scenes/levels: use game.gui to generate progressbar and textbox
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@ -108,8 +108,6 @@ function Level:loadSprites()
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self.assets:addImageFont("medium", "assets/fonts/medium", 1)
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assets:addTextBox("yellowbox")
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assets:addProgressBar("greenbar", "medium", "small")
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assets:addProgressBar("bluebar", "medium", "small")
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end
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function Level:launchMission()
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@ -11,6 +11,13 @@ function PlayerManager:new(scene)
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self.itemList = {}
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self.score = 0
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self.gold = 0
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local mediumfont, smallfont
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mediumfont = self.scene.assets.fonts["medium"]
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smallfont = self.scene.assets.fonts["small"]
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self.hpbar = game.gui.newProgressBar("greenbar", mediumfont, smallfont, "HP ", 96)
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self.mpbar = game.gui.newProgressBar("bluebar", mediumfont, smallfont, "MP ", 96)
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self.itembox = game.gui.newTextBox("assets/sprites/gui/textbox/yellowbox.png", 24,24)
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end
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-- PLAYER FUNCTIONS
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@ -103,7 +110,7 @@ function PlayerManager:drawHUD(dt)
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local hp = 0
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local mp = 0
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local weapon = 0
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assets.textbox["yellowbox"]:draw(16,16,24,24)
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love.graphics.draw(self.itembox, 16, 16)
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if self:playerHaveObject(1) then
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local player = self:getPlayerByID(1)
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@ -115,8 +122,8 @@ function PlayerManager:drawHUD(dt)
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if (weapon ~= 0) and (weapon ~= nil) then
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self.scene.assets.tileset["weapon"]:drawTile(weapon,28,28,0,1,1,8,8)
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end
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--assets.progressbar["greenbar"]:draw("HP", 68, 14, 96, hp, "")
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--assets.progressbar["bluebar"]:draw("MP", 68, 30, 96, mp, "")
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self.hpbar:draw(68, 14, hp)
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self.mpbar:draw(68, 30, mp)
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self.scene.assets.fonts["medium"]:set()
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