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- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Audio;
- using Microsoft.Xna.Framework.Content;
- using Microsoft.Xna.Framework.GamerServices;
- using Microsoft.Xna.Framework.Graphics;
- using Microsoft.Xna.Framework.Input;
- using Microsoft.Xna.Framework.Media;
- namespace Horror
- {
- public class HUD
- {
- private int xStack;
- private int yStack;
- private int xStackCounter;
- public const float redHeartInt = 1.00F;
- public const float yellowHeartInt = 1.33F;
- public const float blackHeartInt = 1.66F;
- enum HeartColor
- {
- Green,
- Red,
- Yellow,
- Black
- }
- public static HeartColor heartColor = HeartColor.Green;
- private Color heartColorObj = new Color();
- private int controllingRec;
- public static Texture2D texture = new Texture2D(Game.graphics.GraphicsDevice, 1, 1),
- nonchangeableTexture = new Texture2D(Game.graphics.GraphicsDevice, 1, 1);
- public static Rectangle hbar1 = new Rectangle(0, Game.screen.Height, /*Player.player.Health*/100, 50),
- hbar2 = new Rectangle(0, Game.screen.Height, /*Player.player.maxHealth*/100, 50);
- private static void HUD_Layout(SpriteBatch a)
- {
- heartDisplay(a);
- }
- private static void heartDisplay(SpriteBatch a)
- {
- if ( /*Player.player.Health*/100 <= (/*Player.player.maxHealth*/100) && /*Player.player.Health*/100 > (/*Player.player.maxHealth*/100) / yellowHeartInt)
- {
- changeHeartColor(HeartColor.Green);
- }
- else if ( /*Player.player.Health*/100 <= (/*Player.player.maxHealth*/100 / yellowHeartInt) && /*Player.player.Health*/100 > (/*Player.player.maxHealth*/100) / blackHeartInt)
- {
- changeHeartColor(HeartColor.Yellow);
- }
- else if ( /*Player.player.Health*/100 <= (/*Player.player.maxHealth*/100 / blackHeartInt) && /*Player.player.Health*/100 > 0)
- {
- changeHeartColor(HeartColor.Red);
- }
- switch (heartColor)
- {
- case HeartColor.Green:
- texture.SetData(new[] { Color.Red });
- break;
- case HeartColor.Yellow:
- texture.SetData(new[] { Color.Yellow });
- break;
- case HeartColor.Red:
- texture.SetData(new[] { Color.Black });
- break;
- default:
- texture.SetData(new[] { Color.Red });
- break;
- a.DrawString(Game.spriteFont, "- Health[" + /*Player.player.Health*/100 + " / " + /*Player.player.maxHealth*/100 + "]", new Vector2(/*Player.player.maxHealth*/100 + 5, Game.screen.Height), Color.Magenta);
- a.Draw(texture, hbar1, Color.White);
- a.Draw(nonchangeableTexture, hbar2, Color.White);
- }
- }
- public static void changeHeartColor(HeartColor heartColor)
- {
- /*The reason I'm using different variables even
- * though I could've made a few Objs
- * is because I have some cool
- * item ideas that influence
- * how your health bar acts!
- */
- if (heartColor == HeartColor.Green)
- {
- HUD.heartColor = HeartColor.Green;
- }
- if (heartColor == HeartColor.Yellow)
- {
- HUD.heartColor = HeartColor.Yellow;
- }
- if (heartColor == HeartColor.Red)
- {
- HUD.heartColor = HeartColor.Red;
- }
- }
- }
- }
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