public void Draw(IDrawDevice device)
        {
            if (_buffer == null)
            {
                _buffer = new CanvasBuffer();
            }

            Canvas canvas = new Canvas(device, _buffer);

            canvas.State.SetMaterial(new BatchInfo(DrawTechnique.Alpha, ColorRgba.White));
            canvas.State.ColorTint = ColorRgba.Green;//.WithAlpha(0.5f);

            //if (Font != null)
            //    canvas.State.TextFont = Font;

            const float lineSpacing = 15;
            float       y           = 0;

            foreach (string text in _texts)
            {
                canvas.DrawText(text, 0, y);
                y += lineSpacing;
            }

            _texts.Clear();
        }
Beispiel #2
0
        public Hud()
        {
            canvasBuffer = new CanvasBuffer();

            fontSmall = new BitmapFont("ui/font_small", 17, 18, 15, 32, 256, -2, canvasBuffer);

            Metadata m = ContentManager.Current.RequestMetadata("UI/HUD");

            graphics = m.Graphics;

#if DEBUG
            debugString = new StringBuilder();
#endif
        }
Beispiel #3
0
    public void initialize(CanvasConfig config, CanvasCameraConfig canvasCameraConfig, Texture2D texture = null)
    {
        canvasBuffer   = new CanvasBuffer(config.canvasSize, config.bufferSize);
        this.config    = config;
        canvasCamera   = new CanvasCamera(canvasCameraConfig, config.canvasSize, gameObject);
        backLayer      = new CanvasLayer(config.canvasSize, 100, config.layersShader, canvasCamera);
        frontLayer     = new CanvasLayer(config.canvasSize, 20, config.layersShader, canvasCamera);
        radialLayer    = new CanvasRadialLayer(config.canvasSize, 25, config.radialFillShader, config.radialFillTexture, canvasCamera);
        canvasCollider = CanvasCollider.createCanvasCollider(config.canvasSize, 10, gameObject, canvasCamera);

        setNewPicture(texture);
        initialized = true;

        handleInnerEvents();
    }
        public void Draw(IDrawDevice device)
        {
            // Create a buffer to cache and re-use vertices. Not required, but will boost performance.
            if (this.buffer == null)
            {
                this.buffer = new CanvasBuffer();
            }

            // Create a Canvas to auto-generate vertices from high-level drawing commands.
            Canvas canvas = new Canvas(device, this.buffer);

            canvas.State.SetMaterial(new BatchInfo(DrawTechnique.Alpha, ColorRgba.White));

            // Draw a circle at the mouse position
            canvas.FillCircle(DualityApp.Mouse.X, DualityApp.Mouse.Y, 10f);
        }
Beispiel #5
0
        void ICmpRenderer.Draw(IDrawDevice device)
        {
            // Create a buffer to cache and re-use vertices. Not required, but will boost performance.
            if (this.buffer == null)
            {
                this.buffer = new CanvasBuffer();
            }

            // Create a Canvas to auto-generate vertices from high-level drawing commands.
            Canvas canvas = new Canvas(device, this.buffer);

            canvas.State.TextFont = this.font;

            // If the game is over or won, display "game over" screen
            if (this.gameOver || this.gameWin)
            {
                // Various animation timing variables.
                float animOffset         = this.gameWin ? 0.0f : 2500.0f;
                float animTime           = this.gameWin ? 10000.0f : 4500.0f;
                float blendDurationRatio = this.gameWin ? 0.6f : 0.5f;
                float textOffsetRatio    = this.gameWin ? 0.2f : 0.0f;

                float timeSinceGameOver       = (float)Time.MainTimer.TotalMilliseconds - this.lastTimeAnyAlive;
                float gameOverAnimProgress    = MathF.Clamp((timeSinceGameOver - animOffset) / animTime, 0.0f, 1.0f);
                float controlInfoAnimProgress = MathF.Clamp(((timeSinceGameOver - animOffset) - animTime - 2000.0f) / 2000.0f, 0.0f, 1.0f);
                float blendAnimProgress       = MathF.Clamp(gameOverAnimProgress / blendDurationRatio, 0.0f, 1.0f);
                float textAnimProgress        = MathF.Clamp((gameOverAnimProgress - blendDurationRatio - textOffsetRatio) / (1.0f - blendDurationRatio - textOffsetRatio), 0.0f, 1.0f);

                if (this.blendMaterial != null && blendAnimProgress > 0.0f)
                {
                    canvas.PushState();

                    if (this.gameOver)
                    {
                        // Set up our special blending Material and specify the threshold to blend to
                        this.blendMaterial.SetUniform("threshold", 1.0f - blendAnimProgress);
                        canvas.State.SetMaterial(this.blendMaterial);
                        canvas.State.ColorTint = ColorRgba.Black;

                        // Specify a texture coordinate rect so it spans the entire screen repeating itself, instead of being stretched
                        if (this.blendMaterial.MainTexture != null)
                        {
                            Random  rnd             = new Random((int)this.lastTimeAnyAlive);
                            Vector2 randomTranslate = rnd.NextVector2(0.0f, 0.0f, canvas.State.TextureBaseSize.X, canvas.State.TextureBaseSize.Y);
                            canvas.State.TextureCoordinateRect = new Rect(
                                randomTranslate.X,
                                randomTranslate.Y,
                                device.TargetSize.X / canvas.State.TextureBaseSize.X,
                                device.TargetSize.Y / canvas.State.TextureBaseSize.Y);
                        }
                    }
                    else
                    {
                        // If we won, simply fade to white
                        canvas.State.SetMaterial(new BatchInfo(DrawTechnique.Add, ColorRgba.White));
                        canvas.State.ColorTint = ColorRgba.White.WithAlpha(blendAnimProgress);
                    }

                    // Fill the screen with a rect of our Material
                    canvas.FillRect(0, 0, device.TargetSize.X, device.TargetSize.Y);

                    canvas.PopState();
                }

                if (this.font != null && textAnimProgress > 0.0f)
                {
                    canvas.PushState();

                    // Determine which text to draw to screen and where to draw it
                    string  gameOverText = this.gameWin ? "is it over..?" : "darkness...";
                    Vector2 fullTextSize = canvas.MeasureText(gameOverText);
                    Vector2 textPos      = device.TargetSize * 0.5f - fullTextSize * 0.5f;
                    gameOverText = gameOverText.Substring(0, MathF.RoundToInt(gameOverText.Length * textAnimProgress));

                    // Make sure not to draw inbetween pixels, so the text is perfectly sharp.
                    textPos.X = MathF.Round(textPos.X);
                    textPos.Y = MathF.Round(textPos.Y);

                    // Draw the text to screen
                    canvas.State.ColorTint = this.gameWin ? ColorRgba.Black : ColorRgba.White;
                    canvas.DrawText(gameOverText, textPos.X, textPos.Y);

                    canvas.PopState();
                }

                if (controlInfoAnimProgress > 0.0f)
                {
                    Vector2 infoBasePos = device.TargetSize * 0.5f + new Vector2(0.0f, device.TargetSize.Y * 0.25f);
                    if (this.controlInfoMouseKeyboard != null)
                    {
                        canvas.PushState();

                        Vector2 texSize = this.controlInfoMouseKeyboard.Res.MainTexture.Res.Size * 0.5f;

                        canvas.State.SetMaterial(this.controlInfoMouseKeyboard);
                        canvas.State.ColorTint = ColorRgba.White.WithAlpha(controlInfoAnimProgress);
                        canvas.FillRect(
                            infoBasePos.X - texSize.X * 0.5f,
                            infoBasePos.Y - texSize.Y - 10,
                            texSize.X,
                            texSize.Y);

                        canvas.PopState();
                    }
                    if (this.controlInfoGamepad != null)
                    {
                        canvas.PushState();

                        Vector2 texSize = this.controlInfoGamepad.Res.MainTexture.Res.Size * 0.5f;

                        canvas.State.SetMaterial(this.controlInfoGamepad);
                        canvas.State.ColorTint = ColorRgba.White.WithAlpha(controlInfoAnimProgress);
                        canvas.FillRect(
                            infoBasePos.X - texSize.X * 0.5f,
                            infoBasePos.Y + 10,
                            texSize.X,
                            texSize.Y);

                        canvas.PopState();
                    }
                }
            }
        }
Beispiel #6
0
		void ICmpRenderer.Draw(IDrawDevice device)
		{
			// Create a buffer to cache and re-use vertices. Not required, but will boost performance.
			if (this.buffer == null) this.buffer = new CanvasBuffer();

			// Create a Canvas to auto-generate vertices from high-level drawing commands.
			Canvas canvas = new Canvas(device, this.buffer);
			canvas.State.TextFont = this.font;

			// If the game is over or won, display "game over" screen
			if (this.gameOver || this.gameWin)
			{
				// Various animation timing variables.
				float animOffset = this.gameWin ? 0.0f : 2500.0f;
				float animTime = this.gameWin ? 10000.0f : 4500.0f;
				float blendDurationRatio = this.gameWin ? 0.6f : 0.5f;
				float textOffsetRatio = this.gameWin ? 0.2f : 0.0f;

				float timeSinceGameOver = (float)Time.MainTimer.TotalMilliseconds - this.lastTimeAnyAlive;
				float gameOverAnimProgress = MathF.Clamp((timeSinceGameOver - animOffset) / animTime, 0.0f, 1.0f);
				float controlInfoAnimProgress = MathF.Clamp(((timeSinceGameOver - animOffset) - animTime - 2000.0f) / 2000.0f, 0.0f, 1.0f);
				float blendAnimProgress = MathF.Clamp(gameOverAnimProgress / blendDurationRatio, 0.0f, 1.0f);
				float textAnimProgress = MathF.Clamp((gameOverAnimProgress - blendDurationRatio - textOffsetRatio) / (1.0f - blendDurationRatio - textOffsetRatio), 0.0f, 1.0f);

				if (this.blendMaterial != null && blendAnimProgress > 0.0f)
				{
					canvas.PushState();

					if (this.gameOver)
					{
						// Set up our special blending Material and specify the threshold to blend to
						this.blendMaterial.SetUniform("threshold", 1.0f - blendAnimProgress);
						canvas.State.SetMaterial(this.blendMaterial);
						canvas.State.ColorTint = ColorRgba.Black;

						// Specify a texture coordinate rect so it spans the entire screen repeating itself, instead of being stretched
						if (this.blendMaterial.MainTexture != null)
						{
							Random rnd = new Random((int)this.lastTimeAnyAlive);
							Vector2 randomTranslate = rnd.NextVector2(0.0f, 0.0f, canvas.State.TextureBaseSize.X, canvas.State.TextureBaseSize.Y);
							canvas.State.TextureCoordinateRect = new Rect(
								randomTranslate.X, 
								randomTranslate.Y, 
								device.TargetSize.X / canvas.State.TextureBaseSize.X, 
								device.TargetSize.Y / canvas.State.TextureBaseSize.Y);
						}
					}
					else
					{
						// If we won, simply fade to white
						canvas.State.SetMaterial(new BatchInfo(DrawTechnique.Add, ColorRgba.White));
						canvas.State.ColorTint = ColorRgba.White.WithAlpha(blendAnimProgress);
					}

					// Fill the screen with a rect of our Material
					canvas.FillRect(0, 0, device.TargetSize.X, device.TargetSize.Y);

					canvas.PopState();
				}

				if (this.font != null && textAnimProgress > 0.0f)
				{
					canvas.PushState();

					// Determine which text to draw to screen and where to draw it
					string gameOverText = this.gameWin ? "is it over..?" : "darkness...";
					Vector2 fullTextSize = canvas.MeasureText(gameOverText);
					Vector2 textPos = device.TargetSize * 0.5f - fullTextSize * 0.5f;
					gameOverText = gameOverText.Substring(0, MathF.RoundToInt(gameOverText.Length * textAnimProgress));

					// Make sure not to draw inbetween pixels, so the text is perfectly sharp.
					textPos.X = MathF.Round(textPos.X);
					textPos.Y = MathF.Round(textPos.Y);

					// Draw the text to screen
					canvas.State.ColorTint = this.gameWin ? ColorRgba.Black : ColorRgba.White;
					canvas.DrawText(gameOverText, textPos.X, textPos.Y);

					canvas.PopState();
				}

				if (controlInfoAnimProgress > 0.0f)
				{
					Vector2 infoBasePos = device.TargetSize * 0.5f + new Vector2(0.0f, device.TargetSize.Y * 0.25f);
					if (this.controlInfoMouseKeyboard != null)
					{
						canvas.PushState();

						Vector2 texSize = this.controlInfoMouseKeyboard.Res.MainTexture.Res.Size * 0.5f;

						canvas.State.SetMaterial(this.controlInfoMouseKeyboard);
						canvas.State.ColorTint = ColorRgba.White.WithAlpha(controlInfoAnimProgress);
						canvas.FillRect(
							infoBasePos.X - texSize.X * 0.5f,
							infoBasePos.Y - texSize.Y - 10,
							texSize.X,
							texSize.Y);

						canvas.PopState();
					}
					if (this.controlInfoGamepad != null)
					{
						canvas.PushState();

						Vector2 texSize = this.controlInfoGamepad.Res.MainTexture.Res.Size * 0.5f;

						canvas.State.SetMaterial(this.controlInfoGamepad);
						canvas.State.ColorTint = ColorRgba.White.WithAlpha(controlInfoAnimProgress);
						canvas.FillRect(
							infoBasePos.X - texSize.X * 0.5f,
							infoBasePos.Y + 10,
							texSize.X,
							texSize.Y);

						canvas.PopState();
					}
				}
			}
		}
    public void initialize(CanvasConfig config, CanvasCameraConfig canvasCameraConfig, Texture2D texture=null)
    {
        canvasBuffer = new CanvasBuffer(config.canvasSize, config.bufferSize);
        this.config = config;
        canvasCamera = new CanvasCamera(canvasCameraConfig, config.canvasSize, gameObject);
        backLayer = new CanvasLayer(config.canvasSize, 100, config.layersShader, canvasCamera);
        frontLayer = new CanvasLayer(config.canvasSize, 20, config.layersShader, canvasCamera);
        radialLayer = new CanvasRadialLayer(config.canvasSize, 25, config.radialFillShader, config.radialFillTexture, canvasCamera);
        canvasCollider = CanvasCollider.createCanvasCollider (config.canvasSize, 10, gameObject, canvasCamera);

        setNewPicture(texture);
        initialized = true;

        handleInnerEvents();
    }
Beispiel #8
0
        void ICmpRenderer.Draw(IDrawDevice device)
        {
            // Create a buffer to cache and re-use vertices. Not required, but will boost performance.
            if (this.buffer == null)
            {
                this.buffer = new CanvasBuffer();
            }

            // Create a Canvas to auto-generate vertices from high-level drawing commands.
            Canvas canvas = new Canvas(device, this.buffer);

            canvas.State.SetMaterial(new BatchInfo(DrawTechnique.Alpha, ColorRgba.White));
            canvas.State.TextFont = this.font;

            // Retrieve players
            if (this.playerOne == null)
            {
                this.playerOne = Scene.Current.FindComponents <Player>().Where(p => p.Id == PlayerId.PlayerOne).FirstOrDefault();
            }
            if (this.playerTwo == null)
            {
                this.playerTwo = Scene.Current.FindComponents <Player>().Where(p => p.Id == PlayerId.PlayerTwo).FirstOrDefault();
            }

            // Is someone playing using mouse / keyboard? Display a mouse cursor then
            if (Player.AlivePlayers.Any(p => p.InputMethod == InputMethod.MouseAndKeyboard))
            {
                canvas.FillCircle(DualityApp.Mouse.X, DualityApp.Mouse.Y, 2.0f);
            }

            // Is any player alive? Keep that value in mind, won't change here anyway.
            bool isAnyPlayerAlive = Player.IsAnyPlayerAlive;

            // Draw health and info of player one
            if (this.IsPlayerActive(this.playerOne))
            {
                Ship playerShip = this.playerOne.ControlObject;

                if (playerShip.Active)
                {
                    // Draw a health bar when alive
                    float health = playerShip.Hitpoints;

                    canvas.State.ColorTint = ColorRgba.Black.WithAlpha(0.5f);
                    canvas.FillRect(12 - 1, device.TargetSize.Y - 10 - 198 - 1, 16 + 2, 196 + 2);

                    canvas.State.ColorTint = this.playerOne.Color;
                    canvas.DrawRect(10, device.TargetSize.Y - 10 - 200, 20, 200);
                    canvas.FillRect(12, device.TargetSize.Y - 10 - health * 198.0f, 16, health * 196.0f);
                }
                else if (isAnyPlayerAlive && !this.playerOne.HasReachedGoal)
                {
                    // Draw a respawn timer when dead
                    float   respawnPercentage = this.playerOne.RespawnTime / Player.RespawnDelay;
                    string  respawnText       = string.Format("Respawn in {0:F1}", (Player.RespawnDelay - this.playerOne.RespawnTime) / 1000.0f);
                    Vector2 textSize          = canvas.MeasureText(string.Format("Respawn in {0:F1}", 0.0f));

                    canvas.State.ColorTint = ColorRgba.Black.WithAlpha(0.5f);
                    canvas.FillRect(10 - 1, device.TargetSize.Y - 10 - textSize.Y - 2, textSize.X + 5, textSize.Y + 8);

                    canvas.State.ColorTint = this.playerOne.Color;
                    canvas.DrawText(respawnText, 10, device.TargetSize.Y - 10, 0.0f, Alignment.BottomLeft);
                    canvas.FillRect(10, device.TargetSize.Y - 10 - textSize.Y, textSize.X * respawnPercentage, 3);
                    canvas.FillRect(10, device.TargetSize.Y - 10, textSize.X * respawnPercentage, 3);
                }
            }

            // Draw health and info of player two
            if (this.IsPlayerActive(this.playerTwo))
            {
                Ship playerShip = this.playerTwo.ControlObject;

                if (playerShip.Active)
                {
                    // Draw a health bar when alive
                    float health = playerShip.Hitpoints;

                    canvas.State.ColorTint = ColorRgba.Black.WithAlpha(0.5f);
                    canvas.FillRect(device.TargetSize.X - 12 - 16 - 1, device.TargetSize.Y - 10 - 198 - 1, 16 + 2, 196 + 2);

                    canvas.State.ColorTint = this.playerTwo.Color;
                    canvas.DrawRect(device.TargetSize.X - 10 - 20, device.TargetSize.Y - 10 - 200, 20, 200);
                    canvas.FillRect(device.TargetSize.X - 12 - 16, device.TargetSize.Y - 10 - health * 198.0f, 16, health * 196.0f);
                }
                else if (isAnyPlayerAlive && !this.playerTwo.HasReachedGoal)
                {
                    // Draw a respawn timer when dead
                    float   respawnPercentage = this.playerTwo.RespawnTime / Player.RespawnDelay;
                    string  respawnText       = string.Format("{0:F1} to Respawn", (Player.RespawnDelay - this.playerTwo.RespawnTime) / 1000.0f);
                    Vector2 textSize          = canvas.MeasureText(string.Format("{0:F1} to Respawn", 0.0f));

                    canvas.State.ColorTint = ColorRgba.Black.WithAlpha(0.5f);
                    canvas.FillRect(device.TargetSize.X - 10 - textSize.X - 3, device.TargetSize.Y - 10 - textSize.Y - 2, textSize.X + 2, textSize.Y + 10);

                    canvas.State.ColorTint = this.playerTwo.Color;
                    canvas.DrawText(respawnText, device.TargetSize.X - 10, device.TargetSize.Y - 10, 0.0f, Alignment.BottomRight);
                    canvas.FillRect(device.TargetSize.X - 10 - textSize.X * respawnPercentage, device.TargetSize.Y - 10 - textSize.Y, textSize.X * respawnPercentage, 3);
                    canvas.FillRect(device.TargetSize.X - 10 - textSize.X * respawnPercentage, device.TargetSize.Y - 10, textSize.X * respawnPercentage, 3);
                }
            }
        }
Beispiel #9
0
		void ICmpRenderer.Draw(IDrawDevice device)
		{
			// Create a buffer to cache and re-use vertices. Not required, but will boost performance.
			if (this.buffer == null) this.buffer = new CanvasBuffer();

			// Create a Canvas to auto-generate vertices from high-level drawing commands.
			Canvas canvas = new Canvas(device, this.buffer);
			canvas.State.SetMaterial(new BatchInfo(DrawTechnique.Alpha, ColorRgba.White));
			canvas.State.TextFont = this.font;

			// Retrieve players
			if (this.playerOne == null)
				this.playerOne = Scene.Current.FindComponents<Player>().Where(p => p.Id == PlayerId.PlayerOne).FirstOrDefault();
			if (this.playerTwo == null)
				this.playerTwo = Scene.Current.FindComponents<Player>().Where(p => p.Id == PlayerId.PlayerTwo).FirstOrDefault();

			// Is someone playing using mouse / keyboard? Display a mouse cursor then
			if (Player.AlivePlayers.Any(p => p.InputMethod == InputMethod.MouseAndKeyboard))
			{
				canvas.FillCircle(DualityApp.Mouse.X, DualityApp.Mouse.Y, 2.0f);
			}

			// Is any player alive? Keep that value in mind, won't change here anyway.
			bool isAnyPlayerAlive = Player.IsAnyPlayerAlive;

			// Draw health and info of player one
			if (this.IsPlayerActive(this.playerOne))
			{
				Ship playerShip = this.playerOne.ControlObject;

				if (playerShip.Active)
				{
					// Draw a health bar when alive
					float health = playerShip.Hitpoints;

					canvas.State.ColorTint = ColorRgba.Black.WithAlpha(0.5f);
					canvas.FillRect(12 - 1, device.TargetSize.Y - 10 - 198 - 1, 16 + 2, 196 + 2);

					canvas.State.ColorTint = this.playerOne.Color;
					canvas.DrawRect(10, device.TargetSize.Y - 10 - 200, 20, 200);
					canvas.FillRect(12, device.TargetSize.Y - 10 - health * 198.0f, 16, health * 196.0f);
				}
				else if (isAnyPlayerAlive && !this.playerOne.HasReachedGoal)
				{
					// Draw a respawn timer when dead
					float respawnPercentage = this.playerOne.RespawnTime / Player.RespawnDelay;
					string respawnText = string.Format("Respawn in {0:F1}", (Player.RespawnDelay - this.playerOne.RespawnTime) / 1000.0f);
					Vector2 textSize = canvas.MeasureText(string.Format("Respawn in {0:F1}", 0.0f));

					canvas.State.ColorTint = ColorRgba.Black.WithAlpha(0.5f);
					canvas.FillRect(10 - 1, device.TargetSize.Y - 10 - textSize.Y - 2, textSize.X + 5, textSize.Y + 8);

					canvas.State.ColorTint = this.playerOne.Color;
					canvas.DrawText(respawnText, 10, device.TargetSize.Y - 10, 0.0f, Alignment.BottomLeft);
					canvas.FillRect(10, device.TargetSize.Y - 10 - textSize.Y, textSize.X * respawnPercentage, 3);
					canvas.FillRect(10, device.TargetSize.Y - 10, textSize.X * respawnPercentage, 3);
				}
			}

			// Draw health and info of player two
			if (this.IsPlayerActive(this.playerTwo))
			{
				Ship playerShip = this.playerTwo.ControlObject;

				if (playerShip.Active)
				{
					// Draw a health bar when alive
					float health = playerShip.Hitpoints;

					canvas.State.ColorTint = ColorRgba.Black.WithAlpha(0.5f);
					canvas.FillRect(device.TargetSize.X - 12 - 16 - 1, device.TargetSize.Y - 10 - 198 - 1, 16 + 2, 196 + 2);

					canvas.State.ColorTint = this.playerTwo.Color;
					canvas.DrawRect(device.TargetSize.X - 10 - 20, device.TargetSize.Y - 10 - 200, 20, 200);
					canvas.FillRect(device.TargetSize.X - 12 - 16, device.TargetSize.Y - 10 - health * 198.0f, 16, health * 196.0f);
				}
				else if (isAnyPlayerAlive && !this.playerTwo.HasReachedGoal)
				{
					// Draw a respawn timer when dead
					float respawnPercentage = this.playerTwo.RespawnTime / Player.RespawnDelay;
					string respawnText = string.Format("{0:F1} to Respawn", (Player.RespawnDelay - this.playerTwo.RespawnTime) / 1000.0f);
					Vector2 textSize = canvas.MeasureText(string.Format("{0:F1} to Respawn", 0.0f));

					canvas.State.ColorTint = ColorRgba.Black.WithAlpha(0.5f);
					canvas.FillRect(device.TargetSize.X - 10 - textSize.X - 3, device.TargetSize.Y - 10 - textSize.Y - 2, textSize.X + 2, textSize.Y + 10);

					canvas.State.ColorTint = this.playerTwo.Color;
					canvas.DrawText(respawnText, device.TargetSize.X - 10, device.TargetSize.Y - 10, 0.0f, Alignment.BottomRight);
					canvas.FillRect(device.TargetSize.X - 10 - textSize.X * respawnPercentage, device.TargetSize.Y - 10 - textSize.Y, textSize.X * respawnPercentage, 3);
					canvas.FillRect(device.TargetSize.X - 10 - textSize.X * respawnPercentage, device.TargetSize.Y - 10, textSize.X * respawnPercentage, 3);
				}
			}
		}