Contentpacks with fonts work better now!
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@ -1309,17 +1309,17 @@ Public Class NewMainMenuScreen
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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, textA, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(textA).X) / 2 + 2), CInt(offset.Y + 116 - (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 + 116 - (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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FontRenderer.DrawString(FontManager.InGameFont, textB, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(textB).X) / 2 + 2), CInt(offset.Y + 116 + 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 + 116 + 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, textA, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(textA).X) / 2 + 2), CInt(offset.Y + 116 - (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 + 116 - (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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SpriteBatch.DrawString(FontManager.InGameFont, textB, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(textB).X) / 2 + 2), CInt(offset.Y + 116 + 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 + 116 + 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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@ -509,6 +509,7 @@
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If PackNames.Count > 0 Then
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Core.GameOptions.ContentPackNames = EnabledPackNames.ToArray()
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Core.GameOptions.SaveOptions()
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FontManager.LoadFonts()
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MusicManager.PlayNoMusic()
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ContentPackManager.Clear()
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Water.WaterSpeed = 8
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