public Player(int x, int y, Keyboard input) { this.x = x; this.y = y; this.input = input; sprite = Sprite.player_forward; fireRate = WizardProjectile.FIRE_RATE; ui = GameMain.getUIManager(); UIPanel panel = new UIPanel( new Vector2i((230) * GameMain.scale, 0 * GameMain.scale), new Vector2i(70 * GameMain.scale, (300 / 16 * 9 + 10) * GameMain.scale)); ui.addPanel(panel); healthBar = new HealthBar( new Vector2i(232 * GameMain.scale, 60 * GameMain.scale), new Vector2i(60 * GameMain.scale, 10 * GameMain.scale)); healthBar.setColor(0xff6a6a6a); healthBar.setForegroundColor(0xffcc2a2a); panel.addComponent(healthBar); }
private void updateShooting() { if (Mouse.getButton() == 1 && fireRate <= 0) { double dx = Mouse.getX() - GameMain.getWindowWidth() / 2; double dy = Mouse.getY() - GameMain.getWindowHeight() / 2; double dir = Math.atan2(dy, dx); shoot(x, y, dir); fireRate = WizardProjectile.FIRE_RATE; } healthBar.setProgress(health / 100.0); }