Files
game-forest/src/pixi/healthBar.ts
T

43 lines
2.2 KiB
TypeScript

import { Graphics } from 'pixi.js';
/** Matches `.health-bar`/`.health-bar__fill` in App.css. */
const WIDTH = 28;
const HEIGHT = 5;
const BORDER_WIDTH = 1;
// The fill sits inside the border's own inner edge, not flush with the bar's outer bounds — Pixi
// centers a stroke on its path by default (half the stroke width paints inward), so a fill drawn
// flush to (0,0)-(WIDTH,HEIGHT) would paint over that inward half on the top/bottom/left edges,
// visibly overlapping the border. The original CSS version didn't have this problem: `.health-
// bar__fill` was a child div sized to the *parent's content box*, which excludes its border by
// definition.
const INNER_WIDTH = WIDTH - BORDER_WIDTH * 2;
const INNER_HEIGHT = HEIGHT - BORDER_WIDTH * 2;
export function createHealthBar(): Graphics {
return new Graphics();
}
/** Redraws a health bar's background/border/fill for the given hp ratio (0-1). Position (the
* bottom-center anchor CSS did via `transform: translate(-50%, -100%)`) is the caller's job —
* see setHealthBarPosition. */
export function updateHealthBar(g: Graphics, ratio: number): void {
const clamped = Math.max(0, Math.min(1, ratio));
g.clear();
g.rect(0, 0, WIDTH, HEIGHT)
.fill({ color: 0x000000, alpha: 0.5 })
.stroke({ width: BORDER_WIDTH, color: 0x1b1611 });
if (clamped > 0)
g.rect(BORDER_WIDTH, BORDER_WIDTH, INNER_WIDTH * clamped, INNER_HEIGHT).fill(0x4caf50);
}
/** Positions a health bar so (x, yAboveSprite) is its bottom-center, same anchor as the original
* CSS transform. Rounded to the nearest whole world-pixel: a vector shape rasterized (without
* antialiasing — see PixelPerfectWorld) at a fractional position can flip a full pixel row in or
* out depending on exactly where the fraction falls, and `yAboveSprite` tracks a jumping rabbit's
* continuously-changing height — left unrounded, the bar's fill visibly "jumps" a pixel in height
* frame to frame for as long as the jump lasts (most noticeable there specifically, since the
* position — and so the sub-pixel fraction — is otherwise constant while idle). */
export function setHealthBarPosition(g: Graphics, x: number, yAboveSprite: number): void {
g.position.set(Math.round(x - WIDTH / 2), Math.round(yAboveSprite - HEIGHT));
}