public HUD(Game game, GameOptions gameOptions) { this.Game = game; this.gameOptions = gameOptions; gameResults = new GameResults(); healthBar = new HUDBar(HEALTH_BAR_BACKGROUND_COLOR, HEALTH_BAR_BAR_COLOR, HEALTH_BAR_FRAME, "Health:"); staminaBar = new HUDBar(STAMINA_BAR_BACKGROUND_COLOR, STAMINA_BAR_BAR_COLOR, STAMINA_BAR_FRAME, "Stamina:"); messageQueue = new HUDTextTimedQueue(MESSAGE_QUEUE_BASEPOINT); }
public static void LoadContent(ContentManager contentManager, int screenWidth, int screenHeight) { HUDBar.LoadContent(contentManager); HUDTextTimedQueue.LoadContent(contentManager); pixelTexture = contentManager.Load <Texture2D>(@"Images/HUD/Pixel"); weaponIconsTextureSheet = new TextureSheet(contentManager.Load <Texture2D>(@"Images/Weapons/WeaponIcons"), new Point(7, 2), Vector2.Zero); smallWeaponIconsTextureSheet = new TextureSheet(contentManager.Load <Texture2D>(@"Images/Weapons/SmallWeaponIcons"), new Point(5, 2), Vector2.Zero); //Adjust to Display Size HUD_TOP_BAR_BACKROUND_FRAME.Width = screenWidth; SURVIVAL_TIME_TEXT_POSITION.X = (float)screenWidth - SURVIVAL_TIME_TEXT_POSITION_OFFSET; ZOMBIE_KILLS_TEXT_POSITION.X = (float)screenWidth - ZOMBIE_KILLS_TEXT_POSITION_OFFSET; ZOMBIE_WAVES_TEXT_POSITION.X = (float)screenWidth - ZOMBIE_WAVES_TEXT_POSITION_OFFSET; POINTS_TEXT_POSITION.X = (float)screenWidth - POINTS_TEXT_POSITION_OFFSET; WEAPON_ICON_POSITION.X = (float)screenWidth - WEAPON_ICON_POSITION_OFFSET.X; WEAPON_ICON_POSITION.Y = (float)screenHeight - WEAPON_ICON_POSITION_OFFSET.Y; WEAPON_ROUNDS_POSITION.X = (float)screenWidth - WEAPON_ROUNDS_POSITION_OFFSET.X; WEAPON_ROUNDS_POSITION.Y = (float)screenHeight - WEAPON_ROUNDS_POSITION_OFFSET.Y; WEAPON_CLIPS_POSITION.X = (float)screenWidth - WEAPON_CLIPS_POSITION_OFFSET.X; WEAPON_CLIPS_POSITION.Y = (float)screenHeight - WEAPON_CLIPS_POSITION_OFFSET.Y; WEAPONS_ENABLED_BASEPOINT.Y = (float)screenHeight - WEAPONS_ENABLED_BASEPOINT_OFFSET; }