private Vector2 computeUISize(SmallPlayerUI ui, SpriteFont font) { float val = (float)MyGame.MapArea.X * 0.75f; return(new Vector2(val, val)); //return font.MeasureString(" " + GameData.PlayerData.Instance[ui._player].Name + " "); }
private Rectangle computeUIArea(SmallPlayerUI ui) { return(new Rectangle((int)(ui._position.X - ui._width / 2f), (int)(ui._position.Y - ui._width / 2f), (int)ui._width, (int)ui._width)); }
private Vector2 computeUISize(SmallPlayerUI ui, SpriteFont font) { float val = (float)MyGame.MapArea.X * 0.75f; return new Vector2(val, val); //return font.MeasureString(" " + GameData.PlayerData.Instance[ui._player].Name + " "); }
private void initializePlayerUIs() { //hack /*GameData.PlayerData.Instance[0].Name = "Gwenn"; GameData.PlayerData.Instance[1].Name = "Aurel"; GameData.PlayerData.Instance[2].Name = "Jerom"; GameData.PlayerData.Instance[3].Name = "Bastien";*/ _miniUIs = new List<SmallPlayerUI>(); SmallPlayerUI playerUI = new SmallPlayerUI(_buttonTexture, new Vector2(50f, 50f), 0); _miniUIs.Add(playerUI); playerUI = new SmallPlayerUI(_buttonTexture, new Vector2(200f, 50f), 1); _miniUIs.Add(playerUI); playerUI = new SmallPlayerUI(_buttonTexture, new Vector2(400f, 50f), 2); _miniUIs.Add(playerUI); playerUI = new SmallPlayerUI(_buttonTexture, new Vector2(600f, 50f), 3); _miniUIs.Add(playerUI); //now that the font i s;oaded we can compute the size of each UI foreach (SmallPlayerUI ui in _miniUIs) { ui.initializeArea(MyGame.BasicFontSmall); } }
private Rectangle computeUIArea(SmallPlayerUI ui) { return new Rectangle((int)(ui._position.X - ui._width / 2f), (int)(ui._position.Y - ui._width / 2f), (int)ui._width, (int)ui._width); }