v1.2.0: moved health and xp bar textures into status pane file

This commit is contained in:
Evan Debenham 2022-01-19 22:00:59 -05:00
parent 3f0a2ad1a3
commit 03f657f4f4
6 changed files with 7 additions and 8 deletions

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@ -75,9 +75,6 @@ public class Assets {
public static final String STATUS = "interfaces/status_pane.png";
public static final String MENU = "interfaces/menu_pane.png";
public static final String MENU_BTN = "interfaces/menu_button.png";
public static final String HP_BAR = "interfaces/hp_bar.png";
public static final String SHLD_BAR = "interfaces/shield_bar.png";
public static final String XP_BAR = "interfaces/exp_bar.png";
public static final String TOOLBAR = "interfaces/toolbar.png";
public static final String SHADOW = "interfaces/shadow.png";
public static final String BOSSHP = "interfaces/boss_hp.png";

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@ -77,10 +77,12 @@ public class StatusPane extends Component {
private BusyIndicator busy;
private CircleArc counter;
private static String asset = Assets.Interfaces.STATUS;
@Override
protected void createChildren() {
bg = new NinePatch( Assets.Interfaces.STATUS, 0, 0, 128, 36, 85, 0, 45, 0 );
bg = new NinePatch( asset, 0, 0, 128, 36, 85, 0, 45, 0 );
add( bg );
add( new Button(){
@ -104,21 +106,21 @@ public class StatusPane extends Component {
compass = new Compass( Statistics.amuletObtained ? Dungeon.level.entrance : Dungeon.level.exit );
add( compass );
rawShielding = new Image( Assets.Interfaces.SHLD_BAR );
rawShielding = new Image(asset, 0, 40, 50, 4);
rawShielding.alpha(0.5f);
add(rawShielding);
shieldedHP = new Image( Assets.Interfaces.SHLD_BAR );
shieldedHP = new Image(asset, 0, 40, 50, 4);
add(shieldedHP);
hp = new Image( Assets.Interfaces.HP_BAR );
hp = new Image(asset, 0, 36, 50, 4);
add( hp );
hpText = new BitmapText(PixelScene.pixelFont);
hpText.alpha(0.6f);
add(hpText);
exp = new Image( Assets.Interfaces.XP_BAR );
exp = new Image(asset, 0, 44, 16, 1);
add( exp );
level = new BitmapText( PixelScene.pixelFont);