Resonance Game
Team Walterio Fuchsbauer
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Resonance.Hud Class Reference

Class that represents the in game HUD. More...

List of all members.

Public Member Functions

 Hud (ContentManager newContent, GraphicsDeviceManager newGraphics, Graphics newGameGraphics)
 Create a new HUD object.
void loadContent ()
 Called once to load the textures needed for the HUD.
void drawDebugInfo (String text)
 Called to draw text in the debug position on screen.
void Draw (GameTime gameTime)
 Called every time the HUD needs to be drawn.
void updateEnemy (string name, Vector3 pos, List< int > armour)
 Update the HUD with information about the enemies.
void drawBadVibeHealth (List< int > arm, Vector2 pos, int bvDist)
void drawBadVibeHealthString (String name, string armour, Vector2 coords)
 Draws bad vibes health above them as a string.
void drawMiniMap ()
 Draws the Mini Map on screen.
void drawLightning ()
void updateGoodVibe (int h, int s, int n, int sh, int f)
 Updates the HUD with infomation about the player.
void highlightedPower ()

Static Public Member Functions

static void showDamage ()
static void saveHealthBar ()
 Renders the health bar texture in the HUDBuffer render target.
static void saveFreezeBar ()
static void saveNitroBar ()
static void saveShieldBar ()
static void saveMiniMap ()
 Renders the mini map texture in the miniMapBuffer render target.

Detailed Description

Class that represents the in game HUD.


Constructor & Destructor Documentation

Resonance.Hud.Hud ( ContentManager  newContent,
GraphicsDeviceManager  newGraphics,
Graphics  newGameGraphics 
)

Create a new HUD object.

Parameters:
newContentContentManger object used throughout the game
newGraphicsGraphicsDeviceManager used throughout the game
newGameGraphicsGraphics object used to the 3D rendering

Member Function Documentation

void Resonance.Hud.Draw ( GameTime  gameTime)

Called every time the HUD needs to be drawn.

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void Resonance.Hud.drawBadVibeHealth ( List< int >  arm,
Vector2  pos,
int  bvDist 
)

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void Resonance.Hud.drawBadVibeHealthString ( String  name,
string  armour,
Vector2  coords 
)

Draws bad vibes health above them as a string.

Parameters:
nameName of bad vibe (not displayed datm)
armourArmour string to use only atm
coordsCoords to display the armour levels

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void Resonance.Hud.drawDebugInfo ( String  text)

Called to draw text in the debug position on screen.

Parameters:
textText string to display

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Draws the Mini Map on screen.

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Called once to load the textures needed for the HUD.

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static void Resonance.Hud.saveFreezeBar ( ) [static]

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static void Resonance.Hud.saveHealthBar ( ) [static]

Renders the health bar texture in the HUDBuffer render target.

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static void Resonance.Hud.saveMiniMap ( ) [static]

Renders the mini map texture in the miniMapBuffer render target.

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static void Resonance.Hud.saveNitroBar ( ) [static]

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static void Resonance.Hud.saveShieldBar ( ) [static]

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static void Resonance.Hud.showDamage ( ) [static]

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void Resonance.Hud.updateEnemy ( string  name,
Vector3  pos,
List< int >  armour 
)

Update the HUD with information about the enemies.

Parameters:
nameEnemy name
posVector3 position of the enemy
armourList of armour values

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void Resonance.Hud.updateGoodVibe ( int  h,
int  s,
int  n,
int  sh,
int  f 
)

Updates the HUD with infomation about the player.

Parameters:
hPlayers health
sPlayers score

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The documentation for this class was generated from the following file: