1 | #include "dxstdafx.h"
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2 | #include "./HUD.h"
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3 |
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4 | HUD::HUD(void):Node() {
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5 | minutes = 0;
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6 | seconds = 0;
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7 | ammoAmount = 0;
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8 | testAgainstFrustum = false;
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9 | nodeType |= GameScene::NODE_HUD;
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10 |
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11 | messagetimer = messagethreshold = 0;
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12 | messagedt = 0;
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13 |
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14 | youwintimer = youwinthreshold = 0;
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15 | youwindt = 0;
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16 |
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17 | youlosetimer = youlosethreshold = 0;
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18 | youlosedt = 0;
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19 |
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20 | toastedtimer = toastedthreshold = 0;
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21 | toasteddt = 0;
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22 | }
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23 |
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24 | void HUD::generateHUD()
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25 | {
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26 | // Load textures
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27 | IDirect3DTexture9* tex = 0;
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28 |
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29 | if (this->crosshair != "")
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30 | Textures.push_back(this->myScene->manager->resManager.loadTexture(this->crosshair));
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31 | if (this->radar != "")
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32 | Textures.push_back(this->myScene->manager->resManager.loadTexture(this->radar));
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33 | if (this->texture0 != "")
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34 | Textures.push_back(this->myScene->manager->resManager.loadTexture(this->texture0));
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35 | if (this->texture1 != "")
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36 | Textures.push_back(this->myScene->manager->resManager.loadTexture(this->texture1));
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37 | if (this->texture2 != "")
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38 | Textures.push_back(this->myScene->manager->resManager.loadTexture(this->texture2));
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39 | if (this->texture3 != "")
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40 | Textures.push_back(this->myScene->manager->resManager.loadTexture(this->texture3));
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41 | if (this->texture4 != "")
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42 | Textures.push_back(this->myScene->manager->resManager.loadTexture(this->texture4));
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43 |
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44 | //load fancy font:
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45 | D3DSURFACE_DESC desc;
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46 |
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47 | //calculate scaling factor:
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48 | float scaling = (float)this->myScene->manager->screenHeight/3;
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49 | float positionFactorX = (float)this->myScene->manager->screenWidth/100;
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50 | float positionFactorY = (float)this->myScene->manager->screenHeight/100;
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51 |
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52 | //set maximum rotation factor:
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53 | float maxRotation = 1.0f;
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54 |
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55 | //load you win letters:
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56 | Letter rufezeichen;
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57 | rufezeichen.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/rufezeichen.dds");
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58 | Textures.push_back(rufezeichen.texture);
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59 | rufezeichen.texture->GetLevelDesc(0, &desc);
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60 | rufezeichen.scale = scaling/desc.Height;
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61 | rufezeichen.centerX = desc.Width/2 * rufezeichen.scale;
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62 | rufezeichen.centerY = desc.Height/2 * rufezeichen.scale;
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63 | rufezeichen.x = 92*positionFactorX;
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64 | rufezeichen.y = 50*positionFactorY;
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65 | rufezeichen.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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66 | YouWin.push_back(rufezeichen);
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67 |
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68 | Letter n;
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69 | n.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/n.dds");
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70 | Textures.push_back(n.texture);
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71 | n.texture->GetLevelDesc(0, &desc);
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72 | n.scale = scaling/desc.Height;
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73 | n.centerX = desc.Width/2 * n.scale;
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74 | n.centerY = desc.Height/2 * n.scale;
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75 | n.x = 82*positionFactorX;
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76 | n.y = 50*positionFactorY;
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77 | n.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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78 | YouWin.push_back(n);
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79 |
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80 | Letter i;
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81 | i.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/i.dds");
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82 | Textures.push_back(i.texture);
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83 | i.texture->GetLevelDesc(0, &desc);
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84 | i.scale = scaling/desc.Height;
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85 | i.centerX = desc.Width/2 * i.scale;
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86 | i.centerY = desc.Height/2 * i.scale;
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87 | i.x = 72*positionFactorX;
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88 | i.y = 50*positionFactorY;
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89 | i.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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90 | YouWin.push_back(i);
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91 |
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92 | Letter w;
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93 | w.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/w.dds");
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94 | Textures.push_back(w.texture);
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95 | w.texture->GetLevelDesc(0, &desc);
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96 | w.scale = scaling/desc.Height;
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97 | w.centerX = desc.Width/2 * w.scale;
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98 | w.centerY = desc.Height/2 * w.scale;
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99 | w.x = 57*positionFactorX;
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100 | w.y = 50*positionFactorY;
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101 | w.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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102 | YouWin.push_back(w);
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103 |
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104 | Letter u;
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105 | u.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/u.dds");
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106 | Textures.push_back(u.texture);
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107 | u.texture->GetLevelDesc(0, &desc);
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108 | u.scale = scaling/desc.Height;
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109 | u.centerX = desc.Width/2 * u.scale;
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110 | u.centerY = desc.Height/2 * u.scale;
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111 | u.x = 37*positionFactorX;
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112 | u.y = 50*positionFactorY;
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113 | u.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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114 | YouWin.push_back(u);
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115 |
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116 | Letter o;
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117 | o.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/o.dds");
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118 | Textures.push_back(o.texture);
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119 | o.texture->GetLevelDesc(0, &desc);
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120 | o.scale = scaling/desc.Height;
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121 | o.centerX = desc.Width/2 * o.scale;
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122 | o.centerY = desc.Height/2 * o.scale;
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123 | o.x = 23*positionFactorX;
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124 | o.y = 50*positionFactorY;
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125 | o.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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126 | YouWin.push_back(o);
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127 |
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128 | Letter y;
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129 | y.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/y.dds");
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130 | Textures.push_back(y.texture);
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131 | y.texture->GetLevelDesc(0, &desc);
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132 | y.scale = scaling/desc.Height;
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133 | y.centerX = desc.Width/2 * y.scale;
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134 | y.centerY = desc.Height/2 * y.scale;
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135 | y.x = 12*positionFactorX;
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136 | y.y = 50*positionFactorY;
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137 | y.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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138 | YouWin.push_back(y);
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139 |
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140 | //load you lose letters:
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141 | Letter rufezeichen2;
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142 | rufezeichen2.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/rufezeichen.dds");
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143 | Textures.push_back(rufezeichen2.texture);
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144 | rufezeichen2.texture->GetLevelDesc(0, &desc);
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145 | rufezeichen2.scale = scaling/desc.Height;
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146 | rufezeichen2.centerX = desc.Width/2 * rufezeichen2.scale;
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147 | rufezeichen2.centerY = desc.Height/2 * rufezeichen2.scale;
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148 | rufezeichen2.x = 92*positionFactorX;
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149 | rufezeichen2.y = 50*positionFactorY;
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150 | rufezeichen2.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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151 | YouLose.push_back(rufezeichen2);
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152 |
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153 | Letter e;
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154 | e.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/e.dds");
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155 | Textures.push_back(e.texture);
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156 | e.texture->GetLevelDesc(0, &desc);
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157 | e.scale = scaling/desc.Height;
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158 | e.centerX = desc.Width/2 * e.scale;
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159 | e.centerY = desc.Height/2 * e.scale;
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160 | e.x = 86*positionFactorX;
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161 | e.y = 50*positionFactorY;
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162 | e.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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163 | YouLose.push_back(e);
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164 |
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165 | Letter s;
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166 | s.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/s.dds");
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167 | Textures.push_back(s.texture);
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168 | s.texture->GetLevelDesc(0, &desc);
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169 | s.scale = scaling/desc.Height;
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170 | s.centerX = desc.Width/2 * s.scale;
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171 | s.centerY = desc.Height/2 * s.scale;
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172 | s.x = 77*positionFactorX;
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173 | s.y = 50*positionFactorY;
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174 | s.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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175 | YouLose.push_back(s);
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176 |
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177 | Letter o3;
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178 | o3.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/o.dds");
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179 | Textures.push_back(o3.texture);
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180 | o3.texture->GetLevelDesc(0, &desc);
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181 | o3.scale = scaling/desc.Height;
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182 | o3.centerX = desc.Width/2 * o3.scale;
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183 | o3.centerY = desc.Height/2 * o3.scale;
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184 | o3.x = 67*positionFactorX;
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185 | o3.y = 50*positionFactorY;
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186 | o3.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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187 | YouLose.push_back(o3);
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188 |
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189 | Letter l;
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190 | l.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/l.dds");
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191 | Textures.push_back(l.texture);
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192 | l.texture->GetLevelDesc(0, &desc);
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193 | l.scale = scaling/desc.Height;
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194 | l.centerX = desc.Width/2 * l.scale;
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195 | l.centerY = desc.Height/2 * l.scale;
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196 | l.x = 57*positionFactorX;
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197 | l.y = 50*positionFactorY;
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198 | l.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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199 | YouLose.push_back(l);
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200 |
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201 | Letter u2;
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202 | u2.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/u.dds");
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203 | Textures.push_back(u2.texture);
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204 | u2.texture->GetLevelDesc(0, &desc);
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205 | u2.scale = scaling/desc.Height;
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206 | u2.centerX = desc.Width/2 * u2.scale;
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207 | u2.centerY = desc.Height/2 * u2.scale;
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208 | u2.x = 37*positionFactorX;
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209 | u2.y = 50*positionFactorY;
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210 | u2.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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211 | YouLose.push_back(u2);
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212 |
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213 | Letter o2;
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214 | o2.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/o.dds");
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215 | Textures.push_back(o2.texture);
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216 | o2.texture->GetLevelDesc(0, &desc);
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217 | o2.scale = scaling/desc.Height;
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218 | o2.centerX = desc.Width/2 * o2.scale;
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219 | o2.centerY = desc.Height/2 * o2.scale;
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220 | o2.x = 23*positionFactorX;
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221 | o2.y = 50*positionFactorY;
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222 | o2.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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223 | YouLose.push_back(o2);
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224 |
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225 | Letter y2;
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226 | y2.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/y.dds");
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227 | Textures.push_back(y2.texture);
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228 | y2.texture->GetLevelDesc(0, &desc);
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229 | y2.scale = scaling/desc.Height;
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230 | y2.centerX = desc.Width/2 * y2.scale;
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231 | y2.centerY = desc.Height/2 * y2.scale;
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232 | y2.x = 12*positionFactorX;
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233 | y2.y = 50*positionFactorY;
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234 | y2.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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235 | YouLose.push_back(y2);
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236 |
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237 | //load toasted letters:
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238 | Letter rufezeichen3;
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239 | rufezeichen3.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/rufezeichen.dds");
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240 | Textures.push_back(rufezeichen3.texture);
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241 | rufezeichen3.texture->GetLevelDesc(0, &desc);
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242 | rufezeichen3.scale = scaling/desc.Height;
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243 | rufezeichen3.centerX = desc.Width/2 * rufezeichen3.scale;
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244 | rufezeichen3.centerY = desc.Height/2 * rufezeichen3.scale;
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245 | rufezeichen3.x = 91*positionFactorX;
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246 | rufezeichen3.y = 50*positionFactorY;
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247 | rufezeichen3.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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248 | Toasted.push_back(rufezeichen3);
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249 |
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250 | Letter d;
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251 | d.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/d.dds");
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252 | Textures.push_back(d.texture);
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253 | d.texture->GetLevelDesc(0, &desc);
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254 | d.scale = scaling/desc.Height;
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255 | d.centerX = desc.Width/2 * d.scale;
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256 | d.centerY = desc.Height/2 * d.scale;
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257 | d.x = 82*positionFactorX;
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258 | d.y = 50*positionFactorY;
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259 | d.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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260 | Toasted.push_back(d);
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261 |
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262 | Letter e2;
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263 | e2.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/e.dds");
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264 | Textures.push_back(e2.texture);
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265 | e2.texture->GetLevelDesc(0, &desc);
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266 | e2.scale = scaling/desc.Height;
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267 | e2.centerX = desc.Width/2 * e2.scale;
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268 | e2.centerY = desc.Height/2 * e2.scale;
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269 | e2.x = 72*positionFactorX;
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270 | e2.y = 50*positionFactorY;
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271 | e2.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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272 | Toasted.push_back(e2);
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273 |
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274 | Letter t;
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275 | t.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/t.dds");
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276 | Textures.push_back(t.texture);
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277 | t.texture->GetLevelDesc(0, &desc);
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278 | t.scale = scaling/desc.Height;
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279 | t.centerX = desc.Width/2 * t.scale;
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280 | t.centerY = desc.Height/2 * t.scale;
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281 | t.x = 61*positionFactorX;
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282 | t.y = 50*positionFactorY;
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283 | t.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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284 | Toasted.push_back(t);
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285 |
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286 | Letter s2;
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287 | s2.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/s.dds");
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288 | Textures.push_back(s2.texture);
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289 | s2.texture->GetLevelDesc(0, &desc);
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290 | s2.scale = scaling/desc.Height;
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291 | s2.centerX = desc.Width/2 * s2.scale;
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292 | s2.centerY = desc.Height/2 * s2.scale;
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293 | s2.x = 51*positionFactorX;
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294 | s2.y = 50*positionFactorY;
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295 | s2.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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296 | Toasted.push_back(s2);
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297 |
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298 | Letter a;
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299 | a.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/a.dds");
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300 | Textures.push_back(a.texture);
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301 | a.texture->GetLevelDesc(0, &desc);
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302 | a.scale = scaling/desc.Height;
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303 | a.centerX = desc.Width/2 * a.scale;
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304 | a.centerY = desc.Height/2 * a.scale;
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305 | a.x = 38*positionFactorX;
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306 | a.y = 50*positionFactorY;
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307 | a.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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308 | Toasted.push_back(a);
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309 |
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310 | Letter o4;
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311 | o4.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/o.dds");
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312 | Textures.push_back(o4.texture);
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313 | o4.texture->GetLevelDesc(0, &desc);
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314 | o4.scale = scaling/desc.Height;
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315 | o4.centerX = desc.Width/2 * o4.scale;
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316 | o4.centerY = desc.Height/2 * o4.scale;
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317 | o4.x = 25*positionFactorX;
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318 | o4.y = 50*positionFactorY;
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319 | o4.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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320 | Toasted.push_back(o4);
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321 |
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322 | Letter t2;
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323 | t2.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/t.dds");
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324 | Textures.push_back(t2.texture);
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325 | t2.texture->GetLevelDesc(0, &desc);
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326 | t2.scale = scaling/desc.Height;
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327 | t2.centerX = desc.Width/2 * t2.scale;
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328 | t2.centerY = desc.Height/2 * t2.scale;
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329 | t2.x = 13*positionFactorX;
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330 | t2.y = 50*positionFactorY;
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331 | t2.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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332 | Toasted.push_back(t2);
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333 |
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334 | //create renderer
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335 | SPTR<Renderer> renderer(new HUDRenderer);
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336 | renderer->setScene(*this->myScene);
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337 | this->myScene->connectNodeAndRenderer(*this, renderer);
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338 | }
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339 |
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340 | HUD::~HUD(void)
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341 | {
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342 | }
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343 |
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344 | void HUD::setTextures(std::string texture0, std::string texture1, std::string texture2, std::string texture3, std::string texture4, float scaleUserPlayer, float scaleAIPlayer) {
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345 | this->texture0 = texture0;
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346 | this->texture1 = texture1;
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347 | this->texture2 = texture2;
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348 | this->texture3 = texture3;
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349 | this->texture4 = texture4;
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350 | this->scaleUserPlayer = scaleUserPlayer;
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351 | this->scaleAIPlayer = scaleAIPlayer;
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352 | }
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353 |
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354 | /*LPD3DXSPRITE* HUD::getSprite() {
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355 | return &this->sprite;
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356 | }*/
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357 |
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358 | void HUD::setCrosshair(std::string crosshair, float scaleX, float scaleY) {
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359 | this->crosshair = crosshair;
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360 | this->scaleCrosshairX = scaleX;
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361 | this->scaleCrosshairY = scaleY;
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362 | }
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363 |
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364 | float HUD::getScaleCrosshairX() {
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365 | return this->scaleCrosshairX;
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366 | }
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367 |
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368 | float HUD::getScaleCrosshairY() {
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369 | return this->scaleCrosshairY;
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370 | }
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371 |
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372 | void HUD::setRadar(std::string radar, float scaleX, float scaleY, float RadarOffsetX, float RadarOffsetY) {
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373 | this->radar = radar;
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374 | this->scaleRadarX = scaleX;
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375 | this->scaleRadarY = scaleY;
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376 | this->RadarOffsetX = RadarOffsetX;
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377 | this->RadarOffsetY = RadarOffsetY;
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378 | }
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379 |
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380 | float HUD::getScaleRadarX() {
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381 | return this->scaleRadarX;
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382 | }
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383 |
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384 | float HUD::getScaleRadarY() {
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385 | return this->scaleRadarY;
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386 | }
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387 |
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388 | float HUD::getRadarOffsetX() {
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389 | return this->RadarOffsetX;
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390 | }
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391 |
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392 | float HUD::getRadarOffsetY() {
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393 | return this->RadarOffsetY;
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394 | }
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395 |
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396 | float HUD::getScaleUserPlayer() {
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397 | return this->scaleUserPlayer;
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398 | }
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399 |
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400 | float HUD::getScaleAIPlayer() {
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401 | return this->scaleAIPlayer;
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402 | }
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403 |
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404 | void HUD::message(std::string _message, float _seconds, float _dt, bool _bHelp) {
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405 | this->bHelp = _bHelp;
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406 | this->messagetimer = 0;
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407 | this->messagethreshold = _seconds;
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408 | std::wstring bla(_message.begin(), _message.end());
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409 | this->messagestring = bla;
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410 | this->messagedt = _dt;
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411 | }
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412 |
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413 | void HUD::setTime(int minutes, int seconds) {
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414 | this->minutes = minutes;
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415 | this->seconds = seconds;
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416 | }
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417 |
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418 | void HUD::displayWin(float _seconds, float _dt) {
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419 | this->youwintimer = 0;
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420 | this->youwinthreshold = _seconds;
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421 | this->youwindt = _dt;
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422 | }
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423 |
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424 | void HUD::displayLose(float _seconds, float _dt) {
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425 | this->youlosetimer= 0;
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426 | this->youlosethreshold = _seconds;
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427 | this->youlosedt = _dt;
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428 | }
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429 |
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430 | void HUD::displayToasted(float _seconds, float _dt) {
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431 | this->toastedtimer= 0;
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432 | this->toastedthreshold = _seconds;
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433 | this->toasteddt = _dt;
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434 | }
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435 |
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436 | void HUD::setAmmo(int amount) {
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437 | this->ammoAmount = amount;
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438 | } |
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