package main import ( "fmt" "image/color" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/ebitenutil" "github.com/hajimehoshi/ebiten/v2/vector" ) // Rendering constants. All coordinate math goes through TilePx; // no code should reason about window pixels directly. const ( TilePx = 16 VirtualW = 640 VirtualH = 360 ) // roleColor maps a RoomRole to its tint. The mapping lives here so // that ship data stays free of any rendering concerns. func roleColor(role RoomRole) color.RGBA { switch role { case RolePilot: return color.RGBA{90, 130, 180, 255} // steel blue case RoleWeapons: return color.RGBA{170, 80, 70, 255} // dusty red case RoleShields: return color.RGBA{80, 140, 120, 255} // teal green case RoleMedBay: return color.RGBA{190, 160, 90, 255} // warm ochre case RoleEngines: return color.RGBA{140, 95, 160, 255} // muted violet default: return color.RGBA{120, 120, 120, 255} } } // dimRoleColor returns ~60% brightness of the powered tint for a role. // Used by drawRoom when the system is unpowered. func dimRoleColor(role RoomRole) color.RGBA { c := roleColor(role) return color.RGBA{ R: uint8(uint16(c.R) * 6 / 10), G: uint8(uint16(c.G) * 6 / 10), B: uint8(uint16(c.B) * 6 / 10), A: 255, } } // drawShip draws every room of the ship, dimming rooms whose system has no // power. Rendering delegates to drawRoom so per-room logic lives in one place. func drawShip(screen *ebiten.Image, s Ship, sys []System) { for _, r := range s.Rooms { powered := sys[int(r.Role)].PowerLevel > 0 drawRoom(screen, r, powered) } } // drawRoom draws a single room: a role-tinted fill (dimmed when unpowered), // a 1-px border, and the role name printed inside. func drawRoom(screen *ebiten.Image, r Room, powered bool) { x := float32(r.GridX * TilePx) y := float32(r.GridY * TilePx) w := float32(r.GridW * TilePx) h := float32(r.GridH * TilePx) var fill color.RGBA if powered { fill = roleColor(r.Role) } else { fill = dimRoleColor(r.Role) } vector.DrawFilledRect(screen, x, y, w, h, fill, false) border := color.RGBA{230, 230, 230, 255} // Four 1-px edges. vector.DrawFilledRect(screen, x, y, w, 1, border, false) vector.DrawFilledRect(screen, x, y+h-1, w, 1, border, false) vector.DrawFilledRect(screen, x, y, 1, h, border, false) vector.DrawFilledRect(screen, x+w-1, y, 1, h, border, false) // Label: a few pixels inside the top-left corner. ebitenutil.DebugPrintAt(screen, r.Name, int(x)+3, int(y)+2) } // drawHud renders the power management strip at the bottom of the screen. // It shows a reactor readout on the left and five per-system power columns // on the right. Cells are stacked bottom-up; filled cells use the system's // full roleColor, empty cells use dimRoleColor, each with a 1-px white outline. func drawHud(screen *ebiten.Image, sys []System) { // Reactor readout. ebitenutil.DebugPrintAt(screen, fmt.Sprintf("Reactor: %d/%d", reactorUsed(sys), ReactorCap), 8, HudY+8) const cellW = 12 const cellH = 10 const cellGap = 2 // cellBottom is the y of the bottom-most cell's top edge; loop-invariant. const cellBottom = VirtualH - cellGap outline := color.RGBA{255, 255, 255, 255} // Role labels in display order (index == int(RoomRole)). roleLabels := [HudColCount]string{"Pilot", "Weap", "Shld", "Med", "Eng"} for i := 0; i < HudColCount; i++ { role := RoomRole(i) s := sys[i] colLeft := HudX + i*HudColW // Role label at the top of the column. ebitenutil.DebugPrintAt(screen, roleLabels[i], colLeft+4, HudY+4) // Cells stacked bottom-up. Row 0 is at the bottom of the HUD strip. for j := 0; j < s.MaxLevel; j++ { cy := cellBottom - (j+1)*(cellH+cellGap) cx := colLeft + 4 var fill color.RGBA if j < s.PowerLevel { fill = roleColor(role) } else { fill = dimRoleColor(role) } vector.DrawFilledRect(screen, float32(cx), float32(cy), float32(cellW), float32(cellH), fill, false) // 1-px white outline on every cell. vector.DrawFilledRect(screen, float32(cx), float32(cy), float32(cellW), 1, outline, false) vector.DrawFilledRect(screen, float32(cx), float32(cy+cellH-1), float32(cellW), 1, outline, false) vector.DrawFilledRect(screen, float32(cx), float32(cy), 1, float32(cellH), outline, false) vector.DrawFilledRect(screen, float32(cx+cellW-1), float32(cy), 1, float32(cellH), outline, false) } } } const CrewRadius = 6 var white = color.RGBA{255, 255, 255, 255} func drawCrew(screen *ebiten.Image, c Crew, selected bool) { var fx, fy float64 if len(c.Path) > 0 { fx = float64(c.TileX) + (float64(c.Path[0][0])-float64(c.TileX))*c.MoveT fy = float64(c.TileY) + (float64(c.Path[0][1])-float64(c.TileY))*c.MoveT } else { fx = float64(c.TileX) fy = float64(c.TileY) } px := float32(fx*TilePx + TilePx/2) py := float32(fy*TilePx + TilePx/2) vector.DrawFilledCircle(screen, px, py, CrewRadius, c.Color, true) if selected { vector.StrokeCircle(screen, px, py, CrewRadius+1, 1, white, true) } ebitenutil.DebugPrintAt(screen, string(c.Initial), int(px)-2, int(py)-5) }