Moved cursor rendering to overlay

This commit is contained in:
domdoc 2022-05-16 10:32:41 +02:00
parent e86ff7754a
commit ecd362a98a
2 changed files with 18 additions and 8 deletions

View File

@ -65,13 +65,21 @@ function render(deltaTime)
end
function render_crit_base(deltaTime)
HitFX.renderLasers(deltaTime, gameplay.critLine.x, gameplay.critLine.y, -gameplay.critLine.rotation, gameplay.critLine.cursors);
CritLine.renderBase(deltaTime, gameplay.critLine.x, gameplay.critLine.y, -gameplay.critLine.rotation, gameplay.critLine.cursors, gameplay.laserActive);
Console.render(deltaTime, gameplay.critLine.x, gameplay.critLine.y, -gameplay.critLine.rotation);
local cl = gameplay.critLine
CritLine.renderBase(deltaTime, cl.x, cl.y, -cl.rotation);
Console.render(deltaTime, cl.x, cl.y, -cl.rotation);
end
function render_crit_overlay(deltaTime)
HitFX.renderButtons(deltaTime, gameplay.critLine.x, gameplay.critLine.y, -gameplay.critLine.rotation);
local cl = gameplay.critLine
local centerX = cl.x
local centerY = cl.y
local rot = -cl.rotation
HitFX.renderButtons(deltaTime, centerX, centerY, rot);
HitFX.renderLasers(deltaTime, centerX, centerY, rot, cl.cursors);
CritLine.renderOverlay(deltaTime, centerX, centerY, rot, cl.cursors, gameplay.laserActive)
end
function render_intro(deltaTime)

View File

@ -104,7 +104,7 @@ local drawCursors = function (centerX, centerY,cursors, laserActive)
end
end
local renderBase = function (deltaTime, centerX, centerY, rotation, cursors, laserActive)
local renderBase = function (deltaTime, centerX, centerY, rotation)
scale, isLandscape = Dimensions.setUpTransforms(centerX, centerY, rotation)
gfx.BeginPath()
@ -120,13 +120,15 @@ local renderBase = function (deltaTime, centerX, centerY, rotation, cursors, las
gfx.ImageRect(-CRITBAR_W/2, -CRITBAR_H/2, CRITBAR_W, CRITBAR_H, baseImage, 1, 0);
end
drawCursors(centerX, centerY, cursors, laserActive)
gfx.ResetTransform()
end
local renderOverlay = function (deltaTime)
local renderOverlay = function (deltaTime, centerX, centerY, rotation, cursors, laserActive)
scale, isLandscape = Dimensions.setUpTransforms(centerX, centerY, rotation)
drawCursors(centerX, centerY, cursors, laserActive)
gfx.ResetTransform()
end
return {