improved harpoon gun, misc ui stuff & bugfixes
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+11
-31
@@ -65,8 +65,6 @@ namespace Subsurface
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static Texture2D t;
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public static SpriteFont font;
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private static GUIProgressBar drowningBar;
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private static GraphicsDevice graphicsDevice;
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@@ -87,11 +85,7 @@ namespace Subsurface
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t = new Texture2D(graphicsDevice, 1, 1);
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t.SetData<Color>(
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new Color[] { Color.White });// fill the texture with white
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int width = 200, height = 20;
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drowningBar = new GUIProgressBar(new Rectangle(Game1.GraphicsWidth / 2 - width / 2, 20, width, height), Color.Blue, 1.0f);
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style = new GUIStyle("Content/HUD/style.xml");
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}
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@@ -262,40 +256,26 @@ namespace Subsurface
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return clicked;
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}
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public static void Draw(float deltaTime, SpriteBatch spriteBatch)
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public static void Draw(float deltaTime, SpriteBatch spriteBatch, Camera cam)
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{
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spriteBatch.DrawString(font,
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"FPS: " + (int)Game1.frameCounter.AverageFramesPerSecond
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+ " - render: "+Game1.renderTimeElapsed,
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new Vector2(10, 10), Color.White);
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//spriteBatch.DrawString(font,
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// "FPS: " + (int)Game1.frameCounter.AverageFramesPerSecond
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// + " - render: "+Game1.renderTimeElapsed,
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// new Vector2(10, 10), Color.White);
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spriteBatch.DrawString(font,
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"Physics: " + Game1.world.UpdateTime
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+ " - bodies: " + Game1.world.BodyList.Count,
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new Vector2(10, 30), Color.White);
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//spriteBatch.DrawString(font,
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// "Physics: " + Game1.world.UpdateTime
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// + " - bodies: " + Game1.world.BodyList.Count,
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// new Vector2(10, 30), Color.White);
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if (Character.Controlled != null)
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{
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drowningBar.BarSize = Character.Controlled.Oxygen/100.0f;
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if (drowningBar.BarSize<1.0f)
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drowningBar.Draw(spriteBatch);
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if (Character.Controlled.Inventory!=null)
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Character.Controlled.Inventory.Draw(spriteBatch);
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}
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if (Character.Controlled != null) Character.Controlled.DrawHud(spriteBatch, cam);
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DrawMessages(spriteBatch, (float)deltaTime);
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DebugConsole.Draw(spriteBatch);
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}
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public static void DrawCharacterHUD(SpriteBatch spriteBatch, Character character)
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{
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drowningBar.BarSize = character.Oxygen/100.0f;
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drowningBar.Draw(spriteBatch);
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}
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public static void AddMessage(string message, Color color, float lifeTime = 3.0f)
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{
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Vector2 currPos = new Vector2(Game1.GraphicsWidth / 2.0f, Game1.GraphicsHeight * 0.7f);
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