转自:http://www.cnblogs.com/NEOCSL/archive/2012/03/05/2380341.html
1. HUD不仅仅能提供基本的显示信息给玩家,例如玩家的生命值等。在IOS系统甚至都牵扯到游戏的基本操作。
class AntHUD extends UDKHUD;
var float PlayerNameScale;
var Font MyFont;
function DrawHUD()
{
var vector2D TextSize;
super.DrawHUD();
Canvas.Font=MyFont;
Canvas.DrawColorStruct(WhiteColor); //同样可以使用Canvas.DrawColor(255,255,255,255);来显示
Canvas.TextSize(PlayerOwner.Pawn.Health,TextSize.X,TextSize.Y); //文本的区域大小
Canvas.SetPos(TextSize.X*PlayerNameScale/ratioX,TextSize.Y*PlayerNameScale/ratioY); //文本的位置
Canvas.DrawText(PlayerOwner.Pawn.Health,,PlayerNameScale/RatioX,PlayerNameScale/RatioY); //文本的字体大小
}
defaultproperties
{
PlayerNameScale=0.25
MyFont="UI_Fonts.MultiFonts.MF_HudLarge"
}
以上可以输出文字。
2. Canvas.DrawRect(rectX,rectY); //能绘制矩形,参数分别为长度和宽度
绘制矩形列表,这可以用来表示血槽
function DrawBar(string title,float value,float MaxValue,int x,int y,int r,int g,int b)
{
local int PosX; //从哪里开始绘制
local int BarSizeX; //绘制的长度
PosX=x;
BarSize=200*FMin(value/MaxValue,1); //200只不过是个调节长度值
canvas.SetPos(PosX,Y);
canvas.DrawColor(255,255,255,80); //画一个白框
canvas.DrawRect(200-BarSizeX,12); //当红色槽子没有时生成底部
if(!PlayerOwner.IsDead()) //没死才渲染,死了就不渲染
{
canvas.SetPos(PosX,Y);
canvas.DrawColor(R,G,B,80); //Draw Blood rect
canvas.DrawRect(BarSizeX,12);
}
}
然后将DrawBar写到DrawHUD函数中即可。
3.绘制Texture方法
DrawTile函数是专门用来绘制贴图的方法,参数如下:
/**
* Draws a texture to an axis-aligned quad at CurX,CurY.
*
* @param Tex - The texture to render.
* @param XL - The width of the quad in pixels.
* @param YL - The height of the quad in pixels.
* @param U - The U coordinate of the quad's upper left corner, in normalized coordinates.
* @param V - The V coordinate of the quad's upper left corner, in normalized coordinates.
* @param UL - The range of U coordinates which is mapped to the quad.
* @param VL - The range of V coordinates which is mapped to the quad.
* @param LColor - Color to colorize this texture.
* @param bClipTile - Whether to clip the texture (FALSE by default).
*/
DrawTile(tex,XL,YL,U,V,UL,VL);
说明一下tex为要画的贴图,XL,YL分别为横纵方向的缩放(默认的大小写成和UL和VL一样),UV是从图像上左上角算起的坐标。如下图所示:
对于上图有以下方式渲染:
var Texture2D DefaultTexture;
CursorTexture=Texture2D'UI_HUD.HUD.UI_HUD_BaseA'
以下方法渲染图片
Canvas.DrawTile(CursorTexture, 50 , 50, 215, 100, 50,50);
如果要把图片渲染为两倍,则使用以下方法:
Canvas.DrawTile(CursorTexture, 50*2 , 50*2, 215, 100, 50,50);
当然这只不过是一个基本的参数说明,实际绘制将使用下面的方法。
4. 以下方法来实现屏幕上绘制一张Texture
function DrawIconStretch(CanvasIcon Icon,float x,float y,optional float ScaleX,optional float ScaleY) { Canvas.SetPos(X,Y); DrawTileStrecth(Icon.texture,Abs(Icon)*ScaleX,Abs(Icon)*ScaleY,Icon.x,Icon.y,Icon.Ul,Icon.Vl,,true,true); } var Texture2D DefaultTexture; var CanvasIcon CrossIcon; CrossIcon=(Texture2D="...",U=215,V=100,UL=50,VL=50) function DrawHUD() { DrawIconStretch(CrossIcon,300,300,1,1); }