factor out renderFuelGuage
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parent
a104330404
commit
1dbe8786b3
12
gfx/gfx.go
12
gfx/gfx.go
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@ -155,17 +155,21 @@ func renderRacer(ctx context, batch *pixel.Batch, oldRacer, racer game.Racer, ac
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sprite := pixel.NewSprite(pic, bounds)
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sprite.DrawColorMask(batch, pixel.IM.Moved(pos).ScaledXY(pos, pixel.Vec{1.7, 1.7}), c)
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renderFuelGuage(batch, pos, racer.Battery)
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}
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func renderFuelGuage(b *pixel.Batch, pos pixel.Vec, batt game.Battery) {
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w := 3.0
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im1, im2 := imdraw.New(nil), imdraw.New(nil)
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im1.Color = colornames.Yellow
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im2.Color = colornames.Yellow
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for i := 0; i < racer.Battery.Capacity; i++ {
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for i := 0; i < batt.Capacity; i++ {
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pos := pos
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pos.X -= racerWidth
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pos.Y -= racerWidth + w*2
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pos.X += (w * 2) * float64(i)
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if i >= racer.Battery.Charge {
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if i >= batt.Charge {
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im2.Push(pos)
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} else {
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im1.Push(pos)
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@ -173,8 +177,8 @@ func renderRacer(ctx context, batch *pixel.Batch, oldRacer, racer game.Racer, ac
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}
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im1.Circle(w, 0)
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im2.Circle(w, 1)
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im1.Draw(batch)
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im2.Draw(batch)
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im1.Draw(b)
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im2.Draw(b)
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}
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func renderProjection(ctx context, b *pixel.Batch, c pixel.RGBA, bounds pixel.Rect, k game.Kinetics, pos, newPos pixel.Vec) {
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