Added ContentPacks & Language Menu Icons, Fixed arrow color, Centered text of mainmenu buttons
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@ -27394,6 +27394,12 @@
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<Content Include="Content\Textures\UI\OptionsMenu.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Textures\UI\Options\ContentPacks.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Textures\UI\Options\Language.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Textures\UI\TrainerCard\Back.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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@ -191,9 +191,9 @@ Public Class PressStartScreen
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_backgroundRenderer.Begin()
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Dim blurred = _blurHandler.Perform(target)
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_backgroundRenderer.Draw(blurred, New Rectangle(0, 0, windowSize.Width, windowSize.Height), Color.White)
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_backgroundRenderer.Draw(blurred, New Rectangle(0, 0, ScreenSize.Width, ScreenSize.Height), Color.White)
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'_backgroundRenderer.Draw(target, New Rectangle(0, 0, windowSize.Width, windowSize.Height), Color.White)
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'_backgroundRenderer.Draw(target, New Rectangle(0, 0, ScreenSize.Width, ScreenSize.Height), Color.White)
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_backgroundRenderer.End()
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If IsCurrentScreen() Then
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@ -218,11 +218,11 @@ Public Class PressStartScreen
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Dim textSize As Vector2 = FontManager.InGameFont.MeasureString(text)
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GetFontRenderer().DrawString(FontManager.InGameFont, text, New Vector2(windowSize.Width / 2.0F - textSize.X / 2.0F,
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windowSize.Height - textSize.Y - 50), _textColor)
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GetFontRenderer().DrawString(FontManager.InGameFont, text, New Vector2(ScreenSize.Width / 2.0F - textSize.X / 2.0F,
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ScreenSize.Height - textSize.Y - 50), _textColor)
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If ControllerHandler.IsConnected() Then
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SpriteBatch.Draw(TextureManager.GetTexture("GUI\GamePad\xboxControllerButtonA"), New Rectangle(CInt(windowSize.Width / 2 - textSize.X / 2 + FontManager.InGameFont.MeasureString("Press" & " ").X + 2), CInt(windowSize.Height - textSize.Y - 58), 40, 40), Color.White)
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SpriteBatch.Draw(TextureManager.GetTexture("GUI\GamePad\xboxControllerButtonA"), New Rectangle(CInt(ScreenSize.Width / 2 - textSize.X / 2 + FontManager.InGameFont.MeasureString("Press" & " ").X + 2), CInt(ScreenSize.Height - textSize.Y - 58), 40, 40), Color.White)
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End If
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End If
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End If
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@ -230,7 +230,7 @@ Public Class PressStartScreen
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_logoRenderer.End()
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_shineRenderer.End()
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Canvas.DrawRectangle(windowSize, New Color(0, 0, 0, CInt(255 * _fadeInMain)))
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Canvas.DrawRectangle(ScreenSize, New Color(0, 0, 0, CInt(255 * _fadeInMain)))
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End Sub
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Public Overrides Sub ChangeTo()
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@ -693,7 +693,7 @@ Public Class NewMainMenuScreen
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If IsCurrentScreen() Then
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If _loading Then
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Dim textSize As Vector2 = FontManager.InGameFont.MeasureString("Please wait..")
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GetFontRenderer().DrawString(FontManager.InGameFont, "Please wait" & LoadingDots.Dots, New Vector2(windowSize.Width / 2.0F - textSize.X / 2.0F, windowSize.Height / 2.0F - textSize.Y / 2.0F + 100), Color.White)
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GetFontRenderer().DrawString(FontManager.InGameFont, "Please wait" & LoadingDots.Dots, New Vector2(ScreenSize.Width / 2.0F - textSize.X / 2.0F, ScreenSize.Height / 2.0F - textSize.Y / 2.0F + 100), Color.White)
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Else
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Select Case _menuIndex
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Case 1, 3
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@ -758,11 +758,11 @@ Public Class NewMainMenuScreen
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If _fadeInMain = 1.0F And _menuIndex = 0 Then
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' Draw arrow.
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If _MainProfiles(_selectedProfile).IsGameJolt = False Then
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SpriteBatch.Draw(_menuTexture, New Rectangle(CInt(_screenOrigin.X + _sliderPosition - 16), CInt(_screenOrigin.Y + 170), 32, 16), New Rectangle(0, 16, 32, 16), New Color(0, 0, 0, CInt(_fadeInMain * 255)))
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SpriteBatch.Draw(_menuTexture, New Rectangle(CInt(_screenOrigin.X + _sliderPosition - 16), CInt(_screenOrigin.Y + 170), 32, 16), New Rectangle(0, 16, 32, 16), New Color(255, 255, 255, CInt(_fadeInMain * 255)))
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Else
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SpriteBatch.Draw(_menuTexture, New Rectangle(CInt(_screenOrigin.X + _sliderPosition - 16), CInt(_screenOrigin.Y + 170), 32, 16), New Rectangle(32, 16, 32, 16), Color.White)
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End If
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Dim displayRect = New Rectangle(CInt((_screenOrigin.X + _sliderPosition - 300).Clamp(20, windowSize.Width - 620)), CInt(_screenOrigin.Y + 170 + 16), 600, CInt(240 * _expandDisplay))
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Dim displayRect = New Rectangle(CInt((_screenOrigin.X + _sliderPosition - 300).Clamp(20, ScreenSize.Width - 620)), CInt(_screenOrigin.Y + 170 + 16), 600, CInt(240 * _expandDisplay))
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' Draw display.
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If _expandDisplay > 0F Then
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@ -831,7 +831,7 @@ Public Class NewMainMenuScreen
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' Draw arrow.
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If _menuIndex <> 0 Then
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SpriteBatch.Draw(_menuTexture, New Rectangle(CInt(_screenOrigin.X + _sliderPosition - 16), CInt(_screenOrigin.Y + 170), 32, 16), New Rectangle(32, 16, 32, 16), New Color(0, 0, 0, CInt(_fadeInOptions * 255)))
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SpriteBatch.Draw(_menuTexture, New Rectangle(CInt(_screenOrigin.X + _sliderPosition - 16), CInt(_screenOrigin.Y + 170), 32, 16), New Rectangle(0, 16, 32, 16), Color.White)
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End If
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End Sub
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@ -1039,15 +1039,14 @@ Public Class NewMainMenuScreen
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_OptionsMenuIndex = OptionsMenuIndex
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Select Case _OptionsMenuIndex
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Case 0
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_sprite = TextureManager.GetTexture("Textures\UI\OptionsMenu")
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_sprite = TextureManager.GetTexture("Textures\UI\Options\Language")
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Case 1
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_sprite = TextureManager.GetTexture("Textures\UI\OptionsMenu")
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Case 2
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_sprite = TextureManager.GetTexture("Textures\UI\OptionsMenu")
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Case 3
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_sprite = TextureManager.GetTexture("Textures\UI\OptionsMenu")
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_sprite = TextureManager.GetTexture("Textures\UI\Options\ContentPacks")
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End Select
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_sprite = TextureManager.GetTexture("Textures\UI\OptionsMenu")
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Else
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If path = "" Then
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_isGameJolt = True
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@ -1161,23 +1160,31 @@ Public Class NewMainMenuScreen
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Canvas.DrawRectangle(New Rectangle(CInt(offset.X), CInt(offset.Y), 160, 3), Screens.UI.ColorProvider.AccentColor(False, alpha))
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End If
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If _isNewGameButton Then
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Dim text As String = "New" & Environment.NewLine & "Game"
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Dim textA As String = "New"
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Dim textB As String = "Game"
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If alpha >= 250 And CurrentScreen.Identification = Identifications.MainMenuScreen Then
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FontRenderer.DrawString(FontManager.InGameFont, text, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(text).X) / 2),
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CInt(offset.Y + 80 - (FontManager.InGameFont.MeasureString(text).Y) / 2)), New Color(255, 255, 255, alpha))
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FontRenderer.DrawString(FontManager.InGameFont, textA, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(textA).X) / 2 + 2), CInt(offset.Y + 72 - FontManager.InGameFont.MeasureString(textA).Y / 2 + 2)), New Color(0, 0, 0, alpha))
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FontRenderer.DrawString(FontManager.InGameFont, textA, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(textA).X) / 2), CInt(offset.Y + 72 - FontManager.InGameFont.MeasureString(textA).Y / 2)), New Color(255, 255, 255, alpha))
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FontRenderer.DrawString(FontManager.InGameFont, textB, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(textB).X) / 2 + 2), CInt(offset.Y + 72 + FontManager.InGameFont.MeasureString(textB).Y / 2 + 2)), New Color(0, 0, 0, alpha))
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FontRenderer.DrawString(FontManager.InGameFont, textB, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(textB).X) / 2), CInt(offset.Y + 72 + FontManager.InGameFont.MeasureString(textB).Y / 2)), New Color(255, 255, 255, alpha))
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Else
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SpriteBatch.DrawString(FontManager.InGameFont, text, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(text).X) / 2),
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CInt(offset.Y + 80 - (FontManager.InGameFont.MeasureString(text).Y) / 2)), New Color(255, 255, 255, alpha))
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SpriteBatch.DrawString(FontManager.InGameFont, textA, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(textA).X) / 2 + 2), CInt(offset.Y + 72 - FontManager.InGameFont.MeasureString(textA).Y / 2 + 2)), New Color(0, 0, 0, alpha))
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SpriteBatch.DrawString(FontManager.InGameFont, textA, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(textA).X) / 2), CInt(offset.Y + 72 - FontManager.InGameFont.MeasureString(textA).Y / 2)), New Color(255, 255, 255, alpha))
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SpriteBatch.DrawString(FontManager.InGameFont, textB, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(textB).X) / 2 + 2), CInt(offset.Y + 72 + FontManager.InGameFont.MeasureString(textB).Y / 2 + 2)), New Color(0, 0, 0, alpha))
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SpriteBatch.DrawString(FontManager.InGameFont, textB, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(textB).X) / 2), CInt(offset.Y + 72 + FontManager.InGameFont.MeasureString(textB).Y / 2)), New Color(255, 255, 255, alpha))
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End If
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ElseIf _IsOptionsMenuButton Then
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Dim text As String = "Options"
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If alpha >= 250 And CurrentScreen.Identification = Identifications.MainMenuScreen Then
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FontRenderer.DrawString(FontManager.InGameFont, text, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(text).X) / 2),
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CInt(offset.Y + 132 - (FontManager.InGameFont.MeasureString(text).Y) / 2)), New Color(255, 255, 255, alpha))
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FontRenderer.DrawString(FontManager.InGameFont, text, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(text).X) / 2 + 2), CInt(offset.Y + 132 - (FontManager.InGameFont.MeasureString(text).Y) / 2 + 2)), New Color(0, 0, 0, alpha))
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FontRenderer.DrawString(FontManager.InGameFont, text, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(text).X) / 2), CInt(offset.Y + 132 - (FontManager.InGameFont.MeasureString(text).Y) / 2)), New Color(255, 255, 255, alpha))
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Else
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SpriteBatch.DrawString(FontManager.InGameFont, text, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(text).X) / 2),
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CInt(offset.Y + 132 - (FontManager.InGameFont.MeasureString(text).Y) / 2)), New Color(255, 255, 255, alpha))
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SpriteBatch.DrawString(FontManager.InGameFont, text, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(text).X) / 2 + 2), CInt(offset.Y + 132 - (FontManager.InGameFont.MeasureString(text).Y) / 2 + 2)), New Color(0, 0, 0, alpha))
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SpriteBatch.DrawString(FontManager.InGameFont, text, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(text).X) / 2), CInt(offset.Y + 132 - (FontManager.InGameFont.MeasureString(text).Y) / 2)), New Color(255, 255, 255, alpha))
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End If
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If _menuIndex = 0 Then
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If isSelected Then
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@ -1189,25 +1196,44 @@ Public Class NewMainMenuScreen
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SpriteBatch.Draw(_sprite, New Rectangle(CInt(offset.X + 40), CInt(offset.Y + 36 + Math.Sin(_logoBounce) * 8.0F), 80, 80), New Color(255, 255, 255, alpha))
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ElseIf _OptionsMenuIndex <> -1 Then
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Dim text As String = ""
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Dim textA As String = ""
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Dim textB As String = ""
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Select Case _OptionsMenuIndex
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Case 0
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text = "Language"
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textA = "Language"
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Case 1
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text = "Audio"
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textA = "Audio"
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Case 2
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text = "Controls"
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textA = "Controls"
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Case 3
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text = "Content" & Environment.NewLine & "Packs"
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textA = "Content"
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textB = "Packs"
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End Select
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If _OptionsMenuIndex <> 3 Then
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If alpha >= 250 And CurrentScreen.Identification = Identifications.MainMenuScreen Then
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FontRenderer.DrawString(FontManager.InGameFont, text, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(text).X) / 2),
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CInt(offset.Y + 132 - (FontManager.InGameFont.MeasureString(text).Y) / 2)), New Color(255, 255, 255, alpha))
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FontRenderer.DrawString(FontManager.InGameFont, textA, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(textA).X) / 2 + 2), CInt(offset.Y + 132 - (FontManager.InGameFont.MeasureString(textA).Y) / 2 + 2)), New Color(0, 0, 0, alpha))
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FontRenderer.DrawString(FontManager.InGameFont, textA, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(textA).X) / 2), CInt(offset.Y + 132 - (FontManager.InGameFont.MeasureString(textA).Y) / 2)), New Color(255, 255, 255, alpha))
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Else
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SpriteBatch.DrawString(FontManager.InGameFont, text, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(text).X) / 2),
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CInt(offset.Y + 132 - (FontManager.InGameFont.MeasureString(text).Y) / 2)), New Color(255, 255, 255, alpha))
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SpriteBatch.DrawString(FontManager.InGameFont, textA, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(textA).X) / 2 + 2), CInt(offset.Y + 132 - (FontManager.InGameFont.MeasureString(textA).Y) / 2 + 2)), New Color(0, 0, 0, alpha))
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SpriteBatch.DrawString(FontManager.InGameFont, textA, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(textA).X) / 2), CInt(offset.Y + 132 - (FontManager.InGameFont.MeasureString(textA).Y) / 2)), New Color(255, 255, 255, alpha))
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End If
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Else
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If alpha >= 250 And CurrentScreen.Identification = Identifications.MainMenuScreen Then
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FontRenderer.DrawString(FontManager.InGameFont, textA, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(textA).X) / 2 + 2), CInt(offset.Y + 120 - (FontManager.InGameFont.MeasureString(textA).Y) / 2 + 2)), New Color(0, 0, 0, alpha))
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FontRenderer.DrawString(FontManager.InGameFont, textA, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(textA).X) / 2), CInt(offset.Y + 120 - (FontManager.InGameFont.MeasureString(textA).Y) / 2)), New Color(255, 255, 255, alpha))
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FontRenderer.DrawString(FontManager.InGameFont, textB, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(textB).X) / 2 + 2), CInt(offset.Y + 120 + FontManager.InGameFont.MeasureString(textB).Y / 2 + 2)), New Color(0, 0, 0, alpha))
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FontRenderer.DrawString(FontManager.InGameFont, textB, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(textB).X) / 2), CInt(offset.Y + 120 + FontManager.InGameFont.MeasureString(textB).Y / 2)), New Color(255, 255, 255, alpha))
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Else
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SpriteBatch.DrawString(FontManager.InGameFont, textA, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(textA).X) / 2 + 2), CInt(offset.Y + 120 - (FontManager.InGameFont.MeasureString(textA).Y) / 2 + 2)), New Color(0, 0, 0, alpha))
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SpriteBatch.DrawString(FontManager.InGameFont, textA, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(textA).X) / 2), CInt(offset.Y + 120 - (FontManager.InGameFont.MeasureString(textA).Y) / 2)), New Color(255, 255, 255, alpha))
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SpriteBatch.DrawString(FontManager.InGameFont, textB, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(textB).X) / 2 + 2), CInt(offset.Y + 120 + FontManager.InGameFont.MeasureString(textB).Y / 2 + 2)), New Color(0, 0, 0, alpha))
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SpriteBatch.DrawString(FontManager.InGameFont, textB, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(textB).X) / 2), CInt(offset.Y + 120 + FontManager.InGameFont.MeasureString(textB).Y / 2)), New Color(255, 255, 255, alpha))
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End If
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End If
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If _menuIndex = 2 Or _menuIndex = 3 Then
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If isSelected Then
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_logoBounce += 0.2F
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@ -1236,8 +1262,10 @@ Public Class NewMainMenuScreen
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SpriteBatch.Draw(_sprite, New Rectangle(CInt(offset.X + 17), CInt(offset.Y - 10), 128, 128), New Rectangle(frameSize.Width * _spriteOrder(_spriteIndex), frameSize.Height * 2, frameSize.Width, frameSize.Height), New Color(255, 255, 255, alpha))
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If alpha >= 250 And CurrentScreen.Identification = Identifications.MainMenuScreen Then
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FontRenderer.DrawString(FontManager.InGameFont, _name, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(_name).X * _fontSize) / 2 + 2), CInt(offset.Y + 120 + 2)), New Color(0, 0, 0, alpha), 0F, Vector2.Zero, New Vector2(_fontSize), SpriteEffects.None, 0F)
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FontRenderer.DrawString(FontManager.InGameFont, _name, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(_name).X * _fontSize) / 2), CInt(offset.Y + 120)), New Color(255, 255, 255, alpha), 0F, Vector2.Zero, New Vector2(_fontSize), SpriteEffects.None, 0F)
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Else
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SpriteBatch.DrawString(FontManager.InGameFont, _name, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(_name).X * _fontSize) / 2 + 2), CInt(offset.Y + 120 + 2)), New Color(0, 0, 0, alpha), 0F, Vector2.Zero, New Vector2(_fontSize), SpriteEffects.None, 0F)
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SpriteBatch.DrawString(FontManager.InGameFont, _name, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(_name).X * _fontSize) / 2), CInt(offset.Y + 120)), New Color(255, 255, 255, alpha), 0F, Vector2.Zero, New Vector2(_fontSize), SpriteEffects.None, 0F)
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End If
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Else
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@ -1313,14 +1341,8 @@ Public Class NewMainMenuScreen
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SetScreen(New GameJolt.LogInScreen(CurrentScreen))
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ElseIf _isNewGameButton Then
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World.IsMainMenu = False
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If GameModeManager.GameModeCount = 1 Then
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' There's only the default GameMode available, so just load that one.
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GameModeManager.SetGameModePointer("Kolben")
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SetScreen(New Screens.MainMenu.NewNewGameScreen(CurrentScreen))
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Else
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' There is more than one GameMode, prompt a selection screen:
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' Prompt GameMode selection screen:
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SetScreen(New GameModeSelectionScreen(CurrentScreen))
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End If
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Else
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If _gameModeExists Then
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GameModeManager.SetGameModePointer(_gameMode)
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@ -1395,9 +1417,9 @@ Public Class GameModeSelectionScreen
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GetFontRenderer().DrawString(FontManager.InGameFont, text, New Vector2(30, 30), Color.White)
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Dim center = windowSize.Width - 250
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Dim center = CInt(ScreenSize.Width / 2 + 320)
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For i = 0 To _gameModes.Length - 1
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Dim y = CType(i * (HEIGHT + GAP) + _offset + windowSize.Height / 2 - HEIGHT / 2, Integer)
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Dim y = CType(i * (HEIGHT + GAP) + _offset + ScreenSize.Height / 2 - HEIGHT / 2, Integer)
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Dim halfWidth = CType(WIDTH / 2, Integer)
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Dim color = Screens.UI.ColorProvider.LightColor
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Dim alphaColor = New Color(color.R, color.G, color.B, 0)
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