feat: HUD
- add tower constants including cost, projectile stats, and duration - add item buying timer for shop items - add _draw_status_bar to handle dynamic HP rendering - add _format_time for MM:SS display
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+23
@@ -0,0 +1,23 @@
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import pygame
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from src.settings import (
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HUD_FONT, HUD_FONT_SIZE, HUD_FONT_BOLD,
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COLOR_HUD_TEXT, COLOR_HP_BAR_GREEN, COLOR_HP_BAR_RED, COLOR_HP_BAR_BG,
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HUD_BAR_WIDTH, HUD_BAR_HEIGHT,
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HUD_X_OFFSET, HUD_BAR_X, HUD_Y_DOOR, HUD_Y_ZOMBIE, HUD_Y_ECTS
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)
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# draw status bar (background bar and the colored hp bar)
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def _draw_status_bar(screen, x, y, current, max_val, color):
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# bg bar is always the same
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pygame.draw.rect(screen, COLOR_HP_BAR_BG, (x, y, HUD_BAR_WIDTH, HUD_BAR_HEIGHT))
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# hp bar
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if max_val > 0:
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hp_width = (current / max_val) * HUD_BAR_WIDTH
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pygame.draw.rect((screen, color), (x, y, hp_width, HUD_BAR_HEIGHT))
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# time formatter for MM:SS
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def _format_time(total_seconds):
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mins = total_seconds // 60
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secs = total_seconds % 60
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return f"TIME {mins:02}:{secs:02}"
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+7
-1
@@ -30,7 +30,6 @@ DIRECTION_FRAMES: Mapping[Direction, Tuple[int, int, int]] = {
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# Default drawing size and animation speed.
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DEFAULT_SPRITE_HEIGHT: int = 138
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DEFAULT_FRAME_TIME: float = 0.16
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=======
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# --- ECTS ---
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START_ECTS_VALUE = 1 # how many ECTS are generated at the beginning
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@@ -91,3 +90,10 @@ COLOR_HP_BAR_YELLOW = (255, 255, 0)
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HUD_BAR_WIDTH = 100
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HUD_BAR_HEIGHT = 15
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HUD_X_OFFSET = 20 # left startpoint for texts
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HUD_BAR_X = 150 # left startpoint for hp bars
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HUD_Y_DOOR = 20
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HUD_Y_ZOMBIE = 50
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HUD_Y_ECTS = 85
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