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?
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.
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.
This does give me something to work from, thanks. I'll have a tinker.
You can draw simple energy bars with a solid box (or two, bar itself and container). The COAL function is:
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...
hud.solid_box(x, y, w, h, color)
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.
Menu functions (load/save/etc) cannot be changed without modifying the C++ code.
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. :)