Class DamageIndicatorUI

All Implemented Interfaces:
com.badlogic.gdx.utils.Disposable, Renderable, Comparable<Renderable>

public class DamageIndicatorUI extends UIComponent
Centre-screen arrow that points toward the last damage source, then fades out. Robust to missing/preload timing: tries ResourceService first, then falls back to a direct load. Never captures input, avoids duplicate HUD on respawn, and rate-limits refresh to prevent blinking.
  • Constructor Details

    • DamageIndicatorUI

      public DamageIndicatorUI()
  • Method Details

    • create

      public void create()
      Description copied from class: Component
      Called when the entity is created and registered. Initial logic such as calls to GetComponent should be made here, not in the constructor which is called before an entity is finished.
      Overrides:
      create in class UIComponent
    • update

      public void update()
      Description copied from class: Component
      Called once per frame of the game, and should be used for most component logic. Not called if component is disabled.
      Overrides:
      update in class Component
    • draw

      public void draw(com.badlogic.gdx.graphics.g2d.SpriteBatch batch)
      Stage is drawn by the engine's RenderService.
      Specified by:
      draw in class RenderComponent
      Parameters:
      batch - Batch to render to.
    • dispose

      public void dispose()
      Description copied from class: Component
      Called when the component is disposed. Dispose of any internal resources here.
      Specified by:
      dispose in interface com.badlogic.gdx.utils.Disposable
      Overrides:
      dispose in class RenderComponent