Example #1
0
        // This class is kind of weird
        // First of all, all elements are drawn to external texture, why?
        // To ensure that the HUD is
        // a) drawn all at once
        // b) drawn over everything else (we will draw the HUD last in the draw order of the main draw function)
        // and c) not a part of collision detection
        // This also allows us to define custom behavior for drawing whatever sprites are added to
        // the HUD's list of sprites to draw. And adjust the color of the entire HUD itself.
        public HUD(Game game, GraphicsDevice d)
            : base(new RenderTarget2D(d,
                d.PresentationParameters.BackBufferWidth,
                d.PresentationParameters.BackBufferHeight,
                false,
                d.PresentationParameters.BackBufferFormat,
                DepthFormat.Depth24), false)
        {
            BasicSprite hud_key_frame = new BasicSprite(game, "hud_key_frame", false);
            hud_key_frame.spriteSize = new Point(60, 60);
            hud_key_frame.spritePos = new Vector2(740, 0);

            BasicSprite hud_health_frame = new BasicSprite(game, "health_bar_frame", false);
            hud_health_frame.spriteSize = new Point(200, 30);
            hud_health_frame.spritePos = new Vector2(1, 0);

            BasicSprite hud_health_color = new BasicSprite(game, "health_bar_color", false);
            hud_health_color.spriteSize = new Point(202, 32);
            hud_health_color.spritePos = new Vector2(0, 0);

            hud_key_frame.addTo(hudSprites);
            hud_health_color.addTo(hudSprites);
            hud_health_frame.addTo(hudSprites);

            gd = d;
        }
Example #2
0
        // This class is kind of weird
        // First of all, all elements are drawn to external texture, why?
        // To ensure that the HUD is
        // a) drawn all at once
        // b) drawn over everything else (we will draw the HUD last in the draw order of the main draw function)
        // and c) not a part of collision detection
        // This also allows us to define custom behavior for drawing whatever sprites are added to
        // the HUD's list of sprites to draw. And adjust the color of the entire HUD itself.
        public HUD(Game game, GraphicsDevice d) : base(new RenderTarget2D(d,
                                                                          d.PresentationParameters.BackBufferWidth,
                                                                          d.PresentationParameters.BackBufferHeight,
                                                                          false,
                                                                          d.PresentationParameters.BackBufferFormat,
                                                                          DepthFormat.Depth24), false)
        {
            BasicSprite hud_key_frame = new BasicSprite(game, "hud_key_frame", false);

            hud_key_frame.spriteSize = new Point(60, 60);
            hud_key_frame.spritePos  = new Vector2(740, 0);

            BasicSprite hud_health_frame = new BasicSprite(game, "health_bar_frame", false);

            hud_health_frame.spriteSize = new Point(200, 30);
            hud_health_frame.spritePos  = new Vector2(1, 0);

            BasicSprite hud_health_color = new BasicSprite(game, "health_bar_color", false);

            hud_health_color.spriteSize = new Point(202, 32);
            hud_health_color.spritePos  = new Vector2(0, 0);

            hud_key_frame.addTo(hudSprites);
            hud_health_color.addTo(hudSprites);
            hud_health_frame.addTo(hudSprites);

            gd = d;
        }
Example #3
0
        public AboutScreen(Game game)
        {
            about = new BasicSprite(game, "Interface\\aboutPage", false);
            about.spritePos = new Vector2(0, 100);

            returnButton = new BasicSprite(game, "Interface\\return", false);
            returnButton.spritePos = new Vector2(690, 20);

            about.addTo(aboutSprites);
            returnButton.addTo(aboutSprites);
        }
Example #4
0
        // This class is kind of weird
        // First of all, all elements are drawn to external texture, why?
        // To ensure that the HUD is
        // a) drawn all at once
        // b) drawn over everything else
        // and c) not a part of collision detection (most important reason)
        // This also allows us to define custom behavior for drawing whatever sprites are added to
        // the HUD's list of sprites to draw. And adjust the color of the entire HUD itself.
        public HUD(Game game)
            : base(new RenderTarget2D(game.GraphicsDevice,
                game.GraphicsDevice.PresentationParameters.BackBufferWidth,
                game.GraphicsDevice.PresentationParameters.BackBufferHeight), false)
        {
            spriteTex = new RenderTarget2D(game.GraphicsDevice,
                game.GraphicsDevice.PresentationParameters.BackBufferWidth,
                game.GraphicsDevice.PresentationParameters.BackBufferHeight);

            BasicSprite hud_key_frame = new BasicSprite(game, "hud_key_frame", false);
            hud_key_frame.spriteSize = new Point(60, 60);
            hud_key_frame.spritePos = new Vector2(740, 0);

            BasicSprite hud_health_frame = new BasicSprite(game, "health_bar_frame", false);
            hud_health_frame.spriteSize = new Point(200, 30);
            hud_health_frame.spritePos = new Vector2(1, 0);

            BasicSprite hud_insanity_frame = new BasicSprite(game, "insanity_bar_frame", false);
            hud_insanity_frame.spriteSize = new Point(200, 30);
            hud_insanity_frame.spritePos = new Vector2(211, 0);

            healthBar = new Bar(game, "health_bar_color");
            healthBar.spriteSize = new Point(202, 32);
            healthBar.spritePos = new Vector2(0, 0);
            healthBar.level = 100;

            insanityBar = new Bar(game, "insanity_bar_color");
            insanityBar.spriteSize = new Point(0, 32);
            insanityBar.spritePos = new Vector2(210, 0);
            insanityBar.level = 0;

            hud_key_frame.addTo(hudSprites);
            healthBar.addTo(hudSprites);
            hud_health_frame.addTo(hudSprites);
            insanityBar.addTo(hudSprites);
            hud_insanity_frame.addTo(hudSprites);

            gd = game.GraphicsDevice;
        }
Example #5
0
 public void addStatic(BasicSprite s)
 {
     s.addTo(statics);
     s.addTo(collidables);
 }
Example #6
0
 public void addFadeInObject(BasicSprite s)
 {
     s.addTo(fadeIns);
 }