FPS counter in settings
This commit is contained in:
@@ -11,7 +11,7 @@ import (
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func main() {
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ebiten.SetWindowSize(game.ScreenWidth, game.ScreenHeight)
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ebiten.SetWindowTitle(game.WindowTitle)
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ebiten.SetTPS(game.TargetTPS)
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ebiten.SetVsyncEnabled(false)
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if err := ebiten.RunGame(game.New()); err != nil {
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log.Fatal(err)
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@@ -1,6 +1,7 @@
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package game
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import (
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"fmt"
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"image/color"
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"time"
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@@ -13,10 +14,7 @@ import (
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"github.com/atridad/BigFeelings/internal/ui/menu"
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)
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// ============================================================
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// CONFIGURATION
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// Tweak these values to change game settings
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// ============================================================
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// Game settings.
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const (
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ScreenWidth = 960
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@@ -25,11 +23,51 @@ const (
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WindowTitle = "Big Feelings"
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)
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// FPS cap options.
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type FPSCap int
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const (
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FPSCap60 FPSCap = iota
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FPSCap120
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FPSCapUncapped
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fpsCapCount
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)
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func (f FPSCap) TPS() int {
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switch f {
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case FPSCap60:
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return 60
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case FPSCap120:
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return 120
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case FPSCapUncapped:
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return -1
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default:
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return 60
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}
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}
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func (f FPSCap) String() string {
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switch f {
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case FPSCap60:
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return "60 FPS"
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case FPSCap120:
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return "120 FPS"
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case FPSCapUncapped:
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return "Uncapped"
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default:
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return "60 FPS"
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}
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}
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func (f *FPSCap) Cycle() {
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*f = (*f + 1) % fpsCapCount
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}
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var (
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backgroundColor = color.NRGBA{R: 0, G: 0, B: 0, A: 255}
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)
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// Hero configuration
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// Hero settings.
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const (
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heroStartX = ScreenWidth / 2
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heroStartY = ScreenHeight / 2
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@@ -44,26 +82,28 @@ var (
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heroColor = color.NRGBA{R: 210, G: 220, B: 255, A: 255}
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)
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// HUD configuration
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// HUD settings.
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const (
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hudX = ScreenWidth - 220
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hudY = 20
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)
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// Stamina bar colors
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// HUD colors.
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var (
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staminaNormalColor = color.NRGBA{R: 0, G: 255, B: 180, A: 255}
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staminaLowColor = color.NRGBA{R: 255, G: 60, B: 60, A: 255}
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fpsGoodColor = color.NRGBA{R: 120, G: 255, B: 120, A: 255}
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fpsWarnColor = color.NRGBA{R: 255, G: 210, B: 100, A: 255}
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fpsPoorColor = color.NRGBA{R: 255, G: 120, B: 120, A: 255}
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)
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const (
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staminaLowThreshold = 0.2
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fpsWarnThreshold = 0.85
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fpsPoorThreshold = 0.6
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fpsSampleWindow = time.Second
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)
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// ============================================================
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// TYPES
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// ============================================================
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type gameState int
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const (
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@@ -90,19 +130,20 @@ type state struct {
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lastTick time.Time
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pauseMenu *menu.PauseMenu
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gameState gameState
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fpsEnabled bool
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fpsFrames int
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fpsAccumulator time.Duration
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fpsValue float64
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fpsCap FPSCap
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}
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// ============================================================
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// INITIALIZATION
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// ============================================================
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func New() *Game {
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return &Game{state: newState()}
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}
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func newState() *state {
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now := time.Now()
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return &state{
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s := &state{
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hero: hero.New(hero.Config{
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StartX: heroStartX,
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StartY: heroStartY,
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@@ -125,13 +166,15 @@ func newState() *state {
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lastTick: now,
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pauseMenu: menu.NewPauseMenu(),
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gameState: statePlaying,
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fpsEnabled: false,
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fpsCap: FPSCap60,
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}
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s.pauseMenu.SetFPSMonitor(&s.fpsEnabled)
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s.pauseMenu.SetFPSCap(&s.fpsCap)
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ebiten.SetTPS(s.fpsCap.TPS())
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return s
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}
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// ============================================================
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// INPUT
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// ============================================================
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func readControls() controls {
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return controls{
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Left: ebiten.IsKeyPressed(ebiten.KeyArrowLeft) || ebiten.IsKeyPressed(ebiten.KeyA),
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@@ -142,11 +185,15 @@ func readControls() controls {
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}
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}
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// ============================================================
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// UPDATE
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// ============================================================
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func (g *Game) Update() error {
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// Update TPS if FPS cap changed.
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currentTPS := g.state.fpsCap.TPS()
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if currentTPS < 0 {
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ebiten.SetTPS(ebiten.SyncWithFPS)
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} else {
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ebiten.SetTPS(currentTPS)
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}
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if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
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if g.state.gameState == statePlaying {
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g.state.gameState = statePaused
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@@ -157,6 +204,12 @@ func (g *Game) Update() error {
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}
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}
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// Track FPS.
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now := time.Now()
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if !g.state.lastTick.IsZero() {
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g.state.trackFPS(now.Sub(g.state.lastTick))
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}
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if g.state.gameState == statePlaying {
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g.state.update(readControls())
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} else if g.state.gameState == statePaused {
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@@ -188,9 +241,20 @@ func (s *state) update(input controls) {
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}, dt, s.bounds)
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}
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// ============================================================
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// RENDERING
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// ============================================================
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func (s *state) trackFPS(delta time.Duration) {
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if !s.fpsEnabled {
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return
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}
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s.fpsAccumulator += delta
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s.fpsFrames++
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if s.fpsAccumulator >= fpsSampleWindow {
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s.fpsValue = float64(s.fpsFrames) / s.fpsAccumulator.Seconds()
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s.fpsAccumulator = 0
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s.fpsFrames = 0
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}
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}
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func (g *Game) Draw(screen *ebiten.Image) {
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g.state.draw(screen)
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@@ -211,13 +275,46 @@ func (s *state) draw(screen *ebiten.Image) {
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Level: s.hero.Stamina,
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Color: staminaColor,
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}
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s.hud.Draw(screen, []status.Meter{staminaMeter})
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meters := []status.Meter{staminaMeter}
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if s.fpsEnabled {
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// Color based on target FPS (60).
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ratio := s.fpsValue / float64(TargetTPS)
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fpsColor := fpsGoodColor
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switch {
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case ratio < fpsPoorThreshold:
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fpsColor = fpsPoorColor
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case ratio < fpsWarnThreshold:
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fpsColor = fpsWarnColor
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}
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fpsMeter := status.Meter{
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Label: fmt.Sprintf("Framerate: %3.0f FPS", s.fpsValue),
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Base: -1, // Negative base means text-only display.
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Level: 0,
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Color: fpsColor,
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}
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meters = append(meters, fpsMeter)
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}
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s.hud.Draw(screen, meters)
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if s.gameState == statePaused {
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s.pauseMenu.Draw(screen, ScreenWidth, ScreenHeight)
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}
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}
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func clampFloat(value, min, max float64) float64 {
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if value < min {
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return min
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}
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if value > max {
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return max
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}
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return value
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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return ScreenWidth, ScreenHeight
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}
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@@ -7,10 +7,7 @@ import (
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"github.com/hajimehoshi/ebiten/v2"
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)
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// ============================================================
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// CONFIGURATION
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// Tweak these values to change gameplay behavior
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// ============================================================
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// Default values and gameplay constants.
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const (
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// Default values if not specified in config
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@@ -32,10 +29,6 @@ const (
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exhaustedThreshold = 0.2 // Show exhausted state below 20% stamina
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)
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// ============================================================
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// TYPES
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// ============================================================
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type Input struct {
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Left bool
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Right bool
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@@ -104,10 +97,6 @@ type Config struct {
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StaminaRegen float64
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}
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// ============================================================
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// INITIALIZATION
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// ============================================================
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func New(cfg Config) *Hero {
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if cfg.Radius <= 0 {
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cfg.Radius = defaultRadius
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@@ -146,10 +135,6 @@ func New(cfg Config) *Hero {
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}
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}
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// ============================================================
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// UPDATE
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// ============================================================
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func (h *Hero) Update(input Input, dt float64, bounds Bounds) {
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h.updateMovement(input, dt, bounds)
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h.updateStamina(input, dt)
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@@ -242,10 +227,6 @@ func (h *Hero) updateAnimation(input Input, dt float64) {
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}
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}
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// ============================================================
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// STATE
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// ============================================================
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func (h *Hero) getVisualState() VisualState {
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if h.Stamina < h.MaxStamina*exhaustedThreshold {
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return StateExhausted
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@@ -258,10 +239,6 @@ func (h *Hero) getVisualState() VisualState {
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return StateIdle
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}
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// ============================================================
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// RENDERING
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// ============================================================
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func (h *Hero) Draw(screen *ebiten.Image) {
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sprite := h.getCurrentSprite()
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@@ -319,10 +296,6 @@ func (h *Hero) getCurrentSprite() *ebiten.Image {
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return sprite
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}
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// ============================================================
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// UTILITIES
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// ============================================================
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func clamp(value, min, max float64) float64 {
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if value < min {
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return min
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@@ -78,8 +78,15 @@ func (m MeterLabel) Draw(screen *ebiten.Image, x, y int) (int, int) {
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if m.Color == nil {
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m.Color = color.White
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}
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txt := fmt.Sprintf("%s: %3.0f%%", m.Meter.Label, m.Meter.Level)
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drawHUDText(screen, txt, m.Color, x, y)
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var txt string
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if m.Meter.Base < 0 {
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// Text-only display without percentage.
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txt = m.Meter.Label
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} else {
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// Standard meter with percentage.
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txt = fmt.Sprintf("%s: %3.0f%%", m.Meter.Label, m.Meter.Level)
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}
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drawHUDText(screen, txt, m.Meter.Color, x, y)
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return len(txt) * 7, 13
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}
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@@ -34,6 +34,13 @@ func (o Overlay) Draw(screen *ebiten.Image, meters []status.Meter) {
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// Meter column
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meterElements := make([]Element, 0, len(meters))
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for _, meter := range meters {
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if meter.Base < 0 {
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// Text-only display (no bar).
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meterElements = append(meterElements,
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MeterLabel{Meter: meter, Color: o.Color},
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)
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} else {
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// Full meter with bar.
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meterElements = append(meterElements, Column{
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Elements: []Element{
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MeterLabel{Meter: meter, Color: o.Color},
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@@ -42,6 +49,7 @@ func (o Overlay) Draw(screen *ebiten.Image, meters []status.Meter) {
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Spacing: 2,
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})
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}
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}
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meterPanel := Column{
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Elements: meterElements,
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@@ -42,41 +42,67 @@ const (
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optionCount
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)
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type menuScreen int
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const (
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screenMain menuScreen = iota
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screenSettings
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)
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type PauseMenu struct {
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selectedIndex int
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showWIP bool
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currentScreen menuScreen
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fpsMonitorValue *bool
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fpsCapValue FPSCapSetting
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}
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type FPSCapSetting interface {
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String() string
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Cycle()
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}
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func NewPauseMenu() *PauseMenu {
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return &PauseMenu{
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selectedIndex: 0,
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showWIP: false,
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currentScreen: screenMain,
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}
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}
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func (m *PauseMenu) SetFPSMonitor(enabled *bool) {
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m.fpsMonitorValue = enabled
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}
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func (m *PauseMenu) SetFPSCap(cap FPSCapSetting) {
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m.fpsCapValue = cap
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}
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// Returns the selected option if one was chosen, nil otherwise
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func (m *PauseMenu) Update() *MenuOption {
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// Handle up/down navigation
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if m.currentScreen == screenSettings {
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return m.updateSettings()
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}
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return m.updateMain()
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}
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func (m *PauseMenu) updateMain() *MenuOption {
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if inpututil.IsKeyJustPressed(ebiten.KeyArrowUp) || inpututil.IsKeyJustPressed(ebiten.KeyW) {
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m.selectedIndex--
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if m.selectedIndex < 0 {
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m.selectedIndex = int(optionCount) - 1
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}
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m.showWIP = false
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}
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if inpututil.IsKeyJustPressed(ebiten.KeyArrowDown) || inpututil.IsKeyJustPressed(ebiten.KeyS) {
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m.selectedIndex++
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if m.selectedIndex >= int(optionCount) {
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m.selectedIndex = 0
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}
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m.showWIP = false
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}
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// Handle selection
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if inpututil.IsKeyJustPressed(ebiten.KeyEnter) || inpututil.IsKeyJustPressed(ebiten.KeySpace) {
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selected := MenuOption(m.selectedIndex)
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if selected == OptionSettings {
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m.showWIP = true
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m.currentScreen = screenSettings
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m.selectedIndex = 0
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return nil
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}
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return &selected
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@@ -85,19 +111,48 @@ func (m *PauseMenu) Update() *MenuOption {
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return nil
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}
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func (m *PauseMenu) updateSettings() *MenuOption {
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if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
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m.currentScreen = screenMain
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m.selectedIndex = 0
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return nil
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}
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settingsCount := 2
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if inpututil.IsKeyJustPressed(ebiten.KeyArrowUp) || inpututil.IsKeyJustPressed(ebiten.KeyW) {
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m.selectedIndex--
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if m.selectedIndex < 0 {
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m.selectedIndex = 0
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}
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}
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if inpututil.IsKeyJustPressed(ebiten.KeyArrowDown) || inpututil.IsKeyJustPressed(ebiten.KeyS) {
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m.selectedIndex++
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if m.selectedIndex >= settingsCount {
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m.selectedIndex = settingsCount - 1
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}
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}
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if inpututil.IsKeyJustPressed(ebiten.KeyEnter) || inpututil.IsKeyJustPressed(ebiten.KeySpace) {
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if m.selectedIndex == 0 && m.fpsMonitorValue != nil {
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*m.fpsMonitorValue = !*m.fpsMonitorValue
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} else if m.selectedIndex == 1 && m.fpsCapValue != nil {
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m.fpsCapValue.Cycle()
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}
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}
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return nil
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}
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func (m *PauseMenu) Draw(screen *ebiten.Image, screenWidth, screenHeight int) {
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// Draw semi-transparent overlay
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if overlay := getOverlayImage(screenWidth, screenHeight); overlay != nil {
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screen.DrawImage(overlay, nil)
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}
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// Menu dimensions
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menuWidth := 400
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menuHeight := 300
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menuX := (screenWidth - menuWidth) / 2
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menuY := (screenHeight - menuHeight) / 2
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// Draw menu background
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vector.DrawFilledRect(screen,
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float32(menuX), float32(menuY),
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float32(menuWidth), float32(menuHeight),
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@@ -105,7 +160,6 @@ func (m *PauseMenu) Draw(screen *ebiten.Image, screenWidth, screenHeight int) {
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false,
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)
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// Draw menu border
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vector.StrokeRect(screen,
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float32(menuX), float32(menuY),
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float32(menuWidth), float32(menuHeight),
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@@ -114,13 +168,19 @@ func (m *PauseMenu) Draw(screen *ebiten.Image, screenWidth, screenHeight int) {
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false,
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)
|
||||
|
||||
// Draw title
|
||||
if m.currentScreen == screenSettings {
|
||||
m.drawSettings(screen, menuX, menuY, menuWidth, menuHeight)
|
||||
} else {
|
||||
m.drawMain(screen, menuX, menuY, menuWidth, menuHeight)
|
||||
}
|
||||
}
|
||||
|
||||
func (m *PauseMenu) drawMain(screen *ebiten.Image, menuX, menuY, menuWidth, menuHeight int) {
|
||||
titleText := "PAUSED"
|
||||
titleX := menuX + (menuWidth / 2) - (len(titleText) * 7 / 2)
|
||||
titleY := menuY + 50
|
||||
m.drawText(screen, titleText, color.White, titleX, titleY)
|
||||
|
||||
// Draw menu options
|
||||
options := []string{"Resume", "Settings", "Quit"}
|
||||
startY := menuY + 110
|
||||
|
||||
@@ -128,7 +188,6 @@ func (m *PauseMenu) Draw(screen *ebiten.Image, screenWidth, screenHeight int) {
|
||||
optionY := startY + (i * 40)
|
||||
optionX := menuX + (menuWidth / 2) - (len(option) * 7 / 2)
|
||||
|
||||
// Draw selection indicator
|
||||
if i == m.selectedIndex {
|
||||
indicatorX := optionX - 20
|
||||
m.drawText(screen, ">", color.RGBA{R: 255, G: 200, B: 0, A: 255}, indicatorX, optionY)
|
||||
@@ -138,16 +197,53 @@ func (m *PauseMenu) Draw(screen *ebiten.Image, screenWidth, screenHeight int) {
|
||||
}
|
||||
}
|
||||
|
||||
// Draw WIP message if settings was selected
|
||||
if m.showWIP {
|
||||
wipY := startY + 140
|
||||
wipText := "Work In Progress"
|
||||
wipX := menuX + (menuWidth / 2) - (len(wipText) * 7 / 2)
|
||||
m.drawText(screen, wipText, color.RGBA{R: 255, G: 150, B: 0, A: 255}, wipX, wipY)
|
||||
hintText := "Use Arrow Keys/WASD to navigate, Enter/Space to select"
|
||||
hintX := menuX + (menuWidth / 2) - (len(hintText) * 7 / 2)
|
||||
hintY := menuY + menuHeight - 30
|
||||
m.drawText(screen, hintText, color.RGBA{R: 150, G: 150, B: 150, A: 255}, hintX, hintY)
|
||||
}
|
||||
|
||||
// Draw controls hint at bottom
|
||||
hintText := "Use Arrow Keys/WASD to navigate, Enter/Space to select"
|
||||
func (m *PauseMenu) drawSettings(screen *ebiten.Image, menuX, menuY, menuWidth, menuHeight int) {
|
||||
titleText := "SETTINGS"
|
||||
titleX := menuX + (menuWidth / 2) - (len(titleText) * 7 / 2)
|
||||
titleY := menuY + 50
|
||||
m.drawText(screen, titleText, color.White, titleX, titleY)
|
||||
|
||||
startY := menuY + 110
|
||||
leftMargin := menuX + 40
|
||||
|
||||
fpsMonitorText := "FPS Monitor: "
|
||||
if m.fpsMonitorValue != nil && *m.fpsMonitorValue {
|
||||
fpsMonitorText += "ON"
|
||||
} else {
|
||||
fpsMonitorText += "OFF"
|
||||
}
|
||||
|
||||
if m.selectedIndex == 0 {
|
||||
indicatorX := leftMargin - 20
|
||||
m.drawText(screen, ">", color.RGBA{R: 255, G: 200, B: 0, A: 255}, indicatorX, startY)
|
||||
m.drawText(screen, fpsMonitorText, color.RGBA{R: 255, G: 255, B: 100, A: 255}, leftMargin, startY)
|
||||
} else {
|
||||
m.drawText(screen, fpsMonitorText, color.RGBA{R: 180, G: 180, B: 180, A: 255}, leftMargin, startY)
|
||||
}
|
||||
|
||||
fpsCapText := "FPS Cap: "
|
||||
if m.fpsCapValue != nil {
|
||||
fpsCapText += m.fpsCapValue.String()
|
||||
} else {
|
||||
fpsCapText += "60 FPS"
|
||||
}
|
||||
|
||||
capY := startY + 30
|
||||
if m.selectedIndex == 1 {
|
||||
indicatorX := leftMargin - 20
|
||||
m.drawText(screen, ">", color.RGBA{R: 255, G: 200, B: 0, A: 255}, indicatorX, capY)
|
||||
m.drawText(screen, fpsCapText, color.RGBA{R: 255, G: 255, B: 100, A: 255}, leftMargin, capY)
|
||||
} else {
|
||||
m.drawText(screen, fpsCapText, color.RGBA{R: 180, G: 180, B: 180, A: 255}, leftMargin, capY)
|
||||
}
|
||||
|
||||
hintText := "Enter/Space to toggle, ESC to go back"
|
||||
hintX := menuX + (menuWidth / 2) - (len(hintText) * 7 / 2)
|
||||
hintY := menuY + menuHeight - 30
|
||||
m.drawText(screen, hintText, color.RGBA{R: 150, G: 150, B: 150, A: 255}, hintX, hintY)
|
||||
@@ -162,5 +258,5 @@ func (m *PauseMenu) drawText(screen *ebiten.Image, txt string, clr color.Color,
|
||||
|
||||
func (m *PauseMenu) Reset() {
|
||||
m.selectedIndex = 0
|
||||
m.showWIP = false
|
||||
m.currentScreen = screenMain
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user