* properly scale gauges
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@ -709,16 +709,6 @@ 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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local width = 82 * scale / 1
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local height = 702 * scale / 1
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local posx = resx - width
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local posy = resy / 2 - height / 2 + 60
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if portrait then
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posx = resx - width
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posy = posy - 90
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end
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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 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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@ -738,30 +728,36 @@ function draw_gauge(deltaTime)
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end
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end
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local tw, th = gfx.ImageSize(gaugeBgImage)
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local BgW, BgH = gfx.ImageSize(gaugeBgImage);
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gfx.ImageRect(posx, posy, tw, th, gaugeBgImage, 1, 0)
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local FillW, FillH = gfx.ImageSize(gaugeFillImage);
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gfx.ImageRect(posx+22, posy+11+(629-(629*(gameplay.gauge.value))), 23, 629*(gameplay.gauge.value), gaugeFillImage, 1, 0)
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local gaugePosX = 1080 - BgW - 48;
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local gaugePosY = 1920/2 - BgH/2 - 32;
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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+22, gaugePosY+11+(FillH-(FillH*(gameplay.gauge.value))), FillW, FillH*(gameplay.gauge.value), gaugeFillImage, 1, 0)
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--draw gauge % label
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-- --draw gauge % label
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posx = posx / scale
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-- posx = posx / scale
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posx = posx + (-20 * 0.5)
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-- posx = posx + (-20 * 0.5)
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-- 630 = 0% position
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-- -- 630 = 0% position
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height = 960 * 0.5
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-- height = 960 * 0.5
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posy = posy / scale
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-- posy = posy / scale
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tw, th = gfx.ImageSize(gaugeNumBack)
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-- tw, th = gfx.ImageSize(gaugeNumBack)
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-- 80 = 100% position
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-- 80 = 100% position
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posy = posy + (95 * 0.5) + height - height * gameplay.gauge.value
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-- posy = posy + (95 * 0.5) + height - height * gameplay.gauge.value
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-- Draw the background
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-- -- Draw the background
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gfx.BeginPath()
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-- gfx.BeginPath()
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gfx.FillColor(255, 255, 255)
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-- gfx.FillColor(255, 255, 255)
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gfx.ImageRect(posx - 44, posy - 10, tw, th, gaugeNumBack, 1, 0)
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-- gfx.ImageRect(posx - 44, posy - 10, tw, th, gaugeNumBack, 1, 0)
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gfx.BeginPath()
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-- gfx.BeginPath()
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-- gfx.FillColor(250, 228, 112)
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-- gfx.FillColor(250, 228, 112)
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draw_number(posx - 24, posy + 4, 1.0, math.floor(gameplay.gauge.value * 100), 3, numberImages, true)
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-- draw_number(posx - 24, posy + 4, 1.0, math.floor(gameplay.gauge.value * 100), 3, numberImages, true)
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-- gfx.TextAlign(gfx.TEXT_ALIGN_RIGHT + gfx.TEXT_ALIGN_MIDDLE)
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-- gfx.TextAlign(gfx.TEXT_ALIGN_RIGHT + gfx.TEXT_ALIGN_MIDDLE)
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-- gfx.FontSize(18)
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-- gfx.FontSize(18)
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-- gfx.Text(string.format("%d", math.floor(gameplay.gauge.value * 100)), posx, posy + 4)
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-- gfx.Text(string.format("%d", math.floor(gameplay.gauge.value * 100)), posx, posy + 4)
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