display.clear(0.0, 0.45, 0.0)
app.assets.sign_warning.scale = display_scale
- app.assets.sign_cute.scale = display_scale
- app.assets.sign_hits.scale = display_scale
- for img in app.numbers.imgs do img.scale = display_scale
+ display.blit(app.assets.sign_warning, (380.0*display_scale).to_i, (256.0*display_scale).to_i)
- display.blit(app.assets.sign_warning, (0.0*display_scale).to_i, (0.0*display_scale).to_i)
- display.blit(app.assets.sign_cute, (740.0*display_scale).to_i, (0.0*display_scale).to_i)
- display.blit(app.assets.sign_hits, (1640.0*display_scale).to_i, (55.0*display_scale).to_i)
- display.blit_number(app.numbers, game.points, (1720.0*display_scale).to_i, (170.0*display_scale).to_i)
+ app.assets.sign_cute.scale = display_scale
+ display.blit(app.assets.sign_cute, (1024.0*display_scale).to_i, (64.0*display_scale).to_i)
for hole in game.holes do
hole.draw display
end
+
+ draw_hud display
end
fun input(event: InputEvent): Bool
return false
end
+
+ # Draw the HUD as the topmost layer of the screen
+ fun draw_hud(display: Display)
+ do
+ var board = app.assets.points_board
+ board.scale = display_scale
+ display.blit(board, (32.0*display_scale).to_i, -10)
+
+ draw_score(display)
+ end
+
+ # Draw the score
+ fun draw_score(display: Display, score: nullable Int)
+ do
+ if score == null then score = game.points
+
+ # Draw the score itself
+ for img in app.numbers.imgs do img.scale = display_scale
+ display.blit_number(app.numbers, score,
+ (92.0*display_scale).to_i,
+ (172.0*display_scale).to_i)
+ end
end
redef class App