2

我想知道如何创建一个HUD。我目前在设定坐标处将生命值、法力值和经验条绘制到屏幕上。这样做的缺点是,当相机平移时,条形图保持在其设置的坐标上,我希望它们调整到视口或不受位置影响,而只是简单地绘制到屏幕上。

  • 编辑我设法让 HUD 使用相机的 x 和 y 坐标进行调整。我创建了一个单独的类来绘制 HUD,但现在它们不进行调整。

    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Text;
    using Microsoft.Xna.Framework;
    using Microsoft.Xna.Framework.Graphics;
    using Microsoft.Xna.Framework.Input;
    using GameOne.Components;
    
    
    
    
    namespace GameOne.GameScreens
    {
    
    public class HUD : BaseGameState
    {
    
    Player player;
    
    Texture2D HealthBar;
    Texture2D HealthBarPositive;
    Texture2D HealthBarNegative;
    Texture2D ManaBar;
    Texture2D ManaBarPositive;
    Texture2D ManaBarNegative;
    Texture2D ExpBar;
    Texture2D ExpBarPositive;
    
    int CurrentHealth = 100;
    int CurrentMana = 45;
    int CurrentExp = 0;
    
    public HUD(Game game, GameStateManager manager)
        : base(game, manager)
    {
        player = new Player(game);
    }
    
    public void LoadContent()
    {
        base.LoadContent();
    
        HealthBar = Game.Content.Load<Texture2D>(@"GUI\healthBar");
        HealthBarPositive = Game.Content.Load<Texture2D>(@"GUI\healthBarPositive");
        HealthBarNegative = Game.Content.Load<Texture2D>(@"GUI\healthBarNegative");
        ManaBar = Game.Content.Load<Texture2D>(@"GUI\manaBar");
        ManaBarPositive = Game.Content.Load<Texture2D>(@"GUI\manaBarPositive");
        ManaBarNegative = Game.Content.Load<Texture2D>(@"GUI\manaBarNegative");
        ExpBar = Game.Content.Load<Texture2D>(@"GUI\expBar");
        ExpBarPositive = Game.Content.Load<Texture2D>(@"GUI\expBarPositive");
    }
    
    public void Update(GameTime gameTime)
    {
        if (InputHandler.KeyDown(Keys.F1))
        {
            CurrentHealth += 1;
        }
    
        if (InputHandler.KeyDown(Keys.F2))
        {
            CurrentHealth -= 1;
        }
    
        if (InputHandler.KeyDown(Keys.F3))
        {
            CurrentMana += 1;
        }
    
        if (InputHandler.KeyDown(Keys.F4))
        {
            CurrentMana -= 1;
        }
    
        if (InputHandler.KeyDown(Keys.F5))
        {
            CurrentExp += 1;
        }
    
        if (InputHandler.KeyDown(Keys.F6))
        {
            CurrentExp -= 1;
        }
    
        CurrentHealth = (int)MathHelper.Clamp(CurrentHealth, 0, 100);
        CurrentMana = (int)MathHelper.Clamp(CurrentMana, 0, 45);
        CurrentExp = (int)MathHelper.Clamp(CurrentExp, 0, 500);
    }
    
    public void Draw(GameTime gameTime)
    {
    
        GameRef.SpriteBatch.Draw(
            HealthBarNegative,
            new Rectangle((int)player.Camera.Position.X + 150, (int)player.Camera.Position.Y + 630, 150, 15),
            Color.White);
    
        GameRef.SpriteBatch.Draw(
            HealthBarPositive,
            new Rectangle((int)player.Camera.Position.X + 150, (int)player.Camera.Position.Y + 630, 150 * (int)CurrentHealth / 100, 15),
            Color.White);
    
        GameRef.SpriteBatch.Draw(
            HealthBar,
            new Rectangle((int)player.Camera.Position.X + 150, (int)player.Camera.Position.Y + 630, 150, 15),
            Color.White);
    
        GameRef.SpriteBatch.Draw(
            ManaBarNegative,
            new Rectangle((int)player.Camera.Position.X + 150, (int)player.Camera.Position.Y + 650, 150, 15),
            Color.White);
    
        GameRef.SpriteBatch.Draw(
            ManaBarPositive,
            new Rectangle((int)player.Camera.Position.X + 150, (int)player.Camera.Position.Y + 650, 150 * (int)CurrentMana / 45, 15),
            Color.White);
    
        GameRef.SpriteBatch.Draw(
            ManaBar,
            new Rectangle((int)player.Camera.Position.X + 150, (int)player.Camera.Position.Y + 650, 150, 15),
            Color.White);
    
        GameRef.SpriteBatch.Draw(
            ExpBarPositive,
            new Rectangle((int)player.Camera.Position.X + 10, (int)player.Camera.Position.Y + 680, 1260 * (int)CurrentExp / 500, 15),
            Color.White);
    
        GameRef.SpriteBatch.Draw(
            ExpBar,
            new Rectangle((int)player.Camera.Position.X + 10, (int)player.Camera.Position.Y + 680, 1260, 15),
            Color.White);
    }
    }
    }
    
4

2 回答 2

5

当您绘制健康条时,它是否在您指定相机矩阵的 Spritebatch.Begin( ... ) 内?

如果你在它自己的 Spritebatch.Begin 中绘制它,没有相机,健康条的位置将保持相对于屏幕。

于 2011-09-18T06:24:45.397 回答
0

当您使用 DrawableGameComponent 扩展您的类时,您可以使用属性 DrawOrder 将其设置为最顶层。类会有点不同,你必须重载 Update、draw 和 LoadContent,但都是一样的。

这仅在您使用带有 SpriteBatch 的 HUD 时才有用。

于 2011-09-20T09:53:56.137 回答