Fixed Some Bugs
* Skin genders in the new game intro now grab the correct localization string * Badges rotate around the center of their texture's width and height, which fixes the bug where the badges would rotate off-center when the texture resolution was different. * The selected button background color in the GameMode selection screen is now light and the unselected buttons are dark instead of the other way around.
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Before Width: | Height: | Size: 735 B After Width: | Height: | Size: 723 B |
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@ -34,7 +34,9 @@
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If GameModeManager.GameModeCount > 0 Then
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Dim GameModeLocalizationPath As String = GameModeManager.ActiveGameMode.LocalizationsPath
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LoadTokenFile(GameModeLocalizationPath, True)
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If GameModeLocalizationPath <> GameMode.DefaultLocalizationsPath Then
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LoadTokenFile(GameModeLocalizationPath, True)
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End If
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End If
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Logger.Debug("---Reloaded GameMode Tokens---")
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@ -12,7 +12,7 @@
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Select Case Line.CountSplits("|")
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Case 2 'ResolutionChange
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Dim TextureName As String = Line.GetSplit(0, "|")
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Dim Resolution As Single = CInt(Line.GetSplit(1, "|"))
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Dim Resolution As Single = CSng(Line.GetSplit(1, "|").Replace(".", GameController.DecSeparator))
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If TextureResolutions.ContainsKey(TextureName) = False Then
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TextureResolutions.Add(TextureName, Resolution)
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@ -317,7 +317,7 @@
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Next
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SpriteBatch.DrawString(FontManager.MainFont, _names(_index), New Vector2(CInt(windowSize.Width / 2.0F - FontManager.MainFont.MeasureString(_names(_index)).X), CInt(windowSize.Height / 2.0F + 200)), New Color(255, 255, 255, CInt(255 * _fadeIn)), 0F, Vector2.Zero, 2.0F, SpriteEffects.None, 0F)
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SpriteBatch.DrawString(FontManager.MainFont, Localization.GetString("global_" & _genders(_index), _genders(_index)), New Vector2(CInt(windowSize.Width / 2.0F - FontManager.MainFont.MeasureString(Localization.GetString("global_" & _genders(_index), _genders(_index))).X / 2.0F), CInt(windowSize.Height / 2.0F + 300)), New Color(255, 255, 255, CInt(255 * _fadeIn)), 0F, Vector2.Zero, 1.0F, SpriteEffects.None, 0F)
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SpriteBatch.DrawString(FontManager.MainFont, Localization.GetString("global_" & _genders(_index).ToLower(), _genders(_index)), New Vector2(CInt(windowSize.Width / 2.0F - FontManager.MainFont.MeasureString(Localization.GetString("global_" & _genders(_index).ToLower(), _genders(_index))).X / 2.0F), CInt(windowSize.Height / 2.0F + 300)), New Color(255, 255, 255, CInt(255 * _fadeIn)), 0F, Vector2.Zero, 1.0F, SpriteEffects.None, 0F)
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End Sub
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End Class
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@ -1518,7 +1518,7 @@ Public Class GameModeSelectionScreen
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Dim halfWidth = CInt(WIDTH / 2)
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Dim ButtonColor = New Rectangle(0, 0, 16, 16)
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Dim ButtonAccent = Screens.UI.ColorProvider.AccentColor(False, CInt(255))
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If i = _index Then
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If i <> _index Then
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ButtonColor = New Rectangle(40, 48, 16, 16)
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ButtonAccent = New Color(84, 198, 216)
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End If
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@ -1534,8 +1534,8 @@ Public Class GameModeSelectionScreen
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Dim textSize = FontManager.InGameFont.MeasureString(displayText)
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GetFontRenderer().DrawString(FontManager.InGameFont, displayText, New Vector2(center - halfWidth + 50 + 2, CType(ButtonY + HEIGHT / 2 - (textSize.Y / 2) + 2, Integer)), Color.Black, 0F, Vector2.Zero, 1.0F, SpriteEffects.None, 0F)
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GetFontRenderer().DrawString(FontManager.InGameFont, displayText, New Vector2(center - halfWidth + 50, CType(ButtonY + HEIGHT / 2 - (textSize.Y / 2), Integer)), Color.White, 0F, Vector2.Zero, 1.0F, SpriteEffects.None, 0F)
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GetFontRenderer().DrawString(FontManager.InGameFont, displayText, New Vector2(center - halfWidth + 32 + 2, CType(ButtonY + HEIGHT / 2 - (textSize.Y / 2) + 2, Integer)), Color.Black, 0F, Vector2.Zero, 1.0F, SpriteEffects.None, 0F)
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GetFontRenderer().DrawString(FontManager.InGameFont, displayText, New Vector2(center - halfWidth + 32, CType(ButtonY + HEIGHT / 2 - (textSize.Y / 2), Integer)), Color.White, 0F, Vector2.Zero, 1.0F, SpriteEffects.None, 0F)
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Next
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'Draw GameMode description box
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@ -1562,7 +1562,7 @@ Public Class GameModeSelectionScreen
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For x = 0 To displayWidth
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For y = 0 To displayHeight
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SpriteBatch.Draw(_menuTexture, New Rectangle(CInt(x * 16 + displayRect.X), CInt(y * 16) + displayRect.Y - 8, 16, 16), New Rectangle(40, 48, 16, 16), Color.White)
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SpriteBatch.Draw(_menuTexture, New Rectangle(CInt(x * 16 + displayRect.X), CInt(y * 16) + displayRect.Y - 8, 16, 16), New Rectangle(0, 0, 16, 16), Color.White)
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Next
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Next
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Canvas.DrawRectangle(New Rectangle(displayRect.X, displayRect.Y - 8, displayWidth * 16 + 16, 3), New Color(84, 198, 216))
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@ -50,8 +50,6 @@
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BattleSystem.GameModeAttackLoader.Load()
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Localization.ReloadGameModeTokens()
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If GameModeManager.ActiveGameMode.IsDefaultGamemode = False Then
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'MusicManager.LoadMusic(True)
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'SoundManager.LoadSounds(True)
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@ -241,10 +239,8 @@
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Core.SpriteBatch.DrawString(FontManager.MainFont, Localization.GetString("new_game_name_too_short"), New Vector2(TextboxPosition.X, TextboxPosition.Y + 48), Color.DarkRed)
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End If
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Case 4
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Canvas.DrawRectangle(New Rectangle(CInt(TextboxPosition.X - 5), CInt(TextboxPosition.Y - 24), 138, 42), New Color(0, 0, 0, 80))
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Core.SpriteBatch.DrawString(FontManager.MainFont, Localization.GetString("new_game_choose_skin") & ":" & Environment.NewLine & skinNames(SkinIndex) & Environment.NewLine & skinGenders(SkinIndex), New Vector2(TextboxPosition.X + 2, TextboxPosition.Y - 24 + 2), Color.White)
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Core.SpriteBatch.DrawString(FontManager.MainFont, Localization.GetString("new_game_choose_skin") & ":" & Environment.NewLine & skinNames(SkinIndex) & Environment.NewLine & skinGenders(SkinIndex), New Vector2(TextboxPosition.X, TextboxPosition.Y - 24), Color.White)
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Core.SpriteBatch.DrawString(FontManager.MainFont, Localization.GetString("new_game_select_skin") & ":" & Environment.NewLine & skinNames(SkinIndex) & Environment.NewLine & Localization.GetString("global_" & skinGenders(SkinIndex).ToLower(), skinGenders(SkinIndex)), New Vector2(TextboxPosition.X + 2, TextboxPosition.Y - 24 + 2), Color.Black)
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Core.SpriteBatch.DrawString(FontManager.MainFont, Localization.GetString("new_game_select_skin") & ":" & Environment.NewLine & skinNames(SkinIndex) & Environment.NewLine & Localization.GetString("global_" & skinGenders(SkinIndex).ToLower(), skinGenders(SkinIndex)), New Vector2(TextboxPosition.X, TextboxPosition.Y - 24), Color.White)
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Canvas.DrawScrollBar(New Vector2(TextboxPosition.X, TextboxPosition.Y + 48), skinFiles.Count, 1, SkinIndex, New Size(128, 4), True, TextureManager.GetTexture(TextureManager.GetTexture("GUI\Menus\Menu"), New Rectangle(112, 12, 1, 1)), TextureManager.GetTexture(TextureManager.GetTexture("GUI\Menus\Menu"), New Rectangle(113, 12, 1, 1)))
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End Select
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@ -178,7 +178,7 @@
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badgeName = t
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shake = _badgeAnimation._shakeV
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End If
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_spriteBatch.Draw(Badge.GetBadgeTexture(badgeID), New Rectangle(16 + (i + 1) * 64, 412, 50, 50), Nothing, c, shake, New Vector2(25, 25), SpriteEffects.None, 0F)
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_spriteBatch.Draw(Badge.GetBadgeTexture(badgeID), New Rectangle(16 + (i + 1) * 64, 412, 50, 50), Nothing, c, shake, New Vector2(CInt(Badge.GetBadgeTexture(badgeID).Width / 2), CInt(Badge.GetBadgeTexture(badgeID).Height / 2)), SpriteEffects.None, 0F)
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Next
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_textBatch.DrawString(FontManager.MiniFont, badgeName, New Vector2(555 - FontManager.MiniFont.MeasureString(badgeName).X.ToInteger(), 360), Color.Black)
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