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using Microsoft.Xna.Framework ;
using Microsoft.Xna.Framework.Graphics ;
using StardewModdingAPI ;
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using StardewModdingAPI.Enums ;
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using StardewModdingAPI.Events ;
using StardewValley ;
using StardewValley.Menus ;
using StardewValley.Tools ;
using System ;
using System.Collections.Generic ;
using System.IO ;
using System.Media ;
using System.Threading ;
using System.Threading.Tasks ;
using System.Timers ;
using UIInfoSuite.Extensions ;
namespace UIInfoSuite.UIElements
{
class ExperienceBar : IDisposable
{
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public interface LevelExtenderEvents
{
event EventHandler OnXPChanged ;
}
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private const int MaxBarWidth = 175 ;
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private int [ ] _currentExperience = new int [ 5 ] ;
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private readonly List < ExperiencePointDisplay > _experiencePointDisplays = new List < ExperiencePointDisplay > ( ) ;
private readonly TimeSpan _levelUpPauseTime = TimeSpan . FromSeconds ( 2 ) ;
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private readonly Color _iconColor = Color . White ;
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private Color _experienceFillColor = Color . Blue ;
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private Rectangle _experienceIconPosition = new Rectangle ( 10 , 428 , 10 , 10 ) ;
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private Item _previousItem = null ;
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private bool _experienceBarShouldBeVisible = false ;
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private bool _shouldDrawLevelUp = false ;
private System . Timers . Timer _timeToDisappear = new System . Timers . Timer ( ) ;
private readonly TimeSpan _timeBeforeExperienceBarFades = TimeSpan . FromSeconds ( 8 ) ;
//private SoundEffectInstance _soundEffect;
private Rectangle _levelUpIconRectangle = new Rectangle ( 120 , 428 , 10 , 10 ) ;
private bool _allowExperienceBarToFadeOut = true ;
private bool _showExperienceGain = true ;
private bool _showLevelUpAnimation = true ;
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private bool _showExperienceBar = true ;
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private readonly IModHelper _helper ;
private SoundPlayer _player ;
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private LevelExtenderInterface _levelExtenderAPI ;
private int _currentSkillLevel = 0 ;
private int _experienceRequiredToLevel = - 1 ;
private int _experienceFromPreviousLevels = - 1 ;
private int _experienceEarnedThisLevel = - 1 ;
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public ExperienceBar ( IModHelper helper )
{
_helper = helper ;
String path = string . Empty ;
try
{
path = Path . Combine ( _helper . DirectoryPath , "LevelUp.wav" ) ;
_player = new SoundPlayer ( path ) ;
//path = path.Replace(Environment.CurrentDirectory, "");
//path = path.TrimStart(Path.DirectorySeparatorChar);
//_soundEffect = SoundEffect.FromStream(TitleContainer.OpenStream(path)).CreateInstance();
//_soundEffect.Volume = 1f;
}
catch ( Exception ex )
{
ModEntry . MonitorObject . Log ( "Error loading sound file from " + path + ": " + ex . Message + Environment . NewLine + ex . StackTrace , LogLevel . Error ) ;
}
_timeToDisappear . Elapsed + = StopTimerAndFadeBarOut ;
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helper . Events . Display . RenderingHud + = OnRenderingHud ;
helper . Events . Player . Warped + = OnWarped_RemoveAllExperiencePointDisplays ;
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//var something = _helper.ModRegistry.GetApi("DevinLematty.LevelExtender");
try
{
_levelExtenderAPI = _helper . ModRegistry . GetApi < LevelExtenderInterface > ( "DevinLematty.LevelExtender" ) ;
}
catch ( Exception ex )
{
int j = 4 ;
}
int f = 3 ;
//if (something != null)
//{
// try
// {
// var methods = something.GetType().GetMethods();
// var currentXPMethod = something.GetType().GetMethod("currentXP");
// foreach (var method in methods)
// {
// }
// }
// catch (Exception ex)
// {
// int f = 3;
// }
//}
}
private void LoadModApis ( object sender , EventArgs e )
{
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}
public void Dispose ( )
{
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_helper . Events . Player . LevelChanged - = OnLevelChanged ;
_helper . Events . Display . RenderingHud - = OnRenderingHud ;
_helper . Events . Player . Warped - = OnWarped_RemoveAllExperiencePointDisplays ;
_helper . Events . GameLoop . UpdateTicked - = OnUpdateTicked_DetermineIfExperienceHasBeenGained ;
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_timeToDisappear . Elapsed - = StopTimerAndFadeBarOut ;
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_timeToDisappear . Stop ( ) ;
_timeToDisappear . Dispose ( ) ;
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_timeToDisappear = null ;
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}
public void ToggleLevelUpAnimation ( bool showLevelUpAnimation )
{
_showLevelUpAnimation = showLevelUpAnimation ;
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_helper . Events . Player . LevelChanged - = OnLevelChanged ;
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if ( _showLevelUpAnimation )
{
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_helper . Events . Player . LevelChanged + = OnLevelChanged ;
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}
}
public void ToggleExperienceBarFade ( bool allowExperienceBarToFadeOut )
{
_allowExperienceBarToFadeOut = allowExperienceBarToFadeOut ;
}
public void ToggleShowExperienceGain ( bool showExperienceGain )
{
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_helper . Events . GameLoop . UpdateTicked - = OnUpdateTicked_DetermineIfExperienceHasBeenGained ;
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for ( int i = 0 ; i < _currentExperience . Length ; + + i )
_currentExperience [ i ] = Game1 . player . experiencePoints [ i ] ;
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_showExperienceGain = showExperienceGain ;
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if ( showExperienceGain )
{
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_helper . Events . GameLoop . UpdateTicked + = OnUpdateTicked_DetermineIfExperienceHasBeenGained ;
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}
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}
public void ToggleShowExperienceBar ( bool showExperienceBar )
{
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_helper . Events . GameLoop . UpdateTicked - = OnUpdateTicked_DetermineIfExperienceHasBeenGained ;
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//GraphicsEvents.OnPreRenderHudEvent -= OnPreRenderHudEvent;
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//PlayerEvents.Warped -= RemoveAllExperiencePointDisplays;
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_showExperienceBar = showExperienceBar ;
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if ( showExperienceBar )
{
//GraphicsEvents.OnPreRenderHudEvent += OnPreRenderHudEvent;
//PlayerEvents.Warped += RemoveAllExperiencePointDisplays;
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_helper . Events . GameLoop . UpdateTicked + = OnUpdateTicked_DetermineIfExperienceHasBeenGained ;
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}
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}
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/// <summary>Raised after a player skill level changes. This happens as soon as they level up, not when the game notifies the player after their character goes to bed.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event arguments.</param>
private void OnLevelChanged ( object sender , LevelChangedEventArgs e )
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{
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if ( _showLevelUpAnimation & & e . IsLocalPlayer )
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{
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switch ( e . Skill )
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{
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case SkillType . Combat : _levelUpIconRectangle . X = 120 ; break ;
case SkillType . Farming : _levelUpIconRectangle . X = 10 ; break ;
case SkillType . Fishing : _levelUpIconRectangle . X = 20 ; break ;
case SkillType . Foraging : _levelUpIconRectangle . X = 60 ; break ;
case SkillType . Mining : _levelUpIconRectangle . X = 30 ; break ;
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}
_shouldDrawLevelUp = true ;
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ShowExperienceBar ( ) ;
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float previousAmbientVolume = Game1 . options . ambientVolumeLevel ;
float previousMusicVolume = Game1 . options . musicVolumeLevel ;
//if (_soundEffect != null)
// _soundEffect.Volume = previousMusicVolume <= 0.01f ? 0 : Math.Min(1, previousMusicVolume + 0.3f);
//Task.Factory.StartNew(() =>
//{
// Thread.Sleep(100);
// Game1.musicCategory.SetVolume((float)Math.Max(0, Game1.options.musicVolumeLevel - 0.3));
// Game1.ambientCategory.SetVolume((float)Math.Max(0, Game1.options.ambientVolumeLevel - 0.3));
// if (_soundEffect != null)
// _soundEffect.Play();
//});
Task . Factory . StartNew ( ( ) = >
{
Thread . Sleep ( 100 ) ;
_player . Play ( ) ;
} ) ;
Task . Factory . StartNew ( ( ) = >
{
Thread . Sleep ( _levelUpPauseTime ) ;
_shouldDrawLevelUp = false ;
//Game1.musicCategory.SetVolume(previousMusicVolume);
//Game1.ambientCategory.SetVolume(previousAmbientVolume);
} ) ;
}
}
private void StopTimerAndFadeBarOut ( object sender , ElapsedEventArgs e )
{
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_timeToDisappear ? . Stop ( ) ;
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_experienceBarShouldBeVisible = false ;
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}
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/// <summary>Raised after a player warps to a new location.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event arguments.</param>
private void OnWarped_RemoveAllExperiencePointDisplays ( object sender , WarpedEventArgs e )
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{
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if ( e . IsLocalPlayer )
_experiencePointDisplays . Clear ( ) ;
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}
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/// <summary>Raised after the game state is updated (≈60 times per second).</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event arguments.</param>
private void OnUpdateTicked_DetermineIfExperienceHasBeenGained ( object sender , UpdateTickedEventArgs e )
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{
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if ( ! e . IsMultipleOf ( 15 ) ) // quarter second
return ;
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Item currentItem = Game1 . player . CurrentItem ;
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int currentLevelIndex = - 1 ;
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for ( int i = 0 ; i < _currentExperience . Length ; + + i )
{
if ( _currentExperience [ i ] ! = Game1 . player . experiencePoints [ i ] )
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{
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currentLevelIndex = i ;
break ;
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}
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}
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if ( currentLevelIndex > - 1 )
{
switch ( currentLevelIndex )
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{
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case 0 :
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{
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_experienceFillColor = new Color ( 255 , 251 , 35 , 0.38f ) ;
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_experienceIconPosition . X = 10 ;
_currentSkillLevel = Game1 . player . farmingLevel . Value ;
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break ;
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}
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case 1 :
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{
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_experienceFillColor = new Color ( 17 , 84 , 252 , 0.63f ) ;
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_experienceIconPosition . X = 20 ;
_currentSkillLevel = Game1 . player . fishingLevel . Value ;
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break ;
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}
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case 2 :
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{
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_experienceFillColor = new Color ( 0 , 234 , 0 , 0.63f ) ;
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_experienceIconPosition . X = 60 ;
_currentSkillLevel = Game1 . player . foragingLevel . Value ;
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break ;
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}
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case 3 :
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{
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_experienceFillColor = new Color ( 145 , 104 , 63 , 0.63f ) ;
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_experienceIconPosition . X = 30 ;
_currentSkillLevel = Game1 . player . miningLevel . Value ;
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break ;
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}
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case 4 :
{
_experienceFillColor = new Color ( 204 , 0 , 3 , 0.63f ) ;
_experienceIconPosition . X = 120 ;
_currentSkillLevel = Game1 . player . combatLevel . Value ;
break ;
}
}
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_experienceRequiredToLevel = GetExperienceRequiredToLevel ( _currentSkillLevel ) ;
_experienceFromPreviousLevels = GetExperienceRequiredToLevel ( _currentSkillLevel - 1 ) ;
_experienceEarnedThisLevel = Game1 . player . experiencePoints [ currentLevelIndex ] - _experienceFromPreviousLevels ;
int experiencePreviouslyEarnedThisLevel = _currentExperience [ currentLevelIndex ] - _experienceFromPreviousLevels ;
if ( _experienceRequiredToLevel < = 0 & &
_levelExtenderAPI ! = null )
{
_experienceEarnedThisLevel = _levelExtenderAPI . currentXP ( ) [ currentLevelIndex ] ;
_experienceFromPreviousLevels = _currentExperience [ currentLevelIndex ] - _experienceEarnedThisLevel ;
_experienceRequiredToLevel = _levelExtenderAPI . requiredXP ( ) [ currentLevelIndex ] + _experienceFromPreviousLevels ;
}
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ShowExperienceBar ( ) ;
if ( _showExperienceGain & &
_experienceRequiredToLevel > 0 )
{
_experiencePointDisplays . Add (
new ExperiencePointDisplay (
Game1 . player . experiencePoints [ currentLevelIndex ] - _currentExperience [ currentLevelIndex ] ,
Game1 . player . getLocalPosition ( Game1 . viewport ) ) ) ;
}
_currentExperience [ currentLevelIndex ] = Game1 . player . experiencePoints [ currentLevelIndex ] ;
}
else if ( _previousItem ! = currentItem )
{
if ( currentItem is FishingRod )
{
_experienceFillColor = new Color ( 17 , 84 , 252 , 0.63f ) ;
currentLevelIndex = 1 ;
_experienceIconPosition . X = 20 ;
_currentSkillLevel = Game1 . player . fishingLevel . Value ;
}
else if ( currentItem is Pickaxe )
{
_experienceFillColor = new Color ( 145 , 104 , 63 , 0.63f ) ;
currentLevelIndex = 3 ;
_experienceIconPosition . X = 30 ;
_currentSkillLevel = Game1 . player . miningLevel . Value ;
}
else if ( currentItem is MeleeWeapon & &
currentItem . Name ! = "Scythe" )
{
_experienceFillColor = new Color ( 204 , 0 , 3 , 0.63f ) ;
currentLevelIndex = 4 ;
_experienceIconPosition . X = 120 ;
_currentSkillLevel = Game1 . player . combatLevel . Value ;
}
else if ( Game1 . currentLocation is Farm & &
! ( currentItem is Axe ) )
{
_experienceFillColor = new Color ( 255 , 251 , 35 , 0.38f ) ;
currentLevelIndex = 0 ;
_experienceIconPosition . X = 10 ;
_currentSkillLevel = Game1 . player . farmingLevel . Value ;
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}
else
{
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_experienceFillColor = new Color ( 0 , 234 , 0 , 0.63f ) ;
currentLevelIndex = 2 ;
_experienceIconPosition . X = 60 ;
_currentSkillLevel = Game1 . player . foragingLevel . Value ;
}
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_experienceRequiredToLevel = GetExperienceRequiredToLevel ( _currentSkillLevel ) ;
_experienceFromPreviousLevels = GetExperienceRequiredToLevel ( _currentSkillLevel - 1 ) ;
_experienceEarnedThisLevel = Game1 . player . experiencePoints [ currentLevelIndex ] - _experienceFromPreviousLevels ;
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if ( _experienceRequiredToLevel < = 0 & &
_levelExtenderAPI ! = null )
{
_experienceEarnedThisLevel = _levelExtenderAPI . currentXP ( ) [ currentLevelIndex ] ;
_experienceFromPreviousLevels = _currentExperience [ currentLevelIndex ] - _experienceEarnedThisLevel ;
_experienceRequiredToLevel = _levelExtenderAPI . requiredXP ( ) [ currentLevelIndex ] + _experienceFromPreviousLevels ;
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}
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ShowExperienceBar ( ) ;
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_previousItem = currentItem ;
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}
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}
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/// <summary>Raised before drawing the HUD (item toolbar, clock, etc) to the screen. The vanilla HUD may be hidden at this point (e.g. because a menu is open).</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event arguments.</param>
private void OnRenderingHud ( object sender , RenderingHudEventArgs e )
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{
if ( ! Game1 . eventUp )
{
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if ( _shouldDrawLevelUp )
{
Vector2 playerLocalPosition = Game1 . player . getLocalPosition ( Game1 . viewport ) ;
Game1 . spriteBatch . Draw (
Game1 . mouseCursors ,
new Vector2 (
playerLocalPosition . X - 74 ,
playerLocalPosition . Y - 130 ) ,
_levelUpIconRectangle ,
_iconColor ,
0 ,
Vector2 . Zero ,
Game1 . pixelZoom ,
SpriteEffects . None ,
0.85f ) ;
Game1 . drawWithBorder (
_helper . SafeGetString (
LanguageKeys . LevelUp ) ,
Color . DarkSlateGray ,
Color . PaleTurquoise ,
new Vector2 (
playerLocalPosition . X - 28 ,
playerLocalPosition . Y - 130 ) ) ;
}
for ( int i = _experiencePointDisplays . Count - 1 ; i > = 0 ; - - i )
{
if ( _experiencePointDisplays [ i ] . IsInvisible )
{
_experiencePointDisplays . RemoveAt ( i ) ;
}
else
{
_experiencePointDisplays [ i ] . Draw ( ) ;
}
}
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if ( _experienceRequiredToLevel > 0 & &
_experienceBarShouldBeVisible & &
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_showExperienceBar )
{
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int experienceDifferenceBetweenLevels = _experienceRequiredToLevel - _experienceFromPreviousLevels ;
int barWidth = ( int ) ( ( double ) _experienceEarnedThisLevel / experienceDifferenceBetweenLevels * MaxBarWidth ) ;
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DrawExperienceBar ( barWidth , _experienceEarnedThisLevel , experienceDifferenceBetweenLevels , _currentSkillLevel ) ;
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}
}
}
private int GetExperienceRequiredToLevel ( int currentLevel )
{
int amount = 0 ;
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//if (currentLevel < 10)
//{
switch ( currentLevel )
{
case 0 : amount = 100 ; break ;
case 1 : amount = 380 ; break ;
case 2 : amount = 770 ; break ;
case 3 : amount = 1300 ; break ;
case 4 : amount = 2150 ; break ;
case 5 : amount = 3300 ; break ;
case 6 : amount = 4800 ; break ;
case 7 : amount = 6900 ; break ;
case 8 : amount = 10000 ; break ;
case 9 : amount = 15000 ; break ;
}
//}
//else if (_levelExtenderAPI != null &&
// currentLevel < 100)
//{
// var requiredXP = _levelExtenderAPI.requiredXP();
// amount = requiredXP[currentLevel];
//}
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return amount ;
}
private void ShowExperienceBar ( )
{
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if ( _timeToDisappear ! = null )
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{
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if ( _allowExperienceBarToFadeOut )
{
_timeToDisappear . Interval = _timeBeforeExperienceBarFades . TotalMilliseconds ;
_timeToDisappear . Start ( ) ;
}
else
{
_timeToDisappear . Stop ( ) ;
}
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}
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_experienceBarShouldBeVisible = true ;
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}
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private void DrawExperienceBar ( int barWidth , int experienceGainedThisLevel , int experienceRequiredForNextLevel , int currentLevel )
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{
float leftSide = Game1 . graphics . GraphicsDevice . Viewport . TitleSafeArea . Left ;
if ( Game1 . isOutdoorMapSmallerThanViewport ( ) )
{
int num3 = Game1 . currentLocation . map . Layers [ 0 ] . LayerWidth * Game1 . tileSize ;
leftSide + = ( Game1 . graphics . GraphicsDevice . Viewport . TitleSafeArea . Right - num3 ) / 2 ;
}
Game1 . drawDialogueBox (
( int ) leftSide ,
Game1 . graphics . GraphicsDevice . Viewport . TitleSafeArea . Bottom - 160 ,
240 ,
160 ,
false ,
true ) ;
Game1 . spriteBatch . Draw (
Game1 . staminaRect ,
new Rectangle (
( int ) leftSide + 32 ,
Game1 . graphics . GraphicsDevice . Viewport . TitleSafeArea . Bottom - 63 ,
barWidth ,
31 ) ,
_experienceFillColor ) ;
Game1 . spriteBatch . Draw (
Game1 . staminaRect ,
new Rectangle (
( int ) leftSide + 32 ,
Game1 . graphics . GraphicsDevice . Viewport . TitleSafeArea . Bottom - 63 ,
Math . Min ( 4 , barWidth ) ,
31 ) ,
_experienceFillColor ) ;
Game1 . spriteBatch . Draw (
Game1 . staminaRect ,
new Rectangle (
( int ) leftSide + 32 ,
Game1 . graphics . GraphicsDevice . Viewport . TitleSafeArea . Bottom - 63 ,
barWidth ,
4 ) ,
_experienceFillColor ) ;
Game1 . spriteBatch . Draw (
Game1 . staminaRect ,
new Rectangle (
( int ) leftSide + 32 ,
Game1 . graphics . GraphicsDevice . Viewport . TitleSafeArea . Bottom - 36 ,
barWidth ,
4 ) ,
_experienceFillColor ) ;
ClickableTextureComponent textureComponent =
new ClickableTextureComponent (
"" ,
new Rectangle (
( int ) leftSide - 36 ,
Game1 . graphics . GraphicsDevice . Viewport . TitleSafeArea . Bottom - 80 ,
260 ,
100 ) ,
"" ,
"" ,
Game1 . mouseCursors ,
new Rectangle ( 0 , 0 , 0 , 0 ) ,
Game1 . pixelZoom ) ;
if ( textureComponent . containsPoint ( Game1 . getMouseX ( ) , Game1 . getMouseY ( ) ) )
{
Game1 . drawWithBorder (
experienceGainedThisLevel + "/" + experienceRequiredForNextLevel ,
Color . Black ,
Color . Black ,
new Vector2 (
leftSide + 33 ,
Game1 . graphics . GraphicsDevice . Viewport . TitleSafeArea . Bottom - 70 ) ) ;
}
else
{
Game1 . spriteBatch . Draw (
Game1 . mouseCursors ,
new Vector2 (
leftSide + 54 ,
Game1 . graphics . GraphicsDevice . Viewport . TitleSafeArea . Bottom - 62 ) ,
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_experienceIconPosition ,
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_iconColor ,
0 ,
Vector2 . Zero ,
2.9f ,
SpriteEffects . None ,
0.85f ) ;
Game1 . drawWithBorder (
currentLevel . ToString ( ) ,
Color . Black * 0.6f ,
Color . Black ,
new Vector2 (
leftSide + 33 ,
Game1 . graphics . GraphicsDevice . Viewport . TitleSafeArea . Bottom - 70 ) ) ;
}
}
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}
}