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authorSamu Laaksonen <laaksonen.sj@gmail.com>2012-10-19 21:36:44 +0300
committerSamu Laaksonen <laaksonen.sj@gmail.com>2012-10-19 21:36:44 +0300
commitfe15901cad4ccc90b5702cf5061849c1ab1fd40d (patch)
tree0148609d571ae7bc93a04acf8fc45647d057aaf1 /src/ActionScene.h
parenta0f7ab0f77fa81b77d03de751e4a5f4e07c49d25 (diff)
downloadprism-fe15901cad4ccc90b5702cf5061849c1ab1fd40d.tar.gz
prism-fe15901cad4ccc90b5702cf5061849c1ab1fd40d.zip
HUD improvement
Added - some placeholder graphics for HUD elements - just to demonstrate how HUD may be implemented with drawForeground of ActionScene
Diffstat (limited to 'src/ActionScene.h')
-rw-r--r--src/ActionScene.h6
1 files changed, 6 insertions, 0 deletions
diff --git a/src/ActionScene.h b/src/ActionScene.h
index bd40976..6460523 100644
--- a/src/ActionScene.h
+++ b/src/ActionScene.h
@@ -12,8 +12,11 @@
#include "mapreader.h"
#include "orthogonalrenderer.h"
+#include "Box2D.h"
+
class QGraphicsPixmapItem;
class Hero;
+class HeadsUpDisplay;
class b2World;
@@ -84,6 +87,9 @@ private:
//! Stops graphics rendering while scene is cleared.
bool m_clearAlert;
+ //! This item contais all hud elements, rendered in drawForeground
+ HeadsUpDisplay* m_hud;
+
signals:
void gameOver();