public void MakeHUD(ContentManager pContent) { switch (Game_State) { case 1: hud = new List <HUD_icon>(); Start = new HUD_icon(pContent, this, 6); End = new HUD_icon(pContent, this, 7); Start.Scale = new Vector2(2.4f, 1.5f); End.Scale = new Vector2(2.4f, 1.5f); Start.Position = new Vector2(0, 0 + Start.Texture.Height); End.Position = new Vector2(0, screenSize.Y - (End.Texture.Height * 2)); hud.Add(Start); hud.Add(End); break; case 2: SSV = new SSV_HollowBack(pContent, this); cone = new Targeting(pContent, this); ladar = new Ladar(pContent, this); hud = new List <HUD_icon>(); //creating sidebars //Left ones HUD_icon BellowHud = new HUD_icon(pContent, this, 0); float yHeight = screenSize.Y / BellowHud.Texture.Height; int intYHeight = (int)yHeight; Vector2 position = Vector2.Zero; float Per = yHeight - intYHeight; for (int i = 0; i < 6; i++) { BellowHud = new HUD_icon(pContent, this, i); BellowHud.Position = new Vector2(0, ((i + 1) * (Per * BellowHud.Texture.Height) + (i * BellowHud.Texture.Height))); hud.Add(BellowHud); } //Right ones R_hud = new List <Right_HUD>(); for (int i = 0; i < 3; i++) { Right_HUD argh = new Right_HUD(pContent, this, i); R_hud.Add(argh); } break; } }
public void MakeHUD(ContentManager pContent) { SSV = new SSV_HollowBack(pContent, this); hud = new List <Sprite>(); Sprite BellowHud = new Sprite(pContent, "SideBlocks", this); float yHeight = screenSize.Y / BellowHud.Texture.Height; int intYHeight = (int)yHeight; Vector2 position = Vector2.Zero; float Per = yHeight - intYHeight; for (int i = 0; i < 6; i++) { BellowHud = new Sprite(pContent, "SideBlocks", this); BellowHud.Position = new Vector2(0, ((i + 1) * (Per * BellowHud.Texture.Height) + (i * BellowHud.Texture.Height))); hud.Add(BellowHud); } }