private void DrawTestAttributes( SpriteBatch spriteBatch, SpriteFont spriteFont ) { if( mCharacter == null ) return; if( healthBarHP == null ) { healthBarHP = DrawHelper.Rect2Texture( CurrentAnimation.CurrentRect.Width, 4, 2, Color.Red ); healthBarSP = DrawHelper.Rect2Texture( CurrentAnimation.CurrentRect.Width, 4, 2, Color.Blue ); healthBarBorder = DrawHelper.Rect2Texture( CurrentAnimation.CurrentRect.Width + 2, 6, 1, Color.Black ); } Vector2 barPos = mPosition + new Vector2( 0f, CurrentAnimation.CurrentRect.Height + 1f ); // start 1px below Bottom Bound (mostly feets) Vector2 namePos = new Vector2( mPosition.X + ( CurrentAnimation.CurrentRect.Width / 2 ) - ( spriteFont.MeasureString( mCharacter.Name ).X / 2 ), mPosition.Y ); // BottomLeft Corner + half Width (=Bottom Center) - NameLength / 2 (=Bottom Center) namePos.Y -= spriteFont.MeasureString( mCharacter.Name ).Y; // fixxing ugly swimming Names by forcing integer namePos.X = Math.Max( 0, (int)namePos.X ); namePos.Y = Math.Max( 0, (int)namePos.Y ); spriteBatch.DrawStringShadowed( spriteFont, mCharacter.Name, namePos, Color.DarkBlue, Color.White ); int hpPct = (int)( ( (float)mCharacter.Status.Hp / (float)mCharacter.Status.MaxHp ) * healthBarHP.Width ); int SpPct = (int)( ( (float)mCharacter.Status.Mp / (float)mCharacter.Status.MaxMp ) * healthBarSP.Width ); spriteBatch.Draw( healthBarBorder, new Rectangle( (int)barPos.X, (int)barPos.Y, healthBarBorder.Width, healthBarBorder.Height ), Color.White ); spriteBatch.Draw( healthBarHP, new Rectangle( (int)barPos.X + 1, (int)barPos.Y + 1, hpPct, healthBarHP.Height ), Color.White ); spriteBatch.Draw( healthBarBorder, new Rectangle( (int)barPos.X, (int)barPos.Y + healthBarBorder.Height + 1, healthBarBorder.Width, healthBarBorder.Height ), Color.White ); spriteBatch.Draw( healthBarSP, new Rectangle( (int)barPos.X + 1, (int)barPos.Y + healthBarBorder.Height + 1 + 1, SpPct, healthBarSP.Height ), Color.White ); }