public PlayerPanelHUD(Player player, int screenX, int screenY)
        {
            _player = player;

            var hudTexture      = AssetLoader.GetTexture("UI/HUD");
            var hudFrontTexture = new Subtexture(hudTexture, 0, 0, 48, 16);
            var bar             = new Subtexture(hudTexture, 48, 0, _barTextureWidth, 3);

            _panel             = new ScalableSprite(hudFrontTexture);
            _panel.renderLayer = Layers.HUD;
            _panel.layerDepth  = 1f;
            _panel.localOffset = new Vector2(screenX + 48, screenY);
            _panel.origin      = new Vector2(0, 0);

            _healthBar             = new ScalableSprite(bar);
            _healthBar.color       = Color.Green;
            _healthBar.localOffset = _panel.localOffset + new Vector2(80, 28);
            _healthBar.renderLayer = Layers.HUD;
            _healthBar.origin      = new Vector2(0, 0);

            _healthBarFade             = new ScalableSprite(bar);
            _healthBarFade.color       = Color.OrangeRed;
            _healthBarFade.localOffset = _panel.localOffset + new Vector2(80, 28);
            _healthBarFade.renderLayer = Layers.HUD;
            _healthBarFade.layerDepth  = 0.5f;
            _healthBarFade.origin      = new Vector2(0, 0);

            _staminaBar             = new ScalableSprite(bar);
            _staminaBar.color       = Color.Red;
            _staminaBar.localOffset = _panel.localOffset + new Vector2(80, 44);
            _staminaBar.renderLayer = Layers.HUD;
            _staminaBar.origin      = new Vector2(0, 0);

            _staminaBarFade             = new ScalableSprite(bar);
            _staminaBarFade.color       = Color.OrangeRed;
            _staminaBarFade.localOffset = _panel.localOffset + new Vector2(80, 44);
            _staminaBarFade.renderLayer = Layers.HUD;
            _staminaBarFade.layerDepth  = 0.5f;
            _staminaBarFade.origin      = new Vector2(0, 0);

            _head             = new ScalableSprite(bar);
            _head.renderLayer = Layers.HUD;
            _head.layerDepth  = 1f;
            _head.localOffset = _panel.localOffset + new Vector2(40, 50);
            _head.origin      = new Vector2(0, 0);

            _panel.SetScale(new Vector2(_uiScale, _uiScale));
            _head.SetScale(new Vector2(_uiScale, _uiScale));
            _healthBar.SetScale(new Vector2((_uiScale + BarStretchToFit) * _healthBarScale, _uiScale));
            _healthBarFade.SetScale(new Vector2((_uiScale + BarStretchToFit) * _healthBarFadeScale, _uiScale));
            _staminaBar.SetScale(new Vector2((_uiScale + BarStretchToFit) * _staminaBarScale, _uiScale));
            _staminaBarFade.SetScale(new Vector2((_uiScale + BarStretchToFit) * _staminaBarFadeScale, _uiScale));

            addComponent(_panel);
            addComponent(_healthBar);
            addComponent(_healthBarFade);
            addComponent(_staminaBar);
            addComponent(_staminaBarFade);
            addComponent(_head);
        }
Exemple #2
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        private ScalableSprite <BulletAnimations> SetupAnimations(BulletSprite sprite)
        {
            var animations = new ScalableSprite <BulletAnimations>();

            animations.renderLayer = Layers.Bullet;
            animations.addAnimation(BulletAnimations.Bullet, sprite.Bullet.ToSpriteAnimation(sprite.Source, 16, 16));

            return(animations);
        }
Exemple #3
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 public BulletRenderer(Bullet bullet)
 {
     _bullet = bullet;
     _sprite = bullet.addComponent(SetupAnimations(_bullet.Parameters.Sprite));
 }