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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-10 14:44:58 +00:00
Improved Pokégear screen to work for all screen sizes
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@@ -6,6 +6,9 @@ class PokegearButton < SpriteWrapper
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attr_reader :name
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attr_reader :name
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attr_reader :selected
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attr_reader :selected
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TEXT_BASE_COLOR = Color.new(248, 248, 248)
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TEXT_SHADOW_COLOR = Color.new(40, 40, 40)
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def initialize(command, x, y, viewport = nil)
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def initialize(command, x, y, viewport = nil)
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super(viewport)
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super(viewport)
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@image = command[0]
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@image = command[0]
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@@ -18,7 +21,7 @@ class PokegearButton < SpriteWrapper
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end
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end
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@contents = BitmapWrapper.new(@button.width, @button.height)
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@contents = BitmapWrapper.new(@button.width, @button.height)
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self.bitmap = @contents
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self.bitmap = @contents
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self.x = x
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self.x = x - (@button.width / 2)
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self.y = y
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self.y = y
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pbSetSystemFont(self.bitmap)
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pbSetSystemFont(self.bitmap)
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refresh
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refresh
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@@ -42,7 +45,7 @@ class PokegearButton < SpriteWrapper
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rect.y = @button.height / 2 if @selected
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rect.y = @button.height / 2 if @selected
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self.bitmap.blt(0, 0, @button.bitmap, rect)
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self.bitmap.blt(0, 0, @button.bitmap, rect)
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textpos = [
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textpos = [
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[@name, self.bitmap.width / 2, 4, 2, Color.new(248, 248, 248), Color.new(40, 40, 40)]
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[@name, rect.width / 2, (rect.height / 2) - 22, 2, TEXT_BASE_COLOR, TEXT_SHADOW_COLOR]
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]
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]
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pbDrawTextPositions(self.bitmap, textpos)
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pbDrawTextPositions(self.bitmap, textpos)
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imagepos = [
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imagepos = [
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@@ -76,8 +79,9 @@ class PokemonPokegear_Scene
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@sprites["background"].setBitmap("Graphics/Pictures/Pokegear/bg")
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@sprites["background"].setBitmap("Graphics/Pictures/Pokegear/bg")
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end
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end
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@commands.length.times do |i|
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@commands.length.times do |i|
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y = 196 - (@commands.length * 24) + (i * 48)
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@sprites["button#{i}"] = PokegearButton.new(@commands[i], Graphics.width / 2, 0, @viewport)
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@sprites["button#{i}"] = PokegearButton.new(@commands[i], 118, y, @viewport)
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button_height = @sprites["button#{i}"].bitmap.height / 2
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@sprites["button#{i}"].y = ((Graphics.height - (@commands.length * button_height)) / 2) + (i * button_height)
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end
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end
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pbFadeInAndShow(@sprites) { pbUpdate }
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pbFadeInAndShow(@sprites) { pbUpdate }
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end
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end
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