// Path: workspace/Angr/src/fi/hbp/angr/G.java
// public class G {
//     /**
//      * Debug mode
//      *
//      * If this is set to true game will output some additional data and
//      * enables debug camera functionality. Debug camera is enabled by
//      * pressing d while in the game stage.
//      */
//     public static final boolean DEBUG = false;
// 
//     /**
//      * Global static assets manager
//      *
//      * @note As there is no universal support for threaded  access to the
//      * OpenGL context from multiple threads and as its exclusively prohibited
//      * in gdx a global asset manager is needed. This asset manager makes it
//      * easier to load new assets asynchronously without blocking rendering.
//      */
//     private static AssetManager assetManager = new AssetManager();
// 
//     /**
//      * Conversion from Box2D to the sprite relative/pixel coordinates
//      */
//     public static final float BOX_TO_WORLD = 100.0f;
// 
//     /**
//      * Conversion from sprite relative/pixel coordinates to Box2D coordinates
//      */
//     public static final float WORLD_TO_BOX = 1.0f / BOX_TO_WORLD;
// 
//     /**
//      * Get global static assets manager
//      * @return Global asset manager.
//      */
//     public static AssetManager getAssetManager() {
//         return assetManager;
//     }
// 
//     /**
//      * Game scoreboard
//      */
//     public static Scoreboard scoreboard = null;
// 
//     /**
//      * Game pause button
//      */
//     public static int pauseButton = Keys.P;
//     public static int pauseButton1 = Keys.BACK;
// }


import java.util.ArrayList;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import fi.hbp.angr.G;
package fi.hbp.angr.hud;




/**
 * Drawable HUD.
 */
public class Hud {
    /**
     * Font for drawing HUD.
     */
    private BitmapFont font = new BitmapFont();
    /**
     * Batch for drawing this HUD.
     */
    private SpriteBatch hudBatch;
    /**
     * List of actors in this HUD.
     */
    private ArrayList<HudActor> actors = new ArrayList<HudActor>();

    /**
     * HudActor that can be drawn by a Hud object.
     */
    public interface HudActor {
        /**
         * Draw this HudActor now.
         * @param batch sprite batch to be used for drawing.
         */
        public void draw(SpriteBatch batch);
    }

    /**
     * Constructor for Hud.
     */
    public Hud() {
        hudBatch = new SpriteBatch();
        font.setColor(Color.RED);
        font.setScale(1.0f);
    }

    /**
     * Adds the specified HudActor to the list of actors that will
     * be drawn on the screen.
     * @param actor element that is added to the list.
     */
    public void addActor(HudActor actor) {
        actors.add(actor);
    }

    /**
     * Removes all of the elements from the HUD actor list.
     * The list will be empty after this call returns.
     */
    public void clear() {
        actors.clear();
    }

    /**
     * Draw this HUD.
     */
    public void draw() {
        hudBatch.begin();
// Path: workspace/Angr/src/fi/hbp/angr/G.java
// public class G {
//     /**
//      * Debug mode
//      *
//      * If this is set to true game will output some additional data and
//      * enables debug camera functionality. Debug camera is enabled by
//      * pressing d while in the game stage.
//      */
//     public static final boolean DEBUG = false;
// 
//     /**
//      * Global static assets manager
//      *
//      * @note As there is no universal support for threaded  access to the
//      * OpenGL context from multiple threads and as its exclusively prohibited
//      * in gdx a global asset manager is needed. This asset manager makes it
//      * easier to load new assets asynchronously without blocking rendering.
//      */
//     private static AssetManager assetManager = new AssetManager();
// 
//     /**
//      * Conversion from Box2D to the sprite relative/pixel coordinates
//      */
//     public static final float BOX_TO_WORLD = 100.0f;
// 
//     /**
//      * Conversion from sprite relative/pixel coordinates to Box2D coordinates
//      */
//     public static final float WORLD_TO_BOX = 1.0f / BOX_TO_WORLD;
// 
//     /**
//      * Get global static assets manager
//      * @return Global asset manager.
//      */
//     public static AssetManager getAssetManager() {
//         return assetManager;
//     }
// 
//     /**
//      * Game scoreboard
//      */
//     public static Scoreboard scoreboard = null;
// 
//     /**
//      * Game pause button
//      */
//     public static int pauseButton = Keys.P;
//     public static int pauseButton1 = Keys.BACK;
// }


// Path: workspace/Angr/src/fi/hbp/angr/hud/Hud.java
import java.util.ArrayList;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import fi.hbp.angr.G;

package fi.hbp.angr.hud;




/**
 * Drawable HUD.
 */
public class Hud {
    /**
     * Font for drawing HUD.
     */
    private BitmapFont font = new BitmapFont();
    /**
     * Batch for drawing this HUD.
     */
    private SpriteBatch hudBatch;
    /**
     * List of actors in this HUD.
     */
    private ArrayList<HudActor> actors = new ArrayList<HudActor>();

    /**
     * HudActor that can be drawn by a Hud object.
     */
    public interface HudActor {
        /**
         * Draw this HudActor now.
         * @param batch sprite batch to be used for drawing.
         */
        public void draw(SpriteBatch batch);
    }

    /**
     * Constructor for Hud.
     */
    public Hud() {
        hudBatch = new SpriteBatch();
        font.setColor(Color.RED);
        font.setScale(1.0f);
    }

    /**
     * Adds the specified HudActor to the list of actors that will
     * be drawn on the screen.
     * @param actor element that is added to the list.
     */
    public void addActor(HudActor actor) {
        actors.add(actor);
    }

    /**
     * Removes all of the elements from the HUD actor list.
     * The list will be empty after this call returns.
     */
    public void clear() {
        actors.clear();
    }

    /**
     * Draw this HUD.
     */
    public void draw() {
        hudBatch.begin();
        if (G.DEBUG)