FineNerds

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Oct 21st, 2016
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  1. //---------------------------------------------------------------------------------------------------
  2. // Starts the GunGame HUD.
  3. //---------------------------------------------------------------------------------------------------
  4. function GunHUD()
  5. {
  6. /* Add option for No HUD */
  7. self.MainShader = createRectangle("CENTER", "", 400, 360, 50, 60, (0, 0, 0), "black", 1, 1); /* Main Gun Shader */
  8. self.nextweap = createText("objective", 0.2, "CENTER", "", 415, 375, 1, 1, (0, 0, 0), "Next Weapon:"); /* Next Weapon String */
  9. //self.nextweapicon = createRectangle("CENTER", "" 410, 382, 30, 35, (1, 1, 1), "t7_zm_chalk_buy_" + level.gunname[0] ); /* Gun Icon */
  10. thread ProgressCalc();
  11. }
  12.  
  13. //---------------------------------------------------------------------------------------------------
  14. // Calculates progress towards next weapon.
  15. //---------------------------------------------------------------------------------------------------
  16. function ProgressCalc()
  17. {
  18. self endon("death");
  19. self.ProcessBar = hud::createBar( (0,0,0), 400, 150 ); //createPrimaryProgressBar(); could be used + would be in center screen, but for now.
  20. while(1)
  21. {
  22. /* Start of Thread */
  23. if(self.score != level.weaponPointArray[0])
  24. self.ProcessBar hud::updateBar((self.score * 10) / 2000);
  25. else if(self.score >= level.weaponPointArray[0] && self.score != level.weaponPointArray[1])
  26. self.ProcessBar hud::updateBar((self.score * 10) / 3000);
  27. else if(self.score >= level.weaponPointArray[3] && self.score != level.weaponPointArray[4])
  28. self.ProcessBar hud::updateBar((self.score * 10) / 4000);
  29. else if(self.score >= level.weaponPointArray[4] && self.score != level.weaponPointArray[5])
  30. self.ProcessBar hud::updateBar((self.score * 10) / 5000);
  31. else if(self.score >= level.weaponPointArray[5] && self.score != level.weaponPointArray[8])
  32. self.ProcessBar hud::updateBar((self.score * 10) / 6000);
  33. else if(self.score >= level.weaponPointArray[8] && self.score != level.weaponPointArray[10])
  34. self.ProcessBar hud::updateBar((self.score * 10) / 7000);
  35. else if(self.score >= level.weaponPointArray[10] && self.score != level.weaponPointArray[12])
  36. self.ProcessBar hud::updateBar((self.score * 10) / 50000);
  37. /* Start of Position */
  38. self.ProcessBar hud::setPoint("CENTER", undefined, 0, 295);
  39. self.ProcessBar.color = (0, 0, 0);
  40. self.ProcessBar.bar.color = (184/255, 187/255, 12/255);
  41. self.ProcessBar.alpha = 1;
  42. /* Wait */
  43. wait(0.05);
  44. }
  45. }
  46.  
  47. //---------------------------------------------------------------------------------------------------
  48. // Create Text Hud Elem.
  49. //---------------------------------------------------------------------------------------------------
  50. function createText(font, fontScale, align, relative, x, y, sort, alpha, glow, text)
  51. {
  52. textElem = newClientHudElem(self);
  53. textElem.sort = sort;
  54. textElem.alpha = alpha;
  55. textElem.x = x;
  56. textElem.y = y;
  57. textElem.glowColor = glow;
  58. textElem.glowAlpha = 1;
  59. textElem.fontScale = fontScale;
  60. textElem setText(text);
  61. return textElem;
  62. }
  63.  
  64. //---------------------------------------------------------------------------------------------------
  65. // Creates Rectangle Hud Elem.
  66. //---------------------------------------------------------------------------------------------------
  67. function createRectangle(align, relative, x, y, width, height, color, shader, sort, alpha)
  68. {
  69. boxElem = newClientHudElem(self);
  70. boxElem.elemType = "bar";
  71. if(!level.splitScreen)
  72. {
  73. boxElem.x = -2;
  74. boxElem.y = -2;
  75. }
  76. boxElem.width = width;
  77. boxElem.height = height;
  78. boxElem.align = align;
  79. boxElem.relative = relative;
  80. boxElem.xOffset = 0;
  81. boxElem.yOffset = 0;
  82. boxElem.children = [];
  83. boxElem.sort = sort;
  84. boxElem.color = color;
  85. boxElem.alpha = alpha;
  86. boxElem setShader(shader, width, height);
  87. boxElem.hidden = false;
  88. boxElem.x = x;
  89. boxElem.y = y;
  90. boxElem.alignX = align;
  91. boxElem.alignY = relative;
  92. return boxElem;
  93. }
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