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healthBar divisions, plus OUTLINE_FAST instead of OUTLINE for scoreText.
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1 changed files with 5 additions and 1 deletions
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@ -1602,11 +1602,15 @@ class PlayState extends MusicBeatSubState
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healthBar.scrollFactor.set();
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healthBar.scrollFactor.set();
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healthBar.createFilledBar(Constants.COLOR_HEALTH_BAR_RED, Constants.COLOR_HEALTH_BAR_GREEN);
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healthBar.createFilledBar(Constants.COLOR_HEALTH_BAR_RED, Constants.COLOR_HEALTH_BAR_GREEN);
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healthBar.zIndex = 801;
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healthBar.zIndex = 801;
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// One division for each pixel of the bar's width ensures maximum bar smoothness.
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// This is better looking, and syncs with the lerped icon movement better.
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// This can be slightly more heavy on the CPU, though, so if lower end device performance options are added, maybe make them affect this?
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healthBar.numDivisions = Std.int(healthBarBG.width - 8);
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add(healthBar);
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add(healthBar);
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// The score text below the health bar.
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// The score text below the health bar.
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scoreText = new FlxText(healthBarBG.x + healthBarBG.width - 190, healthBarBG.y + 30, 0, '', 20);
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scoreText = new FlxText(healthBarBG.x + healthBarBG.width - 190, healthBarBG.y + 30, 0, '', 20);
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scoreText.setFormat(Paths.font('vcr.ttf'), 16, FlxColor.WHITE, RIGHT, FlxTextBorderStyle.OUTLINE, FlxColor.BLACK);
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scoreText.setFormat(Paths.font('vcr.ttf'), 16, FlxColor.WHITE, RIGHT, FlxTextBorderStyle.OUTLINE_FAST, FlxColor.BLACK);
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scoreText.scrollFactor.set();
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scoreText.scrollFactor.set();
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scoreText.zIndex = 802;
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scoreText.zIndex = 802;
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add(scoreText);
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add(scoreText);
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