+ flash exc gauge when below 30 percent
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@ -696,6 +696,7 @@ end
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-- draw_gauge: --
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-- draw_gauge: --
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local gaugeNumBack = gfx.CreateSkinImage("gauge_num_back.png", 0)
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local gaugeNumBack = gfx.CreateSkinImage("gauge_num_back.png", 0)
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local gaugeWarnTransitionScale = 0;
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local gaugeEffBgImage = gfx.CreateSkinImage("gameplay/gauges/effective/gauge_back.png", 0)
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local gaugeEffBgImage = gfx.CreateSkinImage("gameplay/gauges/effective/gauge_back.png", 0)
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local gaugeEffFailFillImage = gfx.CreateSkinImage("gameplay/gauges/effective/gauge_fill_fail.png", 0)
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local gaugeEffFailFillImage = gfx.CreateSkinImage("gameplay/gauges/effective/gauge_fill_fail.png", 0)
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@ -710,6 +711,7 @@ local gaugeExcArsFillImage = gfx.CreateSkinImage("gameplay/gauges/excessive_ars/
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function draw_gauge(deltaTime)
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function draw_gauge(deltaTime)
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-- fallbacks in case of unsupported type
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-- fallbacks in case of unsupported type
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local gaugeFillAlpha = 1;
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local gaugeBgImage = gaugeEffBgImage;
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local gaugeBgImage = gaugeEffBgImage;
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local gaugeFillImage = gaugeEffPassFillImage;
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local gaugeFillImage = gaugeEffPassFillImage;
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@ -725,6 +727,15 @@ function draw_gauge(deltaTime)
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elseif gameplay.gauge.type == 1 then
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elseif gameplay.gauge.type == 1 then
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gaugeBgImage = gaugeExcBgImage;
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gaugeBgImage = gaugeExcBgImage;
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gaugeFillImage = gaugeExcFillImage;
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gaugeFillImage = gaugeExcFillImage;
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if gameplay.gauge.value < 0.3 then
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gaugeFillAlpha = 1 - math.abs(gaugeWarnTransitionScale - 0.5); -- 100 -> 50 -> 100
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gaugeWarnTransitionScale = gaugeWarnTransitionScale + deltaTime*10;
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if gaugeWarnTransitionScale > 1 then
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gaugeWarnTransitionScale = 0;
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end
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end
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end
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end
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@ -736,8 +747,10 @@ function draw_gauge(deltaTime)
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-- gfx.Text('RESX: ' .. resx .. ' // RESY: ' .. resy .. ' // GPX: ' .. gaugePosX, 255,1200);
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-- gfx.Text('RESX: ' .. resx .. ' // RESY: ' .. resy .. ' // GPX: ' .. gaugePosX, 255,1200);
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gfx.ImageRect(gaugePosX, gaugePosY, BgW, BgH, gaugeBgImage, 1, 0)
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gfx.ImageRect(gaugePosX, gaugePosY, BgW, BgH, gaugeBgImage, 1, 0)
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gfx.ImageRect(gaugePosX+22, gaugePosY+11+(FillH-(FillH*(gameplay.gauge.value))), FillW, FillH*(gameplay.gauge.value), gaugeFillImage, 1, 0)
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gfx.GlobalAlpha(gaugeFillAlpha);
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gfx.ImageRect(gaugePosX+22, gaugePosY+11+(FillH-(FillH*(gameplay.gauge.value))), FillW, FillH*(gameplay.gauge.value), gaugeFillImage, 1, 0)
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gfx.GlobalAlpha(1);
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-- TODO: Draw gauge % label
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-- TODO: Draw gauge % label
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