* lower titlescreen selector bar by 128 px
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535ec4f369
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@ -4,6 +4,8 @@ local Bars = require('components/bars');
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local cursorIndex = 3;
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local buttonHeight = 128 + 16;
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local SELECTOR_BAR_OFFSET_FROM_CENTER = 128;
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local buttons = nil
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local resx, resy = game.GetResolution();
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@ -106,30 +108,32 @@ draw_buttons = function()
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getCorrectedButtonIndex(cursorIndex, 2),
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}
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centerButtonY = resy/2 - buttonHeight/2 - 28; -- to fit with the selector bg
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local yBase = resy/2 + SELECTOR_BAR_OFFSET_FROM_CENTER;
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centerButtonY = yBase - buttonHeight/2 - 28; -- to fit with the selector bg
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marginFromResYCenter = 128;
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if scrollingUp then
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draw_button(buttons[indexes[5]], resx - 512, resy/2 - marginFromResYCenter - buttonHeight*3, false, 0); -- Placeholder for fadeout transition
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draw_button(buttons[indexes[5]], resx - 512, yBase - marginFromResYCenter - buttonHeight*3, false, 0); -- Placeholder for fadeout transition
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end
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draw_button(buttons[indexes[1]], resx - 512, resy/2 - marginFromResYCenter - buttonHeight*2, false, 1);
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draw_button(buttons[indexes[2]], resx - 512, resy/2 - marginFromResYCenter- buttonHeight, false, 2);
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draw_button(buttons[indexes[1]], resx - 512, yBase - marginFromResYCenter - buttonHeight*2, false, 1);
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draw_button(buttons[indexes[2]], resx - 512, yBase - marginFromResYCenter- buttonHeight, false, 2);
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draw_button(buttons[indexes[3]], resx - 512, centerButtonY, true); -- The main selected center button
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if scrollingUp then
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draw_button(buttons[indexes[3]], resx - 512, resy/2 + marginFromResYCenter - buttonHeight, false, 3); -- Placeholder for transition that goes to the bottom
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draw_button(buttons[indexes[3]], resx - 512, yBase + marginFromResYCenter - buttonHeight, false, 3); -- Placeholder for transition that goes to the bottom
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else
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draw_button(buttons[indexes[3]], resx - 512, centerButtonY, false, 3); -- Placeholder for transition that goes to the top
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end
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draw_button(buttons[indexes[4]], resx - 512, resy/2 + marginFromResYCenter, false, 4);
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draw_button(buttons[indexes[5]], resx - 512, resy/2 + marginFromResYCenter + buttonHeight, false, 5);
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draw_button(buttons[indexes[4]], resx - 512, yBase + marginFromResYCenter, false, 4);
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draw_button(buttons[indexes[5]], resx - 512, yBase + marginFromResYCenter + buttonHeight, false, 5);
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if not scrollingUp then
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draw_button(buttons[indexes[1]], resx - 512, resy/2 + marginFromResYCenter + buttonHeight*2, false, 6);
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draw_button(buttons[indexes[1]], resx - 512, yBase + marginFromResYCenter + buttonHeight*2, false, 6);
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end
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end;
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@ -162,13 +166,13 @@ function drawTexts()
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-- Description
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gfx.FillColor(255,255,255,math.floor(scrollTransitionScale*255));
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gfx.DrawLabel(selectorDescriptionLabel, 64, resy/2 - 52);
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gfx.DrawLabel(selectorDescriptionLabel, 64, resy/2 + SELECTOR_BAR_OFFSET_FROM_CENTER - 52);
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-- Legend on the selector
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gfx.FillColor(217,177,126);
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gfx.DrawLabel(selectorLegendScrollLabel, 118, resy/2 + 56);
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gfx.DrawLabel(selectorLegendSelectLabel, 360, resy/2 + 56);
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gfx.DrawLabel(selectorLegendScrollLabel, 118, resy/2 + SELECTOR_BAR_OFFSET_FROM_CENTER + 56);
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gfx.DrawLabel(selectorLegendSelectLabel, 360, resy/2 + SELECTOR_BAR_OFFSET_FROM_CENTER + 56);
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gfx.FillColor(255,255,255);
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end;
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@ -256,7 +260,7 @@ render = function(deltaTime)
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end
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-- Draw selector background
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gfx.ImageRect(0, (resy/2) - 280/2, 1079, 280, selectorBgImage, 1, 0);
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gfx.ImageRect(0, (resy/2 + SELECTOR_BAR_OFFSET_FROM_CENTER) - 280/2, 1079, 280, selectorBgImage, 1, 0);
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setButtons()
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resx,resy = game.GetResolution();
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@ -267,7 +271,7 @@ render = function(deltaTime)
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drawTexts();
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-- Draw the arrows around the selected button
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gfx.ImageRect(resx-512, resy/2 - buttonHeight, 501, 277, selectorArrowsImage, 1, 0);
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gfx.ImageRect(resx-512, resy/2 + SELECTOR_BAR_OFFSET_FROM_CENTER - buttonHeight, 501, 277, selectorArrowsImage, 1, 0);
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-- Draw top and bottom bars
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--Bars.draw();
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