* replace the selector arrows on titlescreen with nicer texture
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@ -139,8 +139,8 @@ draw_buttons = function()
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draw_button(buttons[indexes[3]], desw - 512, centerButtonY, false, 3); -- Placeholder for transition that goes to the top
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draw_button(buttons[indexes[3]], desw - 512, centerButtonY, false, 3); -- Placeholder for transition that goes to the top
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end
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end
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draw_button(buttons[indexes[4]], desw - 512, yBase + marginFromDesHCenter, false, 4);
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draw_button(buttons[indexes[4]], desw - 512, yBase + marginFromDesHCenter + 10, false, 4);
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draw_button(buttons[indexes[5]], desw - 512, yBase + marginFromDesHCenter + buttonHeight, false, 5);
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draw_button(buttons[indexes[5]], desw - 512, yBase + marginFromDesHCenter + buttonHeight + 10, false, 5);
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if not scrollingUp then
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if not scrollingUp then
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draw_button(buttons[indexes[1]], desw - 512, yBase + marginFromDesHCenter + buttonHeight*2, false, 6);
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draw_button(buttons[indexes[1]], desw - 512, yBase + marginFromDesHCenter + buttonHeight*2, false, 6);
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@ -283,7 +283,7 @@ render = function(deltaTime)
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drawTexts();
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drawTexts();
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-- Draw the arrows around the selected button
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-- Draw the arrows around the selected button
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gfx.ImageRect(desw-512, desh/2 + SELECTOR_BAR_OFFSET_FROM_CENTER - buttonHeight, 501, 277, selectorArrowsImage, 1, 0);
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gfx.ImageRect(desw-512, desh/2 + SELECTOR_BAR_OFFSET_FROM_CENTER - buttonHeight - 8, 501, 300, selectorArrowsImage, 1, 0);
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-- Draw top and bottom bars
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-- Draw top and bottom bars
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--Bars.draw();
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--Bars.draw();
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Before Width: | Height: | Size: 2.9 KiB After Width: | Height: | Size: 4.7 KiB |
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