public miniHUD(Texture2D bGround, Texture2D bar, Rectangle bGround_rect) { HUD_bGround = bGround_rect; bGround_color = bGround; stat_height = 18; stat_width = bGround_rect.Width / 2 - 16; intoxBar = new Bar(bar, new Vector2(bGround_rect.X + 8, bGround_rect.Y + 28), new Rectangle(bGround_rect.X + 8, bGround_rect.Y + 28, stat_width, stat_height)); energyBar = new Bar(bar, new Vector2(bGround_rect.X + 8, bGround_rect.Y + 73), new Rectangle(bGround_rect.X + 8, bGround_rect.Y + 73, stat_width, stat_height)); wantedBar = new Bar(bar, new Vector2(bGround_rect.X + 274, bGround_rect.Y + 28), new Rectangle(bGround_rect.X + 274, bGround_rect.Y + 28, stat_width, stat_height)); odorBar = new Bar(bar, new Vector2(bGround_rect.X + 274, bGround_rect.Y + 73), new Rectangle(bGround_rect.X + 274, bGround_rect.Y + 73, stat_width, stat_height)); }
/// <summary> /// Creates a new HUD for GamePlay Screen /// </summary> /// <param name="horizontalBar"></param> /// <param name="verticalBar"></param> /// <param name="powerBar1"></param> /// <param name="powerBar2"></param> /// <param name="statsFont"></param> /// <param name="screenWidth"></param> /// <param name="screenHeight"></param> /// <param name="Player"></param> public gameplayHUD(Texture2D horizontalBar, Texture2D verticalBar, Texture2D powerBar1, Texture2D powerBar2, Texture2D powerBar3, Texture2D smallBeer, Texture2D portraitTexture, Texture2D paperBag, Texture2D trashBag, Texture2D cart, SpriteFont statsFont, int screenWidth, int screenHeight, character Player) { beerHeight = (int)(horizontalBar.Height * 0.75); beerWidth = 12; this.Player = Player; this.smallBeer = smallBeer; containerImage = new Texture2D[3] { paperBag, trashBag, cart }; reminderColor = Color.Black; fntAttribs = statsFont; #region BACKGROUND RECTANGLE ARRAY INITIALIZATION background = new Sprite[3]; background[0] = new Sprite(horizontalBar, Vector2.Zero); background[1] = new Sprite(horizontalBar, new Vector2(0, screenHeight - horizontalBar.Height)); background[2] = new Sprite(verticalBar, new Vector2(screenWidth - verticalBar.Width, 0)); #endregion #region STATS RECTANGLE ARRAY INITIALIZATION statRectWidth = ((horizontalBar.Width - verticalBar.Width) / 2) - 10; statRectHeight = (int)(horizontalBar.Height * 0.75); intoxBar = new Bar(powerBar1, new Vector2(0, 8), new Rectangle(0, 0, statRectWidth, statRectHeight)); odorBar = new Bar(powerBar3, new Vector2((((horizontalBar.Width - verticalBar.Width) / 2) + 10), 8), new Rectangle(0, 0, statRectWidth, statRectHeight)); energy = new Bar(powerBar2, new Vector2(0, (screenHeight - horizontalBar.Height + 8)), new Rectangle(0, 0, statRectWidth, statRectHeight)); wantedLevel = new Bar(powerBar1, new Vector2((((horizontalBar.Width - verticalBar.Width) / 2) + 10), (screenHeight - horizontalBar.Height + 8)), new Rectangle(0, 0, statRectWidth, statRectHeight)); #endregion #region STAT BARS VECTOR2 ARRAY INITIALIZATION statLoc = new Vector2[6]; for (int index = 0; index < 2; index++) { statLoc[index].X = (index * ((horizontalBar.Width - verticalBar.Width) / 2) + 10) + 4; statLoc[index].Y = 10; } for (int index = 0; index < 2; index++) { statLoc[index + 2].X = (index * ((horizontalBar.Width - verticalBar.Width) / 2) + 10) + 4; statLoc[index + 2].Y = (screenHeight - horizontalBar.Height + 8) + 2; } #endregion #region CHARACTER PORTRAIT INITIALIZATION this.portraitTexture = portraitTexture; portraitRect = new Rectangle(screenWidth - verticalBar.Width + 8, 8, 224, 268); #endregion #region CHARACTER INVENTORY INITIALIZATION inventoryLoc = new Vector2[7] { new Vector2(screenWidth - verticalBar.Width + 73, 345), new Vector2(1150, 390), new Vector2(screenWidth - verticalBar.Width + 16, 495), new Vector2(screenWidth - verticalBar.Width + 16, 525), new Vector2(screenWidth - verticalBar.Width + 16, 555), new Vector2(screenWidth - verticalBar.Width + 16, 585), new Vector2(screenWidth - verticalBar.Width + 58, 620) }; #endregion }