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https://github.com/infinitefusion/infinitefusion-e18.git
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def pbDrawTextPositions now uses symbols for text alignment and outline, and added a quicker way to draw text with no shadow/outline
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@@ -648,9 +648,9 @@ class Window_PurifyChamberSets < Window_DrawableCommand
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textpos = []
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rect = drawCursor(index, rect)
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if index == @switching
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textpos.push([(index + 1).to_s, rect.x, rect.y, false, Color.new(248, 0, 0), self.shadowColor])
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textpos.push([(index + 1).to_s, rect.x, rect.y, :left, Color.new(248, 0, 0), self.shadowColor])
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else
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textpos.push([(index + 1).to_s, rect.x, rect.y, false, self.baseColor, self.shadowColor])
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textpos.push([(index + 1).to_s, rect.x, rect.y, :left, self.baseColor, self.shadowColor])
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end
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if @chamber.setCount(index) > 0
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pbDrawGauge(self.contents, Rect.new(rect.x + 16, rect.y + 6, 48, 8),
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@@ -942,8 +942,8 @@ class PurifyChamberSetView < Sprite
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type_string += GameData::Type.get(type).name
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end
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textpos.push([_INTL("{1} Lv.{2} {3}", pkmn.name, pkmn.level, type_string),
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2, 6, 0, Color.new(248, 248, 248), Color.new(128, 128, 128)])
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textpos.push([_INTL("FLOW"), 2 + (@info.bitmap.width / 2), 30, 0,
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2, 6, :left, Color.new(248, 248, 248), Color.new(128, 128, 128)])
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textpos.push([_INTL("FLOW"), 2 + (@info.bitmap.width / 2), 30, :left,
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Color.new(248, 248, 248), Color.new(128, 128, 128)])
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# draw heart gauge
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pbDrawGauge(@info.bitmap, Rect.new(@info.bitmap.width * 3 / 4, 8, @info.bitmap.width * 1 / 4, 8),
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@@ -953,8 +953,7 @@ class PurifyChamberSetView < Sprite
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Color.new(0, 0, 248), @chamber.chamberFlow(@set), 7)
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end
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if @chamber.setCount(@set) > 0
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textpos.push([_INTL("TEMPO"), 2, 30, 0,
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Color.new(248, 248, 248), Color.new(128, 128, 128)])
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textpos.push([_INTL("TEMPO"), 2, 30, :left, Color.new(248, 248, 248), Color.new(128, 128, 128)])
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# draw tempo gauge
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pbDrawGauge(@info.bitmap, Rect.new(@info.bitmap.width * 1 / 4, 32, @info.bitmap.width * 1 / 4, 8),
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Color.new(0, 0, 248), @chamber[@set].tempo, PurifyChamber.maximumTempo)
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