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); }
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); }
public BulletRenderer(Bullet bullet) { _bullet = bullet; _sprite = bullet.addComponent(SetupAnimations(_bullet.Parameters.Sprite)); }