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Done with status condition icons
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a61e199aec
commit
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@ -174,7 +174,7 @@
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Dim caughtX As Integer = 0
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Dim caughtX As Integer = 0
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Dim StatusTexture As Texture2D = BattleStats.GetStatImage(p.Status)
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Dim StatusTexture As Texture2D = BattleStats.GetStatImage(p.Status)
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If Not StatusTexture Is Nothing Then
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If Not StatusTexture Is Nothing Then
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Core.SpriteBatch.Draw(StatusTexture, New Rectangle(CInt(pos.X) + 10, CInt(pos.Y) + 26, 38, 12), New Color(255, 255, 255, _moveMenuAlpha))
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Core.SpriteBatch.Draw(StatusTexture, New Rectangle(CInt(pos.X) + 12, CInt(pos.Y) + 26, 38, 12), New Color(255, 255, 255, _moveMenuAlpha))
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caughtX = -16
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caughtX = -16
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End If
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End If
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@ -320,7 +320,7 @@ Public Class PartyScreen
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GetFontRenderer().DrawString(FontManager.MiniFont, "Lv. " & p.Level.ToString(), New Vector2(position.X + 4, position.Y + 56), New Color(255, 255, 255, CInt(255 * _interfaceFade)))
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GetFontRenderer().DrawString(FontManager.MiniFont, "Lv. " & p.Level.ToString(), New Vector2(position.X + 4, position.Y + 56), New Color(255, 255, 255, CInt(255 * _interfaceFade)))
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'HP Bar:
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'HP Bar:
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SpriteBatch.Draw(_menuTexture, New Rectangle(CInt(position.X) + 78, CInt(position.Y) + 32, 135, 15), New Rectangle(0, 32, 90, 10), New Color(255, 255, 255, CInt(220 * _interfaceFade)))
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SpriteBatch.Draw(_menuTexture, New Rectangle(CInt(position.X) + 102, CInt(position.Y) + 32, 111, 15), New Rectangle(16, 32, 74, 10), New Color(255, 255, 255, CInt(255 * _interfaceFade)))
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'108 pixels:
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'108 pixels:
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With p
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With p
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Dim hpV As Double = .HP / .MaxHP
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Dim hpV As Double = .HP / .MaxHP
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@ -357,8 +357,13 @@ Public Class PartyScreen
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'status condition
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'status condition
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Dim StatusTexture As Texture2D = BattleStats.GetStatImage(p.Status)
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Dim StatusTexture As Texture2D = BattleStats.GetStatImage(p.Status)
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If Not StatusTexture Is Nothing Then
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If Not StatusTexture Is Nothing Then
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Canvas.DrawRectangle(New Rectangle(CInt(position.X + 58), CInt(position.Y + 32), 42, 16), Color.Gray)
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'Canvas.DrawRectangle(New Rectangle(CInt(position.X + 60), CInt(position.Y + 32), 42, 15), Color.Black)
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Core.SpriteBatch.Draw(StatusTexture, New Rectangle(CInt(position.X + 60), CInt(position.Y + 34), 38, 12), Color.White)
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SpriteBatch.Draw(_menuTexture, New Rectangle(CInt(position.X) + 68, CInt(position.Y) + 32, 6, 15), New Rectangle(0, 32, 4, 10), New Color(255, 255, 255, CInt(255 * _interfaceFade)))
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SpriteBatch.Draw(_menuTexture, New Rectangle(CInt(position.X) + 74, CInt(position.Y) + 32, 28, 15), New Rectangle(16, 32, 4, 10), New Color(255, 255, 255, CInt(255 * _interfaceFade)))
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Core.SpriteBatch.Draw(StatusTexture, New Rectangle(CInt(position.X + 66), CInt(position.Y + 33), 38, 12), New Color(255, 255, 255, CInt(255 * _interfaceFade)))
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Else
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SpriteBatch.Draw(_menuTexture, New Rectangle(CInt(position.X) + 78, CInt(position.Y) + 32, 24, 15), New Rectangle(0, 32, 16, 10), New Color(255, 255, 255, CInt(255 * _interfaceFade)))
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End If
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End If
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'Able/unable display (when using TM/HM)
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'Able/unable display (when using TM/HM)
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@ -224,6 +224,12 @@
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If GetPokemon().IsEgg() = False Then
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If GetPokemon().IsEgg() = False Then
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SpriteBatch.DrawString(FontManager.ChatFont, "Lv. " & GetPokemon().Level, New Vector2(DeltaX + 50, DeltaY + 48), New Color(255, 255, 255, CInt(220 * _fadeIn)))
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SpriteBatch.DrawString(FontManager.ChatFont, "Lv. " & GetPokemon().Level, New Vector2(DeltaX + 50, DeltaY + 48), New Color(255, 255, 255, CInt(220 * _fadeIn)))
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'Draw status condition
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Dim StatusTexture As Texture2D = BattleStats.GetStatImage(GetPokemon().Status)
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If Not StatusTexture Is Nothing Then
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Core.SpriteBatch.Draw(StatusTexture, New Rectangle(DeltaX + 180, DeltaY + 48 + 3, 59, 18), New Color(255, 255, 255, CInt(255 * _fadeIn)))
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End If
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'Draw shiny star:
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'Draw shiny star:
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If GetPokemon().IsShiny = True Then
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If GetPokemon().IsShiny = True Then
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SpriteBatch.Draw(t, New Rectangle(DeltaX + 19, DeltaY + 300, 18, 18), New Rectangle(16, 0, 9, 9), New Color(255, 255, 255, CInt(255 * _fadeIn)))
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SpriteBatch.Draw(t, New Rectangle(DeltaX + 19, DeltaY + 300, 18, 18), New Rectangle(16, 0, 9, 9), New Color(255, 255, 255, CInt(255 * _fadeIn)))
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