PRIM_B }, { HEARTS_BURN_PRIM_R, HEARTS_BURN_PRIM_G, HEARTS_BURN_PRIM_B }, // unused @@ -323,19 +277,19 @@ s32 func_80078E84(GlobalContext* globalCtx) { } u64* sHeartTextures[] = { - gHUDHeartFullTex, gHUDHeartQuarterTex, gHUDHeartQuarterTex, gHUDHeartQuarterTex, - gHUDHeartQuarterTex, gHUDHeartQuarterTex, gHUDHeartHalfTex, gHUDHeartHalfTex, - gHUDHeartHalfTex, gHUDHeartHalfTex, gHUDHeartHalfTex, gHUDHeartThreeQuarterTex, - gHUDHeartThreeQuarterTex, gHUDHeartThreeQuarterTex, gHUDHeartThreeQuarterTex, gHUDHeartThreeQuarterTex, + gHeartFullTex, gHeartQuarterTex, gHeartQuarterTex, gHeartQuarterTex, + gHeartQuarterTex, gHeartQuarterTex, gHeartHalfTex, gHeartHalfTex, + gHeartHalfTex, gHeartHalfTex, gHeartHalfTex, gHeartThreeQuarterTex, + gHeartThreeQuarterTex, gHeartThreeQuarterTex, gHeartThreeQuarterTex, gHeartThreeQuarterTex, }; u64* sHeartDDTextures[] = { - gHUDDefenseHeartFullTex, gHUDDefenseHeartQuarterTex, gHUDDefenseHeartQuarterTex, - gHUDDefenseHeartQuarterTex, gHUDDefenseHeartQuarterTex, gHUDDefenseHeartQuarterTex, - gHUDDefenseHeartHalfTex, gHUDDefenseHeartHalfTex, gHUDDefenseHeartHalfTex, - gHUDDefenseHeartHalfTex, gHUDDefenseHeartHalfTex, gHUDDefenseHeartThreeQuarterTex, - gHUDDefenseHeartThreeQuarterTex, gHUDDefenseHeartThreeQuarterTex, gHUDDefenseHeartThreeQuarterTex, - gHUDDefenseHeartThreeQuarterTex, + gDefenseHeartFullTex, gDefenseHeartQuarterTex, gDefenseHeartQuarterTex, + gDefenseHeartQuarterTex, gDefenseHeartQuarterTex, gDefenseHeartQuarterTex, + gDefenseHeartHalfTex, gDefenseHeartHalfTex, gDefenseHeartHalfTex, + gDefenseHeartHalfTex, gDefenseHeartHalfTex, gDefenseHeartThreeQuarterTex, + gDefenseHeartThreeQuarterTex, gDefenseHeartThreeQuarterTex, gDefenseHeartThreeQuarterTex, + gDefenseHeartThreeQuarterTex, }; void HealthMeter_Draw(GlobalContext* globalCtx) { @@ -413,11 +367,11 @@ void HealthMeter_Draw(GlobalContext* globalCtx) { } if (i < fullHeartCount) { - heartBgImg = gHUDHeartFullTex; + heartBgImg = gHeartFullTex; } else if (i == fullHeartCount) { heartBgImg = sHeartTextures[curHeartFraction]; } else { - heartBgImg = gHUDHeartEmptyTex; + heartBgImg = gHeartEmptyTex; } } else { if (i < fullHeartCount) { @@ -456,11 +410,11 @@ void HealthMeter_Draw(GlobalContext* globalCtx) { } if (i < fullHeartCount) { - heartBgImg = gHUDDefenseHeartFullTex; + heartBgImg = gDefenseHeartFullTex; } else if (i == fullHeartCount) { heartBgImg = sHeartDDTextures[curHeartFraction]; } else { - heartBgImg = gHUDDefenseHeartEmptyTex; + heartBgImg = gDefenseHeartEmptyTex; } } @@ -492,7 +446,7 @@ void HealthMeter_Draw(GlobalContext* globalCtx) { temp2 = 30.0f + offsetX; temp4 = 1.0f; temp4 /= 0.68f; - temp4 *= 1024.0f; + temp4 *= 1 << 10; temp1 = 8.0f; temp1 *= 0.68f; gSPTextureRectangle(OVERLAY_DISP++, (s32)((temp2 - temp1) * 4), (s32)((temp3 - temp1) * 4), |
