private void DrawPercent(PercentWidget per, int value) { screen.DrawPatch( per.Patch, scale * per.NumberWidget.X, scale * per.NumberWidget.Y, scale); DrawNumber(per.NumberWidget, value); }
public StatusBarRenderer(DrawScreen screen) { this.screen = screen; this.patches = new Patches(); this.scale = screen.Width / 320; this.ready = new NumberWidget(); this.ready.Patches = this.patches.TallNumbers; this.ready.Width = StatusBarRenderer.ammoWidth; this.ready.X = StatusBarRenderer.ammoX; this.ready.Y = StatusBarRenderer.ammoY; this.health = new PercentWidget(); this.health.NumberWidget.Patches = this.patches.TallNumbers; this.health.NumberWidget.Width = 3; this.health.NumberWidget.X = StatusBarRenderer.healthX; this.health.NumberWidget.Y = StatusBarRenderer.healthY; this.health.Patch = this.patches.TallPercent; this.armor = new PercentWidget(); this.armor.NumberWidget.Patches = this.patches.TallNumbers; this.armor.NumberWidget.Width = 3; this.armor.NumberWidget.X = StatusBarRenderer.armorX; this.armor.NumberWidget.Y = StatusBarRenderer.armorY; this.armor.Patch = this.patches.TallPercent; this.ammo = new NumberWidget[4]; this.ammo[0] = new NumberWidget(); this.ammo[0].Patches = this.patches.ShortNumbers; this.ammo[0].Width = StatusBarRenderer.ammo0Width; this.ammo[0].X = StatusBarRenderer.ammo0X; this.ammo[0].Y = StatusBarRenderer.ammo0Y; this.ammo[1] = new NumberWidget(); this.ammo[1].Patches = this.patches.ShortNumbers; this.ammo[1].Width = StatusBarRenderer.ammo1Width; this.ammo[1].X = StatusBarRenderer.ammo1X; this.ammo[1].Y = StatusBarRenderer.ammo1Y; this.ammo[2] = new NumberWidget(); this.ammo[2].Patches = this.patches.ShortNumbers; this.ammo[2].Width = StatusBarRenderer.ammo2Width; this.ammo[2].X = StatusBarRenderer.ammo2X; this.ammo[2].Y = StatusBarRenderer.ammo2Y; this.ammo[3] = new NumberWidget(); this.ammo[3].Patches = this.patches.ShortNumbers; this.ammo[3].Width = StatusBarRenderer.ammo3Wdth; this.ammo[3].X = StatusBarRenderer.ammo3X; this.ammo[3].Y = StatusBarRenderer.ammo3Y; this.maxAmmo = new NumberWidget[4]; this.maxAmmo[0] = new NumberWidget(); this.maxAmmo[0].Patches = this.patches.ShortNumbers; this.maxAmmo[0].Width = StatusBarRenderer.maxAmmo0Width; this.maxAmmo[0].X = StatusBarRenderer.maxAmmo0X; this.maxAmmo[0].Y = StatusBarRenderer.maxAmmo0Y; this.maxAmmo[1] = new NumberWidget(); this.maxAmmo[1].Patches = this.patches.ShortNumbers; this.maxAmmo[1].Width = StatusBarRenderer.maxAmmo1Width; this.maxAmmo[1].X = StatusBarRenderer.maxAmmo1X; this.maxAmmo[1].Y = StatusBarRenderer.maxAmmo1Y; this.maxAmmo[2] = new NumberWidget(); this.maxAmmo[2].Patches = this.patches.ShortNumbers; this.maxAmmo[2].Width = StatusBarRenderer.maxAmmo2Width; this.maxAmmo[2].X = StatusBarRenderer.maxAmmo2X; this.maxAmmo[2].Y = StatusBarRenderer.maxAmmo2Y; this.maxAmmo[3] = new NumberWidget(); this.maxAmmo[3].Patches = this.patches.ShortNumbers; this.maxAmmo[3].Width = StatusBarRenderer.maxAmmo3Width; this.maxAmmo[3].X = StatusBarRenderer.maxAmmo3X; this.maxAmmo[3].Y = StatusBarRenderer.maxAmmo3Y; this.weapons = new MultIconWidget[6]; for (var i = 0; i < this.weapons.Length; i++) { this.weapons[i] = new MultIconWidget(); this.weapons[i].X = StatusBarRenderer.armsX + (i % 3) * StatusBarRenderer.armsSpaceX; this.weapons[i].Y = StatusBarRenderer.armsY + (i / 3) * StatusBarRenderer.armsSpaceY; this.weapons[i].Patches = this.patches.Arms[i]; } this.frags = new NumberWidget(); this.frags.Patches = this.patches.TallNumbers; this.frags.Width = StatusBarRenderer.fragsWidth; this.frags.X = StatusBarRenderer.fragsX; this.frags.Y = StatusBarRenderer.fragsY; this.keys = new MultIconWidget[3]; this.keys[0] = new MultIconWidget(); this.keys[0].X = StatusBarRenderer.key0X; this.keys[0].Y = StatusBarRenderer.key0Y; this.keys[0].Patches = this.patches.Keys; this.keys[1] = new MultIconWidget(); this.keys[1].X = StatusBarRenderer.key1X; this.keys[1].Y = StatusBarRenderer.key1Y; this.keys[1].Patches = this.patches.Keys; this.keys[2] = new MultIconWidget(); this.keys[2].X = StatusBarRenderer.key2X; this.keys[2].Y = StatusBarRenderer.key2Y; this.keys[2].Patches = this.patches.Keys; }
public StatusBarRenderer(Wad wad, DrawScreen screen) { this.screen = screen; patches = new Patches(wad); scale = screen.Width / 320; ready = new NumberWidget(); ready.Patches = patches.TallNumbers; ready.Width = ammoWidth; ready.X = ammoX; ready.Y = ammoY; health = new PercentWidget(); health.NumberWidget.Patches = patches.TallNumbers; health.NumberWidget.Width = 3; health.NumberWidget.X = healthX; health.NumberWidget.Y = healthY; health.Patch = patches.TallPercent; armor = new PercentWidget(); armor.NumberWidget.Patches = patches.TallNumbers; armor.NumberWidget.Width = 3; armor.NumberWidget.X = armorX; armor.NumberWidget.Y = armorY; armor.Patch = patches.TallPercent; ammo = new NumberWidget[(int)AmmoType.Count]; ammo[0] = new NumberWidget(); ammo[0].Patches = patches.ShortNumbers; ammo[0].Width = ammo0Width; ammo[0].X = ammo0X; ammo[0].Y = ammo0Y; ammo[1] = new NumberWidget(); ammo[1].Patches = patches.ShortNumbers; ammo[1].Width = ammo1Width; ammo[1].X = ammo1X; ammo[1].Y = ammo1Y; ammo[2] = new NumberWidget(); ammo[2].Patches = patches.ShortNumbers; ammo[2].Width = ammo2Width; ammo[2].X = ammo2X; ammo[2].Y = ammo2Y; ammo[3] = new NumberWidget(); ammo[3].Patches = patches.ShortNumbers; ammo[3].Width = ammo3Wdth; ammo[3].X = ammo3X; ammo[3].Y = ammo3Y; maxAmmo = new NumberWidget[(int)AmmoType.Count]; maxAmmo[0] = new NumberWidget(); maxAmmo[0].Patches = patches.ShortNumbers; maxAmmo[0].Width = maxAmmo0Width; maxAmmo[0].X = maxAmmo0X; maxAmmo[0].Y = maxAmmo0Y; maxAmmo[1] = new NumberWidget(); maxAmmo[1].Patches = patches.ShortNumbers; maxAmmo[1].Width = maxAmmo1Width; maxAmmo[1].X = maxAmmo1X; maxAmmo[1].Y = maxAmmo1Y; maxAmmo[2] = new NumberWidget(); maxAmmo[2].Patches = patches.ShortNumbers; maxAmmo[2].Width = maxAmmo2Width; maxAmmo[2].X = maxAmmo2X; maxAmmo[2].Y = maxAmmo2Y; maxAmmo[3] = new NumberWidget(); maxAmmo[3].Patches = patches.ShortNumbers; maxAmmo[3].Width = maxAmmo3Width; maxAmmo[3].X = maxAmmo3X; maxAmmo[3].Y = maxAmmo3Y; weapons = new MultIconWidget[6]; for (var i = 0; i < weapons.Length; i++) { weapons[i] = new MultIconWidget(); weapons[i].X = armsX + (i % 3) * armsSpaceX; weapons[i].Y = armsY + (i / 3) * armsSpaceY; weapons[i].Patches = patches.Arms[i]; } frags = new NumberWidget(); frags.Patches = patches.TallNumbers; frags.Width = fragsWidth; frags.X = fragsX; frags.Y = fragsY; keys = new MultIconWidget[3]; keys[0] = new MultIconWidget(); keys[0].X = key0X; keys[0].Y = key0Y; keys[0].Patches = patches.Keys; keys[1] = new MultIconWidget(); keys[1].X = key1X; keys[1].Y = key1Y; keys[1].Patches = patches.Keys; keys[2] = new MultIconWidget(); keys[2].X = key2X; keys[2].Y = key2Y; keys[2].Patches = patches.Keys; }
public StatusBarRenderer(Wad wad, DrawScreen screen) { this.screen = screen; patches = new Patches(wad); scale = screen.Width / 320; wReady = new NumberWidget(); wReady.Patches = patches.TallNumbers; wReady.Width = ST_AMMOWIDTH; wReady.X = ST_AMMOX; wReady.Y = ST_AMMOY; wHealth = new PercentWidget(); wHealth.NumberWidget.Patches = patches.TallNumbers; wHealth.NumberWidget.Width = 3; wHealth.NumberWidget.X = ST_HEALTHX; wHealth.NumberWidget.Y = ST_HEALTHY; wHealth.Patch = patches.TallPercent; wArmor = new PercentWidget(); wArmor.NumberWidget.Patches = patches.TallNumbers; wArmor.NumberWidget.Width = 3; wArmor.NumberWidget.X = ST_ARMORX; wArmor.NumberWidget.Y = ST_ARMORY; wArmor.Patch = patches.TallPercent; wAmmo = new NumberWidget[(int)AmmoType.Count]; wMaxAmmo = new NumberWidget[(int)AmmoType.Count]; wAmmo[0] = new NumberWidget(); wAmmo[0].Patches = patches.ShortNumbers; wAmmo[0].Width = ST_AMMO0WIDTH; wAmmo[0].X = ST_AMMO0X; wAmmo[0].Y = ST_AMMO0Y; wAmmo[1] = new NumberWidget(); wAmmo[1].Patches = patches.ShortNumbers; wAmmo[1].Width = ST_AMMO1WIDTH; wAmmo[1].X = ST_AMMO1X; wAmmo[1].Y = ST_AMMO1Y; wAmmo[2] = new NumberWidget(); wAmmo[2].Patches = patches.ShortNumbers; wAmmo[2].Width = ST_AMMO2WIDTH; wAmmo[2].X = ST_AMMO2X; wAmmo[2].Y = ST_AMMO2Y; wAmmo[3] = new NumberWidget(); wAmmo[3].Patches = patches.ShortNumbers; wAmmo[3].Width = ST_AMMO3WIDTH; wAmmo[3].X = ST_AMMO3X; wAmmo[3].Y = ST_AMMO3Y; wMaxAmmo[0] = new NumberWidget(); wMaxAmmo[0].Patches = patches.ShortNumbers; wMaxAmmo[0].Width = ST_MAXAMMO0WIDTH; wMaxAmmo[0].X = ST_MAXAMMO0X; wMaxAmmo[0].Y = ST_MAXAMMO0Y; wMaxAmmo[1] = new NumberWidget(); wMaxAmmo[1].Patches = patches.ShortNumbers; wMaxAmmo[1].Width = ST_MAXAMMO1WIDTH; wMaxAmmo[1].X = ST_MAXAMMO1X; wMaxAmmo[1].Y = ST_MAXAMMO1Y; wMaxAmmo[2] = new NumberWidget(); wMaxAmmo[2].Patches = patches.ShortNumbers; wMaxAmmo[2].Width = ST_MAXAMMO2WIDTH; wMaxAmmo[2].X = ST_MAXAMMO2X; wMaxAmmo[2].Y = ST_MAXAMMO2Y; wMaxAmmo[3] = new NumberWidget(); wMaxAmmo[3].Patches = patches.ShortNumbers; wMaxAmmo[3].Width = ST_MAXAMMO3WIDTH; wMaxAmmo[3].X = ST_MAXAMMO3X; wMaxAmmo[3].Y = ST_MAXAMMO3Y; // weapons owned wArms = new MultIconWidget[6]; for (var i = 0; i < wArms.Length; i++) { wArms[i] = new MultIconWidget(); wArms[i].X = ST_ARMSX + (i % 3) * ST_ARMSXSPACE; wArms[i].Y = ST_ARMSY + (i / 3) * ST_ARMSYSPACE; wArms[i].Patches = patches.Arms[i]; } wFrags = new NumberWidget(); wFrags.Patches = patches.TallNumbers; wFrags.Width = ST_FRAGSWIDTH; wFrags.X = ST_FRAGSX; wFrags.Y = ST_FRAGSY; }