use of com.shatteredpixel.shatteredpixeldungeon.windows.WndHero in project shattered-pixel-dungeon-gdx by 00-Evan.
the class StatusPane method createChildren.
@Override
protected void createChildren() {
bg = new NinePatch(Assets.STATUS, 0, 0, 128, 36, 85, 0, 45, 0);
add(bg);
add(new TouchArea<GameAction>(0, 1, 31, 31) {
@Override
protected void onClick(NoosaInputProcessor.Touch touch) {
Image sprite = Dungeon.hero.sprite;
if (!sprite.isVisible()) {
Camera.main.focusOn(sprite);
}
GameScene.show(new WndHero());
}
@Override
public boolean onKeyUp(NoosaInputProcessor.Key<GameAction> key) {
boolean handled = true;
switch(key.action) {
case HERO_INFO:
onClick(null);
break;
case JOURNAL:
GameScene.show(new WndJournal());
break;
default:
handled = false;
break;
}
return handled;
}
});
btnJournal = new JournalButton();
add(btnJournal);
btnMenu = new MenuButton();
add(btnMenu);
avatar = HeroSprite.avatar(Dungeon.hero.heroClass, lastTier);
add(avatar);
compass = new Compass(Statistics.amuletObtained ? Dungeon.level.entrance : Dungeon.level.exit);
add(compass);
rawShielding = new Image(Assets.SHLD_BAR);
rawShielding.alpha(0.5f);
add(rawShielding);
shieldedHP = new Image(Assets.SHLD_BAR);
add(shieldedHP);
hp = new Image(Assets.HP_BAR);
add(hp);
exp = new Image(Assets.XP_BAR);
add(exp);
bossHP = new BossHealthBar();
add(bossHP);
level = new BitmapText(PixelScene.pixelFont);
level.hardlight(0xFFEBA4);
add(level);
depth = new BitmapText(Integer.toString(Dungeon.depth), PixelScene.pixelFont);
depth.hardlight(0xCACFC2);
depth.measure();
add(depth);
danger = new DangerIndicator();
add(danger);
buffs = new BuffIndicator(Dungeon.hero);
add(buffs);
add(pickedUp = new Toolbar.PickedUpItem());
}
Aggregations