L'image des ombres + sprite_zorder.txt pour ordonner l'agencement des sprites
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@ -174,11 +174,6 @@ public class match {
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objP2.setShadow();
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objP2.setShadow();
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engine.add_objectGl(objP2.getShadow());
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engine.add_objectGl(objP2.getShadow());
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System.out.println(objP2.getZPos());
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System.out.println(objP2.getShadow().getZPos());
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System.out.println(objP1.getZPos());
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System.out.println(objP1.getShadow().getZPos());
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if(Joystick1Present) {
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if(Joystick1Present) {
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gamepad1 = new GamepadInput(GLFW_JOYSTICK_1);
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gamepad1 = new GamepadInput(GLFW_JOYSTICK_1);
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gamepad1.inputRefresh();
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gamepad1.inputRefresh();
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@ -191,21 +186,21 @@ public class match {
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}
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}
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// GUI setup
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// GUI setup
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coordP1 = new UIElementText("objP1: " + objP1.getXPos() + ":" + objP1.getYPos() + " P1: " + p1.getPosX() +":" + p1.getPosY(), 5f, 0f, 0.2f, 80f, engine);
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coordP1 = new UIElementText("objP1: " + objP1.getXPos() + ":" + objP1.getYPos() + " P1: " + p1.getPosX() +":" + p1.getPosY(), 5f, 0f, 0.2f, 70f, engine);
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coordP1.setBackground(new Vector3f(0f,0f,0f));
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coordP1.setBackground(new Vector3f(0f,0f,0f));
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engine.add_uiElement(coordP1);
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engine.add_uiElement(coordP1);
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coordP2 = new UIElementText("objP2: " + objP2.getXPos() + ":" + objP2.getYPos() + " P1: " + p2.getPosX() +":" + p2.getPosY(), 5f, 0f, 0.1f, 80f, engine);
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coordP2 = new UIElementText("objP2: " + objP2.getXPos() + ":" + objP2.getYPos() + " P1: " + p2.getPosX() +":" + p2.getPosY(), 5f, 0f, 0.1f, 70f, engine);
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coordP2.setBackground(new Vector3f(0f,0f,0f));
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coordP2.setBackground(new Vector3f(0f,0f,0f));
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engine.add_uiElement(coordP2);
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engine.add_uiElement(coordP2);
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// Barre de vie
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// Barre de vie
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healthBarP1Obj = new HorizontalProgressBar(90f, 8.5f, 0.4f, 100f, p1.getCurrentHP(), p1.getMaxHP(), false);
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healthBarP1Obj = new HorizontalProgressBar(80f, 8.5f, 0.4f, 100f, p1.getCurrentHP(), p1.getMaxHP(), false);
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healthBarP1 = new UIElement(healthBarP1Obj, 0.01f, 0.990f, engine);
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healthBarP1 = new UIElement(healthBarP1Obj, 0.01f, 0.990f, engine);
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healthBarP2Obj = new HorizontalProgressBar(90f, 8.5f, 0.4f, 100f, p2.getCurrentHP(), p2.getMaxHP(), true);
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healthBarP2Obj = new HorizontalProgressBar(80f, 8.5f, 0.4f, 100f, p2.getCurrentHP(), p2.getMaxHP(), true);
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healthBarP2 = new UIElement(healthBarP2Obj, 0.565f, 0.990f, engine);
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healthBarP2 = new UIElement(healthBarP2Obj, 0.565f, 0.990f, engine);
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engine.add_uiElement(healthBarP1);
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engine.add_uiElement(healthBarP1);
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engine.add_uiElement(healthBarP2);
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engine.add_uiElement(healthBarP2);
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// Timer
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// Timer
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timerUI = new UIElementText(timer + "", 10f, 0.45f, 1.0f, 90f, engine);
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timerUI = new UIElementText(timer + "", 10f, 0.45f, 1.0f, 85f, engine);
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engine.add_uiElement(timerUI);
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engine.add_uiElement(timerUI);
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while(frameCount < 5940 && engine.getRunning()) {
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while(frameCount < 5940 && engine.getRunning()) {
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10
src/gameplay/match/sprite_zorder.txt
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10
src/gameplay/match/sprite_zorder.txt
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@ -0,0 +1,10 @@
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0 - Background
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4 - P1 Shadow
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5 - P2 Shadow
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14 - P1
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15 - P2
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70 - Affichage des coordonnées
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80 - Barre de vie
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81 - Habillage barre de vie
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85 - Timer
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90 +
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BIN
textures/shadow.png
Normal file
BIN
textures/shadow.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 4.8 KiB |
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