forked from Yonokid/PyTaikoGreen
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Commits
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6fdaf558de | ||
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8ceb2df868 | ||
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4560b5a4b1 |
@@ -166,7 +166,8 @@ function Nameplate:draw(x, y, fade)
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if self.now and self.shiny then self:draw_sparkles(x, y, fade) end
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local dan_offset = 0
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if self.dan ~= -1 then
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-- a plate without a player badge (the entry screen) shows no dan
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if self.dan ~= -1 and self.pnum_tex then
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tex.draw_texture(self.dan_emblem_bg, { x = x, y = y, fade = fade })
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if self.is_gold then
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tex.draw_texture(self.dan_emblem_gold, { frame = self.dan, x = x, y = y, fade = fade })
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@@ -187,9 +188,13 @@ function Nameplate:draw(x, y, fade)
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local frame_top_h = self.frame_top_info.height
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local outline_h = self.outline_info.height
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local name_max = frame_top_w - self.padding - offset - dan_offset
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-- the name is centred right of the badge, or right of the dan chip (drawn at its texture.json x,
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-- so where it ends doesn't depend on the badge)
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local left = offset
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if dan_offset > 0 then left = math.max(offset, self.emblem_info.x[1] + dan_offset) end
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local name_max = frame_top_w - self.padding - left
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local name_width = math.min(self.name_text.width, name_max)
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local name_x = x + offset + dan_offset + (outline_w - offset - dan_offset) / 2.0 - name_width / 2
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local name_x = x + left + (outline_w - left) / 2.0 - name_width / 2
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local name_y = y + outline_h / 2.0 + self.name_offset
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self.name_text:draw({ x = name_x, y = name_y, x2 = name_width - self.name_text.width, fade = fade })
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