Class CutsceneHudComponent
java.lang.Object
com.csse3200.game.components.Component
com.csse3200.game.rendering.RenderComponent
com.csse3200.game.ui.UIComponent
com.csse3200.game.cutscene.runtime.components.CutsceneHudComponent
- All Implemented Interfaces:
com.badlogic.gdx.utils.Disposable
,Renderable
,Comparable<Renderable>
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Field Summary
Fields inherited from class com.csse3200.game.ui.UIComponent
skin, stage
Fields inherited from class com.csse3200.game.rendering.RenderComponent
colour
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Constructor Summary
ConstructorsConstructorDescriptionCutsceneHudComponent
(CutsceneOrchestrator orchestrator) Initialise with aCutsceneOrchestrator
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Method Summary
Modifier and TypeMethodDescriptionvoid
create()
Called when the entity is created and registered.void
dispose()
Called when the component is disposed.protected void
draw
(com.badlogic.gdx.graphics.g2d.SpriteBatch batch) Draw the renderable.static com.badlogic.gdx.scenes.scene2d.utils.TextureRegionDrawable
loadImage
(com.badlogic.gdx.graphics.Color color) static com.badlogic.gdx.scenes.scene2d.utils.TextureRegionDrawable
void
update()
Called once per frame of the game, and should be used for most component logic.Methods inherited from class com.csse3200.game.ui.UIComponent
getLayer, getZIndex
Methods inherited from class com.csse3200.game.rendering.RenderComponent
compareTo, getColour, render, setColour
Methods inherited from class com.csse3200.game.components.Component
earlyUpdate, getEntity, getPriority, setEnabled, setEntity, toString, triggerEarlyUpdate, triggerUpdate
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Constructor Details
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CutsceneHudComponent
Initialise with aCutsceneOrchestrator
- Parameters:
orchestrator
- The orchestrator used
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Method Details
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loadImage
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loadImage
public static com.badlogic.gdx.scenes.scene2d.utils.TextureRegionDrawable loadImage(com.badlogic.gdx.graphics.Color color) -
create
public void create()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 classUIComponent
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draw
protected void draw(com.badlogic.gdx.graphics.g2d.SpriteBatch batch) Draw the renderable. Should be called only by the renderer, not manually.- Specified by:
draw
in classRenderComponent
- Parameters:
batch
- Batch to render to.
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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. -
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 interfacecom.badlogic.gdx.utils.Disposable
- Overrides:
dispose
in classRenderComponent
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