diff --git a/src/game/hud.c b/src/game/hud.c index 2138e067..292ccef8 100644 --- a/src/game/hud.c +++ b/src/game/hud.c @@ -26,11 +26,6 @@ * cannon reticle, and the unused keys. **/ -#define HUD_POWER_METER_X 140 -#define HUD_POWER_METER_EMPHASIZED_Y 166 -#define HUD_POWER_METER_Y 200 -#define HUD_POWER_METER_HIDDEN_Y 300 - #ifdef BREATH_METER // #ifdef DISABLE_LIVES // #define HUD_BREATH_METER_X 64 @@ -395,7 +390,6 @@ void render_hud_breath_meter(void) { } #endif -#define HUD_TOP_Y 209 /** * Renders the amount of lives Mario has. @@ -422,13 +416,11 @@ void render_debug_mode(void) { * Renders the amount of coins collected. */ void render_hud_coins(void) { - print_text(168, HUD_TOP_Y, "$"); // 'Coin' glyph - print_text(184, HUD_TOP_Y, "*"); // 'X' glyph - print_text_fmt_int(198, HUD_TOP_Y, "%d", gHudDisplay.coins); + print_text(HUD_COINS_X, HUD_TOP_Y, "$"); // 'Coin' glyph + print_text((HUD_COINS_X + 16), HUD_TOP_Y, "*"); // 'X' glyph + print_text_fmt_int((HUD_COINS_X + 30), HUD_TOP_Y, "%d", gHudDisplay.coins); } -#define HUD_STARS_X 78 - /** * Renders the amount of stars collected. * Disables "X" glyph when Mario has 100 stars or more. @@ -498,7 +490,7 @@ void set_hud_camera_status(s16 status) { */ void render_hud_camera_status(void) { Texture *(*cameraLUT)[6] = segmented_to_virtual(&main_hud_camera_lut); - s32 x = GFX_DIMENSIONS_RECT_FROM_RIGHT_EDGE(54); + s32 x = GFX_DIMENSIONS_RECT_FROM_RIGHT_EDGE(HUD_CAMERA_X); s32 y = 205; if (sCameraHUD.status == CAM_STATUS_NONE) { diff --git a/src/game/hud.h b/src/game/hud.h index 4eca7802..7a7146e3 100644 --- a/src/game/hud.h +++ b/src/game/hud.h @@ -4,6 +4,18 @@ #include #include +#define HUD_POWER_METER_X 140 +#define HUD_POWER_METER_EMPHASIZED_Y 166 +#define HUD_POWER_METER_Y 200 +#define HUD_POWER_METER_HIDDEN_Y 300 + +#define HUD_TOP_Y 209 +#define HUD_BOTTOM_Y 19 // Same height as the Lakitu icon + +#define HUD_COINS_X 168 +#define HUD_STARS_X 78 // This starts counting from the right edge +#define HUD_CAMERA_X 54 // This starts counting from the right edge + enum PowerMeterAnimation { POWER_METER_HIDDEN, POWER_METER_EMPHASIZED,