Commented HitFX scaling on FX buttons

This commit is contained in:
domdoc 2022-05-16 10:44:36 +02:00
parent 4be2617944
commit 3b1860db70
1 changed files with 13 additions and 10 deletions

View File

@ -103,7 +103,7 @@ local function setUpTransform(critCenterX, critCenterY, critRotation, xScalar)
end end
function HitFX.renderLasers(deltaTime, critCenterX, critCenterY, critRotation, cursors) function HitFX.renderLasers(deltaTime, critCenterX, critCenterY, critRotation, cursors)
local baseHitSize = 325 * 1.25; local hitSize = 406
-- Lasers -- Lasers
for laser = 1, 2 do for laser = 1, 2 do
@ -133,28 +133,28 @@ function HitFX.renderLasers(deltaTime, critCenterX, critCenterY, critRotation, c
laserState.Dome:render(deltaTime, { laserState.Dome:render(deltaTime, {
centered = true, centered = true,
width = baseHitSize, width = hitSize,
height = baseHitSize, height = hitSize,
color = laserColor, color = laserColor,
x = x, x = x,
}) })
laserState.Crit:render(deltaTime, { laserState.Crit:render(deltaTime, {
centered = true, centered = true,
width = baseHitSize, width = hitSize,
height = baseHitSize, height = hitSize,
x = x, x = x,
}) })
laserState.EndInner:render(deltaTime, { laserState.EndInner:render(deltaTime, {
centered = true, centered = true,
width = baseHitSize, width = hitSize,
height = baseHitSize, height = hitSize,
x = x, x = x,
}) })
laserState.EndOuter:render(deltaTime, { laserState.EndOuter:render(deltaTime, {
centered = true, centered = true,
width = baseHitSize, width = hitSize,
height = baseHitSize, height = hitSize,
color = laserColor, color = laserColor,
x = x, x = x,
}) })
@ -162,14 +162,17 @@ function HitFX.renderLasers(deltaTime, critCenterX, critCenterY, critRotation, c
end end
function HitFX.renderButtons(deltaTime, critCenterX, critCenterY, critRotation) function HitFX.renderButtons(deltaTime, critCenterX, critCenterY, critRotation)
local baseHitSize = 325; --local baseHitSize = 325;
local hitSize = 406
-- BT + FX -- BT + FX
for i = 1, 6 do for i = 1, 6 do
--[[
local hitSize = baseHitSize; local hitSize = baseHitSize;
if (i > 4) then if (i > 4) then
hitSize = hitSize * 1.5; hitSize = hitSize * 1.5;
end end
]]
local laneWidth = (track.GetCurrentLaneXPos(2) - track.GetCurrentLaneXPos(1)) * (i <= 4 and 1 or 2); local laneWidth = (track.GetCurrentLaneXPos(2) - track.GetCurrentLaneXPos(1)) * (i <= 4 and 1 or 2);
local lanePosition = track.GetCurrentLaneXPos(i) + laneWidth / 2 local lanePosition = track.GetCurrentLaneXPos(i) + laneWidth / 2