Oh hey! I found this at random via a link, via a link from someplace mostly unrelated to EDGE:
No idea how I missed this one the other night; I blame exhaustion.
I'd already seen this, but I really don't understand it. Where is the bit that draws what graphic? How does any of this equate into drawing a rectangle for an energy bar?
In short, the HUD that I'm aiming for is simple; an ammo counter at the top-right, and an energy bar (max 100, never going higher than this) in the bottom-left. I don't see how knowing what the < > and other operators is going to get me there.
Which says to me, I'm obviously missing something.
You can draw simple energy bars with a solid box (or two, bar itself and container). The COAL function is:
hud.solid_box(x, y, w, h, color)
Colors are three numbers (red, green, blue) surrounded by single quotes, e.g. '255 0 0' for bright red. There are also some color constants defined in coal_api.ec : e.g. hud.BLACK, hud.WHITE, etc...
This does give me something to work from, thanks. I'll have a tinker.
Menu functions (load/save/etc) cannot be changed without modifying the C++ code.
I thought as much. Although I'm dreading this stage (which is why it's coming after I've done all the assets), I will try it. I'm certainly no coder, but I'll see what I can do with commenting things out and seeing what needs to be 'fixed' (if at all) from there.
I'm not sure what maximum the ammo can go up to, it would be at least 4000000 (four million) and possibly 2 billion.
That's awesome! I think I shouldn't need more than about a million, it's for a poor man's score display: WolfEDGE did something like this, and DDF/RTS looks far more understandable to me than code, which is why I'd rather do things this way.
Now I need to find a way to give points whenever an enemy dies. The documentation doesn't seem to be giving me much joy as-is, but I'll have a play with various things. After all, a dumb idea of how to make a flashlight (unrelated to this current project) turned into a success.
Thanks, guys. :)