app.game.hud = start: -> resTypes = (k for own k of app.game.resources) @position = x: 45, y: 103 @itemArrow = new AnimatedItem maxFrames: 12, image: app.images.actions, speed: 50 @resources = [] for restype, i in resTypes @resources[restype] = new Tilelayer( type: restype, depth: i ) render: -> panelusage = 'resources' app.layer.drawImage app.images.hud, 0, 11*8 currentSelectedTile = app.game.currentSelectedTile if currentSelectedTile != null app.layer.drawRegion app.images.layers, currentSelectedTile.getCurrentLayer().sprite, 15, 100 if currentSelectedTile.entity panelusage = 'entity' app.layer.drawRegion app.images.entities, currentSelectedTile.entity.sprite(), 15, 100 # silo capacity usedSiloStoragePercent = (100 / app.game.availableSiloStorage()) * app.game.usedSiloStorage() for f in [0..100] color = "#333" color = "#fff" if f < usedSiloStoragePercent x = 44+f y = 112 app.layer.setPixel(color, x, y) switch panelusage when 'entity' #app.layer.drawRegion app.images.entities, currentSelectedTile.entity.sprite(), 44, 102 app.layer.drawRegion @itemArrow.image, @itemArrow.sprite(), 44, 102 when 'resources' # resources i = 0 for type, amount of app.game.resources if amount > 0 tileLayer = @resources[type] spritePosition = { x: i*9+@position.x y: @position.y } app.layer.drawRegion app.images.layers, tileLayer.hudSprite, spritePosition.x, spritePosition.y amountByTwenty = Math.floor(amount/20) amountLeft = amount - amountByTwenty*20 for e in [0..amountLeft] color = "#0a0" color = "#0f0" if e == amountLeft if e < 6 x = spritePosition.x-1+e y = spritePosition.y-1 else if e < 10 x = spritePosition.x+4 y = spritePosition.y-1+e-5 else if e < 15 x = spritePosition.x+14-e y = spritePosition.y+4 else x = spritePosition.x-1 y = spritePosition.y+19-e app.layer.setPixel(color, x, y) for f in [0..amountByTwenty] if f > 0 color = "#0000ff" x = spritePosition.x-2+f y = spritePosition.y+7 app.layer.setPixel(color, x, y) i++