Add a crosshair.
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Faceball2030/assets/crosshair.png
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Faceball2030/assets/crosshair.png
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After Width: | Height: | Size: 1.5 KiB |
@ -1284,6 +1284,7 @@ bool FaceBall::OnUserCreate()
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life3 = new Decal(new Sprite("assets/life3.png"));
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life2 = new Decal(new Sprite("assets/life2.png"));
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life1 = new Decal(new Sprite("assets/life1.png"));
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crosshair = new Decal(new Sprite("assets/crosshair.png"));
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enemy_ShootMe = { "assets/enemies/ShootMe.obj", enemy_ShootMe_tex };
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enemy_IShoot = { "assets/enemies/IShoot.obj", enemy_IShoot_tex };
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@ -1519,6 +1520,7 @@ void FaceBall::RenderHud(float fElapsedTime) {
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DrawStringDecal(vf2d{ 112 + hudOffset+32,4+18 }+hudAdjustment, "Triangles: " + std::to_string(triRenderCount), BLACK, { 2,4 });
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std::string hudText = "Tags Left: " + std::to_string(tagsRemaining) + " Lives: " + std::to_string(lives);
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DrawStringPropDecal(vf2d{ hudOffset + (float)(ScreenWidth() / 2 - GetTextSizeProp(hudText).x * 3 / 2)+32,(float)(ScreenHeight() - 64 - GetTextSizeProp(hudText).y * 6)+18 } + hudAdjustment, hudText, WHITE, { 3,6 });
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DrawDecal({ float(ScreenWidth() / 2 - crosshair->sprite->width / 2),float(ScreenHeight() / 2 - crosshair->sprite->height / 2) }, crosshair, { 1,1 }, {255,255,255,128});
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}
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GradientFillRectDecal({ 0,0 }, vf2d{ (float)ScreenWidth()/2,(float)ScreenHeight()/2 }, { (uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime>0.2f?120:hudShakeTime>0?64:0) }, { (uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime>0.2f?120:hudShakeTime>0?64:0) }, { (uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime > 0.2f ? 64 : 0) }, { (uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime>0.2f?120:hudShakeTime>0?64:0) });
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GradientFillRectDecal({ float(ScreenWidth()/2),0}, vf2d{(float)ScreenWidth() / 2,(float)ScreenHeight() / 2}, {(uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime>0.2f?120:hudShakeTime>0?64:0)}, { (uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime > 0.2f ? 64 : 0) }, {(uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime>0.2f?120:hudShakeTime>0?64:0)}, {(uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime>0.2f?120:hudShakeTime>0?64:0)});
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@ -237,7 +237,7 @@ class FaceBall : public PixelGameEngine
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Decal* dot, * enemy_ShootMe_tex,*bullet_tex,*wall_tex,*floor_tex,
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*enemy_Sonar_tex,*hud,*exit_wall_tex,*enemy_IShoot_tex,
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*life4,*life3,*life2,*life1;
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*life4,*life3,*life2,*life1,*crosshair;
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vi2d MAP_SIZE;
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vi2d exitCoords = { 0,0 };
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std::vector<std::vector<MapSquare>>map;
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