public void create_hud(Combat_Data data)
 {
     Combat_HUD = new Map_Combat_HUD(new List <Texture2D> {
         Global.Content.Load <Texture2D>(@"Graphics/Windowskins/Map_Combat_HUD"),
         Global.Content.Load <Texture2D>(@"Graphics/Fonts/" + Config.UI_FONT + "_" + "White"), //@Debug
         Global.Content.Load <Texture2D>(@"Graphics/Fonts/" + Config.COMBAT_DIGITS_FONT)
     },                                                                                        //@Debug
                                     data);
 }
Example #2
0
 protected void initialize(Combat_Data data)
 {
     Data = data;
     initialize_images();
     Name1.text   = Data.Name1;
     Name1.offset = new Vector2(Font_Data.text_width(Name1.text) / 2, 0);
     if (Data.Battler_2_Id != null)
     {
         Name2.text   = Data.Name2;
         Name2.offset = new Vector2(Font_Data.text_width(Name2.text) / 2, 0);
     }
 }
Example #3
0
 protected override void apply_combat()
 {
     if (Combat_Data.Hp1 > 0 && Combat_Data.Hp2 > 0)
     {
         Combat_Data.apply_combat(false, true);
         if (Retreat)
         {
             Global.game_system.Arena_Retreat = true;
         }
         else
         {
             // should Cancel propagate between rounds? //Yeti
             Phase       = 1;
             Segment     = 0;
             Timer       = 0;
             Arena_Timer = 30;
             suspend();
         }
     }
     else
     {
         Combat_Data.apply_combat();
     }
 }
Example #4
0
 public Window_Battle_HUD(Combat_Data data, bool reverse, int distance)
 {
     Data = data;
     initialize(reverse, distance);
 }
Example #5
0
 public Map_Combat_HUD(List <Texture2D> textures, Combat_Data data)
 {
     this.textures = textures;
     initialize(data);
 }