Added in player HUD with simple health (with lerp!) and ammo display.
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After Width: | Height: | Size: 126 B |
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@ -26,10 +26,5 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCFonts
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this.CharacterAtlus.Add('9', new TexturedCharacter('9', SeasideScramble.self.textureUtils.getTexture("SSCUI", "9"), Color.White));
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}
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public override TexturedCharacter getTexturedCharacter(char c)
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{
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return this.CharacterAtlus[c];
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}
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}
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}
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@ -119,6 +119,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCGuns
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this.remainingAmmo = this.maxAmmo;
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this.firingDelay = FiringRate;
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this.reloadSpeed = ReloadSpeed;
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this.timeRemainingUntilReload = this.reloadSpeed;
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this.consumesXAmmoPerShot = ConsumesXAmmo;
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}
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@ -17,7 +17,22 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus.HUD
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public SSCEnums.PlayerID playerID;
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public bool showHUD;
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public TexturedString str;
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public AnimatedSprite heart;
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public TexturedString playerHealth;
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public int remainingHealthLerpFrames;
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public int framesToUpdate = 5;
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public AnimatedSprite gun;
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public TexturedString playerAmmo;
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public SSCPlayer Player
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{
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get
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{
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return SeasideScramble.self.getPlayer(this.playerID);
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}
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}
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public CharacterHUD()
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{
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@ -27,12 +42,17 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus.HUD
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public CharacterHUD(int x, int y, int width, int height, SSCEnums.PlayerID Player) : base(x, y, width, height, false)
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{
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this.background = new AnimatedSprite("Background", new Vector2(x, y), new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("SSCUI", "DialogBox"), new Animation(0, 0, 32, 32)), Color.White);
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this.playerID = Player;
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this.showHUD = false;
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this.str = SeasideScramble.self.gameFont.ParseString("012",new Vector2(100,100),Color.White,true,2f);
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this.str.setPosition(new Vector2(this.xPositionOnScreen+100, this.yPositionOnScreen+50));
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this.heart = new AnimatedSprite("Heart", new Vector2(x + 32, y + 10), new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("SSCUI", "Heart"), new Animation(0, 0, 7, 6)), Color.White);
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this.playerHealth = SeasideScramble.self.gameFont.ParseString("100", new Vector2(100, this.yPositionOnScreen + 10), Color.White, true, 2f);
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this.playerHealth.setPosition(new Vector2(this.xPositionOnScreen + 100, this.yPositionOnScreen + 10));
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this.gun = new AnimatedSprite("Gun", new Vector2(x + 32, y + 50), new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("Guns", "BasicGun"), new Animation(0, 0, 16, 16)), Color.White);
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this.playerAmmo = SeasideScramble.self.gameFont.ParseString("100", new Vector2(100, this.yPositionOnScreen + 50), Color.White, true, 2f);
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this.playerAmmo.setPosition(new Vector2(this.xPositionOnScreen + 100, this.yPositionOnScreen + 50));
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}
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public override void update(GameTime time)
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@ -41,10 +61,38 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus.HUD
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if (SeasideScramble.self.getPlayer(this.playerID) != null)
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{
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this.background.color = SeasideScramble.self.getPlayer(this.playerID).playerColor;
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if (this.str.getText() != "345")
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this.healthDisplayLerp();
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if (this.Player.gun.remainingAmmo == SSCGuns.SSCGun.infiniteAmmo)
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{
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this.str.setText("345", SeasideScramble.self.gameFont, Color.White);
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this.playerAmmo.setText("999", SeasideScramble.self.gameFont, Color.White);
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}
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else
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{
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this.playerAmmo.setText(this.Player.gun.remainingAmmo.ToString().PadLeft(3,'0'), SeasideScramble.self.gameFont, Color.White);
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}
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}
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}
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/// <summary>
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/// Has a small counting lerp for display text.
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/// </summary>
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private void healthDisplayLerp()
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{
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if (this.remainingHealthLerpFrames == 0)
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{
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this.remainingHealthLerpFrames = this.framesToUpdate;
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if (Convert.ToInt32(this.playerHealth.getText()) != this.Player.currentHealth)
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{
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int health = Convert.ToInt32(this.playerHealth.getText());
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health = health - 1;
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string healthStr = health.ToString();
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healthStr = healthStr.PadLeft(3, '0');
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this.playerHealth.setText(healthStr, SeasideScramble.self.gameFont, Color.White);
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}
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}
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else
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{
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this.remainingHealthLerpFrames--;
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}
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}
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@ -58,7 +106,10 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus.HUD
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//Draw the HUD background.
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//b.Draw(this.background.texture, new Vector2(100, 100), SeasideScramble.self.camera.getXNARect(), SeasideScramble.self.players[this.playerID].playerColor, 0f, Vector2.Zero, new Vector2(4f, 2f), SpriteEffects.None, 0f);
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this.background.draw(b, this.background.position, new Vector2(8f, 4f), 0f);
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this.str.draw(b,new Rectangle(0,0,16,16),0f);
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this.playerHealth.draw(b, new Rectangle(0, 0, 16, 16), 0f);
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this.playerAmmo.draw(b, new Rectangle(0, 0, 16, 16), 0f);
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this.heart.draw(b, 8f, 0f);
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this.gun.draw(b, 4f, 0f);
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}
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/// <summary>
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@ -66,7 +117,10 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame.SSCMenus.HUD
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/// </summary>
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public void displayHUD()
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{
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this.playerHealth.setText(SeasideScramble.self.getPlayer(this.playerID).currentHealth.ToString(), SeasideScramble.self.gameFont, Color.White);
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this.showHUD = true;
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SeasideScramble.self.getPlayer(this.playerID).takeDamage(100);
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}
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/// <summary>
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@ -40,6 +40,17 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
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public SSCMenus.HUD.CharacterHUD HUD;
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public int currentHealth;
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public int maxHealth;
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public bool isDead
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{
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get
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{
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return this.currentHealth <= 0;
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}
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}
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public SSCPlayer(SSCEnums.PlayerID PlayerID)
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{
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this.playerID = PlayerID;
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@ -131,7 +142,10 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
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this.gun=new SSCGuns.SSCGun(new StardustCore.Animations.AnimatedSprite("MyFirstGun",this.position,new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("Guns","BasicGun"),new Animation(0,0,16,16)),Color.White), SeasideScramble.self.projectiles.getDefaultProjectile(this, this.position, Vector2.Zero, 1f, new Rectangle(0, 0, 16, 16), Color.White, 4f, 300),10,1000,3000);
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this.hitBox = new Rectangle((int)this.position.X, (int)this.position.Y, 64, 64);
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this.HUD = new SSCMenus.HUD.CharacterHUD(100, 100, 200, 200, this.playerID);
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this.HUD = new SSCMenus.HUD.CharacterHUD(100, 20, 100, 100, this.playerID);
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this.maxHealth = 100;
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this.currentHealth = 100;
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}
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/// <summary>
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@ -181,7 +195,6 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
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this.HUD.draw(b);
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}
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#region
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/// <summary>
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/// Called every frame to do update logic.
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/// </summary>
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@ -242,6 +255,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
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this.showMouseCursor = true;
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}
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}
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if (this.currentHealth < 0) this.currentHealth = 0;
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this.gun.update(Time);
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this.HUD.update(Time);
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@ -260,6 +274,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
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// Input logic //
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~//
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#region
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/// <summary>
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/// Checks when the gamepad receives input.
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@ -484,5 +499,23 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
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}
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public void takeDamage(int amount)
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{
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this.currentHealth -= amount;
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if (this.currentHealth < 0) {
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this.currentHealth = 0;
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}
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}
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public void heal(int amount)
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{
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this.takeDamage(amount * -1);
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}
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public void healToFull()
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{
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this.currentHealth = this.maxHealth;
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}
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}
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}
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@ -163,10 +163,7 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
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foreach(SSCPlayer p in this.players.Values) {
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p.draw(b);
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if(p.playerID== SSCEnums.PlayerID.One)
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{
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p.drawMouse(b);
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}
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}
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/*
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@ -175,14 +172,20 @@ namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
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this.menuManager.activeMenu.draw(b);
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}
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*/
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foreach (SSCPlayer p in this.players.Values)
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{
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p.drawHUD(b);
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if (p.playerID == SSCEnums.PlayerID.One)
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{
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p.drawMouse(b);
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}
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}
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this.menuManager.drawAll(b);
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this.projectiles.draw(b);
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foreach (SSCPlayer p in this.players.Values)
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{
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p.drawHUD(b);
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}
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b.End();
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}
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@ -191,6 +191,9 @@
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<Content Include="Content\Minigames\SeasideScramble\Graphics\UI\DialogBox.png">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Minigames\SeasideScramble\Graphics\UI\Heart.png">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Minigames\SeasideScramble\Graphics\UI\lastPageButton.png">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</Content>
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@ -20,7 +20,8 @@ namespace StardustCore.UIUtilities.SpriteFonts.CharacterSheets
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public virtual TexturedCharacter getTexturedCharacter(char c)
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{
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return new TexturedCharacter();
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var original = this.CharacterAtlus[c];
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return TexturedCharacter.Copy(original);
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}
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public virtual GenericCharacterSheets create(string Path)
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@ -74,6 +74,8 @@ namespace StardustCore.UIUtilities.SpriteFonts.Components
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this.scale = other.scale;
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this.position = other.position;
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this.label = other.label;
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this.displayText = other.displayText;
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}
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/// <summary>Adds a textured character to a textured string.</summary>
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