/* initText - Provides an example of how to render text to our screen every frame, allowing for the text to continually change. This method adds a text object to the text manager (GameText), which allows it to be updated each frame. This method should be called only once for each object. */ void DummyTextGenerator::initText(Game *game) { // FIRST UPDATE THE TEXT THIS GENERATOR IS USING appendTargetFPS(game); // AND THEN HAND IT TO THE TEXT MANAGER, SPECIFYING WHERE IT SHOULD BE RENDERED GameText *text = game->getText(); text->addText(&textToGenerate, 350, 50, game->getGraphics()->getScreenWidth(), game->getGraphics()->getScreenHeight()); }
/* initText - Provides an example of how to render text to our screen every frame, allowing for the text to continually change. This method adds a text object to the text manager (GameText), which allows it to be updated each frame. This method should be called only once for each object. */ void BalloonEscapeTextGenerator::initText(Game *game) { // FIRST UPDATE THE TEXT THIS GENERATOR IS USING appendMouseCoords(game); // AND THEN HAND IT TO THE TEXT MANAGER, SPECIFYING WHERE IT SHOULD BE RENDERED GameText *text = game->getText(); text->addText(&textToGenerate, W_TEXT_X, W_TEXT_Y, game->getGraphics()->getScreenWidth(), game->getGraphics()->getScreenHeight()); }
/* initText - Provides an example of how to render text to our screen every frame, allowing for the text to continually change. This method adds a text object to the text manager (GameText), which allows it to be updated each frame. This method should be called only once for each object. */ void StraightLineRPGTextGenerator::initText(Game *game) { // FIRST UPDATE THE TEXT THIS GENERATOR IS USING appendPlayerHealth(game); // AND THEN HAND IT TO THE TEXT MANAGER, SPECIFYING WHERE IT SHOULD BE RENDERED GameText *text = game->getText(); text->addText(&textHealth, W_TEXT_X, W_TEXT_Y, game->getGraphics()->getScreenWidth(), game->getGraphics()->getScreenHeight()); appendPlayerMP(game); text->addText(&textMP, W_TEXT_P_MP_X, W_TEXT_P_MP_Y, game->getGraphics()->getScreenWidth(), game->getGraphics()->getScreenHeight()); appendPlayerStr(game); text->addText(&textStr, W_TEXT_P_STR_X, W_TEXT_P_STR_Y, game->getGraphics()->getScreenWidth(), game->getGraphics()->getScreenHeight()); appendPlayerDef(game); text->addText(&textDefense, W_TEXT_P_DEF_X, W_TEXT_P_DEF_Y, game->getGraphics()->getScreenWidth(), game->getGraphics()->getScreenHeight()); }
void OdysseyTextGenerator::initText(Game *game) { GameText *text = game->getText(); text->addText(&W_SPALSH_TEXT, 400, 350, game->getGraphics()->getScreenWidth(), game->getGraphics()->getScreenHeight()); text->addText(&W_MAIN_TEXT_1, 430, 350, game->getGraphics()->getScreenWidth(), game->getGraphics()->getScreenHeight()); text->addText(&W_MAIN_TEXT_2, 455, 370, game->getGraphics()->getScreenWidth(), game->getGraphics()->getScreenHeight()); text->addText(&W_MAIN_TEXT_3, 455, 390, game->getGraphics()->getScreenWidth(), game->getGraphics()->getScreenHeight()); text->addText(&W_MAIN_TEXT_4, 475, 410, game->getGraphics()->getScreenWidth(), game->getGraphics()->getScreenHeight()); text->addText(&textToGenerate, 500, 2, game->getGraphics()->getScreenWidth(), game->getGraphics()->getScreenHeight()); text->addText(&W_PAUSE_TEXT_1, 500, 610, game->getGraphics()->getScreenWidth(), game->getGraphics()->getScreenHeight()); text->addText(&W_PAUSE_TEXT_2, 500, 640, game->getGraphics()->getScreenWidth(), game->getGraphics()->getScreenHeight()); text->addText(&W_CONT_TEXT, 500, 550, game->getGraphics()->getScreenWidth(), game->getGraphics()->getScreenHeight()); text->addText(&W_GAME_OVER_QUIT, 500, 570, game->getGraphics()->getScreenWidth(), game->getGraphics()->getScreenHeight()); }