HUD
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parent
b37fbaf4ea
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488a0074f4
8 changed files with 145 additions and 31 deletions
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@ -187,6 +187,13 @@
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/processorParam:TextureFormat=Color
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/build:PC_Computer_Dangerous_Dave_In_The_Haunted_Mansion_Death_Sequences.png
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#begin PixelFont.spritefont
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/importer:FontDescriptionImporter
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/processor:FontDescriptionProcessor
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/processorParam:PremultiplyAlpha=True
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/processorParam:TextureFormat=Compressed
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/build:PixelFont.spritefont
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#begin playerAnimation.png
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/importer:TextureImporter
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/processor:TextureProcessor
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64
DangerousD/Content/PixelFont.spritefont
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64
DangerousD/Content/PixelFont.spritefont
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@ -0,0 +1,64 @@
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<?xml version="1.0" encoding="utf-8"?>
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<!--
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This file contains an xml description of a font, and will be read by the XNA
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Framework Content Pipeline. Follow the comments to customize the appearance
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of the font in your game, and to change the characters which are available to draw
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with.
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-->
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<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
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<Asset Type="Graphics:FontDescription">
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<!--
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Modify this string to change the font that will be imported.
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-->
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<FontName>PublicPixel-z84yD.ttf</FontName>
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<!--
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Size is a float value, measured in points. Modify this value to change
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the size of the font.
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-->
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<Size>12</Size>
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<!--
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Spacing is a float value, measured in pixels. Modify this value to change
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the amount of spacing in between characters.
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-->
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<Spacing>0</Spacing>
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<!--
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UseKerning controls the layout of the font. If this value is true, kerning information
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will be used when placing characters.
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-->
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<UseKerning>true</UseKerning>
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<!--
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Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
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and "Bold, Italic", and are case sensitive.
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-->
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<Style>Regular</Style>
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<!--
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If you uncomment this line, the default character will be substituted if you draw
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or measure text that contains characters which were not included in the font.
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-->
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<!-- <DefaultCharacter>*</DefaultCharacter> -->
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<!--
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CharacterRegions control what letters are available in the font. Every
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character from Start to End will be built and made available for drawing. The
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default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
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character set. The characters are ordered according to the Unicode standard.
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See the documentation for more information.
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-->
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<CharacterRegions>
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<CharacterRegion>
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<Start> </Start>
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<End>~</End>
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</CharacterRegion>
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<CharacterRegion>
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<Start>а</Start>
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<End>я</End>
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</CharacterRegion>
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</CharacterRegions>
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</Asset>
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</XnaContent>
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BIN
DangerousD/Content/PublicPixel-z84yD.ttf
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BIN
DangerousD/Content/PublicPixel-z84yD.ttf
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Binary file not shown.
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@ -17,8 +17,8 @@ internal class DeathGUI : AbstractGui
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var menuBackground = new DrawableUIElement(Manager) { rectangle = new Rectangle(0, 0, wigth, height), textureName = "deathBackground" };
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Elements.Add(menuBackground);
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menuBackground.LoadTexture(AppManager.Instance.Content);
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Elements.Add(new Label(Manager) { rectangle = new Rectangle((wigth - 50) / 2, (height - 50) / 2 - 80, 50, 50), text = "You death", mainColor = Color.Transparent, scale = 0.7f, fontName = "ButtonFont", fontColor = Color.White });
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Elements.Add(new Label(Manager) { rectangle = new Rectangle((wigth - 50) / 2, (height - 50) / 2, 50, 50), text = $"Score = {0}", mainColor = Color.Transparent, scale = 0.7f, fontName = "ButtonFont", fontColor = Color.White });
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Elements.Add(new Label(Manager) { rectangle = new Rectangle((wigth - 50) / 2, (height - 50) / 2 - 80, 50, 50), text = "You died", mainColor = Color.Transparent, scale = 0.7f, fontName = "ButtonFont", fontColor = Color.White });
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Elements.Add(new Label(Manager) { rectangle = new Rectangle((wigth - 50) / 2, (height - 50) / 2, 50, 50), text = $"Score: {0}", mainColor = Color.Transparent, scale = 0.7f, fontName = "ButtonFont", fontColor = Color.White });
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var butMenu = new ButtonText(Manager) { rectangle = new Rectangle((wigth - 300) / 2, (height - 50) / 2 + 80, 300, 50), text = "Back to menu", scale = 0.7f, fontName = "ButtonFont" };
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Elements.Add(butMenu);
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butMenu.LeftButtonPressed += () =>
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@ -6,36 +6,73 @@ using System.Xml.Linq;
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using DangerousD.GameCore.Managers;
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using DangerousD.GameCore;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework.Graphics;
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using static System.Formats.Asn1.AsnWriter;
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using static System.Net.Mime.MediaTypeNames;
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namespace DangerousD.GameCore.GUI
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{
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public class HUD : AbstractGui
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public class HUD : IDrawableObject
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{
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int ammout = 0;
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List<Rect> rects = new List<Rect> { };
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public int ammout = 8;
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int wigth = AppManager.Instance.inGameResolution.X;
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int height = AppManager.Instance.inGameResolution.Y;
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protected override void CreateUI()
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{
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DrawableUIElement background = new DrawableUIElement(Manager) { rectangle = new Rectangle(0, 0, wigth, height), mainColor = Color.Transparent };
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Elements.Add(background);
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Rect rect = new Rect(Manager) { rectangle = new Rectangle(wigth / 35, height / 35, 120, 70), mainColor = Color.DarkRed };
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Elements.Add(rect);
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Label label = new Label(Manager) { rectangle = new Rectangle(wigth / 34, height / 30, 120, 20), text = "ammout", fontName = "font2", scale = 0.2f, mainColor = Color.Transparent, fontColor = Color.Black };
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Elements.Add(label);
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float scaler = AppManager.Instance.resolution.Y / (float)AppManager.Instance.inGameHUDHelperResolution.Y;
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Texture2D texture;
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SpriteFont spriteFont;
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}
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public override void Update(GameTime gameTime)
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public void Draw(SpriteBatch spriteBatch)
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{
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rects.Clear();
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spriteBatch.Begin();
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spriteBatch.Draw(texture, new Rectangle(wigth / 35 - 2, height / 35 - 2, 120 + 2, 70 + 2), Color.DarkRed);
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spriteBatch.DrawString(spriteFont, "AMMO", new Vector2(wigth / 34 + 4, height / 30 - 6), Color.Gray, 0, Vector2.Zero, 1.8f, SpriteEffects.None, 0);
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spriteBatch.DrawString(spriteFont, "AMMO", new Vector2(wigth / 34 + 1, height / 30 - 6), Color.White, 0, Vector2.Zero, 1.8f, SpriteEffects.None, 0);
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for (int i = 0; i < ammout; i++)
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{
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rects.Add(new Rect(Manager) { rectangle = new Rectangle(wigth / 29 + i * 13, height / 17, 5, 20), mainColor = Color.Yellow });
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rects[i].LoadTexture(AppManager.Instance.Content);
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spriteBatch.Draw(texture, new Rectangle(wigth / 30 + i * 13, height / 17 + 4, 5, 20), Color.Yellow);
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}
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base.Update(gameTime);
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spriteBatch.End();
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}
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public void Initialize()
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{
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}
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public void LoadContent()
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{
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texture = new Texture2D(AppManager.Instance.GraphicsDevice, 1, 1);
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texture.SetData<Color>(new Color[] { Color.White });
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spriteFont = AppManager.Instance.Content.Load<SpriteFont>("PixelFont");
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}
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public void Update(GameTime gameTime)
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{
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}
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}
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//public class HUD1 : AbstractGui
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//{
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//
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// protected override void CreateUI()
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// {
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// DrawableUIElement background = new DrawableUIElement(Manager) { rectangle = new Rectangle(0, 0, wigth, height), mainColor = Color.Transparent };
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// Elements.Add(background);
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// Rect rect = new Rect(Manager) { rectangle = new Rectangle(wigth / 35, height / 35, 120, 70), mainColor = Color.DarkRed };
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// Elements.Add(rect);
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// Label label = new Label(Manager) { rectangle = new Rectangle(wigth / 34, height / 30, 120, 20), text = "ammout", fontName = "font2", scale = 0.2f, mainColor = Color.Transparent, fontColor = Color.Black };
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// Elements.Add(label);
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// }
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// public override void Update(GameTime gameTime)
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// {
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//
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// rects.Clear();
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// for (int i = 0; i < ammout; i++)
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// {
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// rects.Add(new Rect(Manager) { rectangle = new Rectangle(wigth / 29 + i * 13, height / 17, 5, 20), mainColor = Color.Yellow });
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// rects[i].LoadTexture(AppManager.Instance.Content);
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// }
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// base.Update(gameTime);
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// }
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//}
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}
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@ -38,6 +38,7 @@ internal class MenuGUI : AbstractGui
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{
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AppManager.Instance.ChangeGameState(GameState.Game);
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AppManager.Instance.SetMultiplayerState(MultiPlayerStatus.SinglePlayer);
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};
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var butMulti = new ButtonText(Manager) { rectangle = new Rectangle((wigth - (int)(300 * 2.4)) / 2, 470, (int)(300 * 2.4), (int)(50 * 2.4)), text = "Multiplayer", scale = 1.2f, fontName = "ButtonFont" };
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@ -17,7 +17,7 @@ namespace DangerousD.GameCore.GUI
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int height = AppManager.Instance.inGameHUDHelperResolution.Y;
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float scaler = AppManager.Instance.resolution.Y / (float)AppManager.Instance.inGameHUDHelperResolution.Y;
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var menuBackground = new DrawableUIElement(Manager) { rectangle = new Rectangle(0, 0, wigth, height), textureName = "optionsBackground" };
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Elements.Add(menuBackground);
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//Elements.Add(menuBackground);
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menuBackground.LoadTexture(AppManager.Instance.Content);
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var slider = new Slider(Manager)
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indentation = 5,
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textureName = "sliderBackground"
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};
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Elements.Add(slider);
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//Elements.Add(slider);
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//AppManager.Instance.SettingsManager.SetMainVolume(slider.GetSliderValue);
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var cB = new CheckBox(Manager);
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(item as DrawableTextedUiElement).scale *= scaler;
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}
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}
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slider.rectangle.X = (int)(scaler * slider.rectangle.X);
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slider.rectangle.Y = (int)(scaler * slider.rectangle.Y);
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//slider.rectangle.Width = (int)(scaler * slider.rectangle.Width);
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//slider.rectangle.Height = (int)(scaler * slider.rectangle.Height);
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if (slider is DrawableTextedUiElement)
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{
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(slider as DrawableTextedUiElement).scale *= scaler;
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}
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}
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public override void Update(GameTime gameTime)
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{
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@ -16,7 +16,7 @@ using DangerousD.GameCore.GameObjects;
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namespace DangerousD.GameCore
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{
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public enum MultiPlayerStatus { SinglePlayer, Host, Client }
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public enum GameState { Menu, Options, Lobby, Game, Login, Death, HUD,
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public enum GameState { Menu, Options, Lobby, Game, Login, Death,
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GameOver
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}
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public class AppManager : Game
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IDrawableObject LoginGUI;
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IDrawableObject LobbyGUI;
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IDrawableObject DeathGUI;
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IDrawableObject HUD;
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//IDrawableObject HUD;
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public DebugHUD DebugHUD;
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public HUD HUD;
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public List<NetworkTask> NetworkTasks = new List<NetworkTask>();
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public GameManager GameManager { get; private set; } = new();
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@ -130,9 +131,6 @@ namespace DangerousD.GameCore
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case GameState.Death:
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DeathGUI.Update(gameTime);
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break;
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case GameState.HUD:
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HUD.Update(gameTime);
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break;
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case GameState.Game:
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GameManager.Update(gameTime);
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break;
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@ -140,6 +138,7 @@ namespace DangerousD.GameCore
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break;
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}
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DebugHUD.Update(gameTime);
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HUD.Update(gameTime);
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base.Update(gameTime);
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}
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@ -166,9 +165,6 @@ namespace DangerousD.GameCore
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case GameState.Death:
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DeathGUI.Draw(_spriteBatch);
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break;
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case GameState.HUD:
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HUD.Draw(_spriteBatch);
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break;
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case GameState.Game:
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_spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp);
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GameManager.Draw(_spriteBatch);
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DebugHUD.Draw(_spriteBatch);
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HUD.Draw(_spriteBatch);
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base.Draw(gameTime);
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}
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