// Original code dervied from: // https://github.com/thelinuxlich/starwarrior_CSharp/blob/master/StarWarrior/StarWarrior/Systems/HealthBarRenderSystem.cs // -------------------------------------------------------------------------------------------------------------------- // // Copyright © 2013 GAMADU.COM. All rights reserved. // // Redistribution and use in source and binary forms, with or without modification, are // permitted provided that the following conditions are met: // // 1. Redistributions of source code must retain the above copyright notice, this list of // conditions and the following disclaimer. // // 2. Redistributions in binary form must reproduce the above copyright notice, this list // of conditions and the following disclaimer in the documentation and/or other materials // provided with the distribution. // // THIS SOFTWARE IS PROVIDED BY GAMADU.COM 'AS IS' AND ANY EXPRESS OR IMPLIED // WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND // FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL GAMADU.COM OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR // CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON // ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING // NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF // ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // The views and conclusions contained in the software and documentation are those of the // authors and should not be interpreted as representing official policies, either expressed // or implied, of GAMADU.COM. // // // The health bar render system. // // -------------------------------------------------------------------------------------------------------------------- using System; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using MonoGame.Extended; using MonoGame.Extended.BitmapFonts; using MonoGame.Extended.Entities; using MonoGame.Extended.Entities.Systems; using StarWarrior.Components; namespace StarWarrior.Systems { public class HealthBarRenderSystem : EntityDrawSystem { private readonly BitmapFont _font; private readonly SpriteBatch _spriteBatch; private readonly StringBuilder _stringBuilder = new StringBuilder(); public HealthBarRenderSystem(SpriteBatch spriteBatch, BitmapFont font) : base(Aspect.All(typeof(HealthComponent), typeof(Transform2))) { _spriteBatch = spriteBatch; _font = font; } public override void Initialize(IComponentMapperService mapperService) { } public override void Draw(GameTime gameTime) { foreach (var entityId in ActiveEntities) { var entity = GetEntity(entityId); var health = entity.Get(); var transform = entity.Get(); _stringBuilder.Clear(); _stringBuilder.Append((float)Math.Round(health.Ratio * 100, 1)); _stringBuilder.Append("%"); var c = health.Ratio / 1; var color = new Color(1.0f - c, c, 0.0f); var worldPosition = transform.WorldPosition; var renderPosition = worldPosition + new Vector2(0, 25); var stringSize = _font.MeasureString(_stringBuilder) * 0.5f; _spriteBatch.DrawString(_font, _stringBuilder, renderPosition, color, 0.0f, stringSize, 1.0f, SpriteEffects.None, 0.5f); } } } }