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); }
private void RenderDisplayAnimation_OnInitialize(object sender, EventArgs e) { EngineCore.Initialize("Content", GraphicsDevice, RenderDisplayAnimation.Services); mSpriteBatch = new SpriteBatch(GraphicsDevice); mLineTexture = DrawHelper.Rect2Texture(1, 1, 0, Color.White); mSpriteFont = EngineCore.ContentLoader.Load <SpriteFont>(@"Fonts\Arial"); }