Fix for texture bug in trainer card screen
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@ -55,7 +55,7 @@
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End If
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Dim frameSize As Size = New Size(CInt(_charTexture.Width / 3), CInt(_charTexture.Height / 4))
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_charTexture = TextureManager.GetTexture(_charTexture, New Rectangle(0, frameSize.Width * 2, frameSize.Width, frameSize.Height))
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_charTexture = TextureManager.GetTexture(_charTexture, New Rectangle(0, frameSize.Height * 2, frameSize.Width, frameSize.Height))
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_spriteBatch = New SpriteBatch(GraphicsDevice)
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_textBatch = New SpriteBatch(GraphicsDevice)
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@ -202,8 +202,8 @@
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needPoints = totalNeedPoints - hasPointsThisLevel
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Dim nextSprite As Texture2D = GameJolt.Emblem.GetPlayerSprite(currentLevel + 1, Core.GameJoltSave.GameJoltID, Core.GameJoltSave.Gender)
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_spriteBatch.Draw(nextSprite, New Rectangle(570, 310, 32, 32), New Rectangle(0, 64, 32, 32), Color.White)
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Dim frameSize As Size = New Size(CInt(nextSprite.Width / 3), CInt(nextSprite.Height / 4))
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_spriteBatch.Draw(nextSprite, New Rectangle(570, 310, frameSize.Width, frameSize.Height), New Rectangle(0, frameSize.Height * 2, frameSize.Width, frameSize.Height), Color.White)
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Dim value = Clamp(hasPointsThisLevel / totalNeedPoints * 310, 0, 310)
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